182c92ebb3
Previously, these would produce a "valid" effect object, but it wouldn't draw anything. Bug: oss-fuzz:24070 Change-Id: I17d0ed1710196853da0694cac9f4c260312700a9 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/304064 Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: John Stiles <johnstiles@google.com>
173 lines
6.8 KiB
C++
173 lines
6.8 KiB
C++
/*
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* Copyright 2019 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "include/core/SkCanvas.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkSurface.h"
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#include "include/effects/SkRuntimeEffect.h"
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#include "include/gpu/GrDirectContext.h"
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#include "src/core/SkTLazy.h"
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#include "tests/Test.h"
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#include <algorithm>
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DEF_TEST(SkRuntimeEffectInvalid, r) {
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auto test = [r](const char* hdr, const char* body, const char* expected) {
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SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }",
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hdr, body);
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auto[effect, errorText] = SkRuntimeEffect::Make(src);
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REPORTER_ASSERT(r, !effect);
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REPORTER_ASSERT(r, errorText.contains(expected),
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"Expected error message to contain \"%s\". Actual message: \"%s\"",
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expected, errorText.c_str());
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};
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// Features that are only allowed in .fp files (key, in uniform, ctype, when, tracked).
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// Ensure that these fail, and the error messages contain the relevant keyword.
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test("layout(key) in bool Input;", "", "key");
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test("in uniform float Input;", "", "in uniform");
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test("layout(ctype=SkRect) float4 Input;", "", "ctype");
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test("in bool Flag; layout(when=Flag) uniform float Input;", "", "when");
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test("layout(tracked) uniform float Input;", "", "tracked");
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// Runtime SkSL supports a limited set of uniform types. No samplers, for example:
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test("uniform sampler2D s;", "", "sampler2D");
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// 'in' variables can't be arrays
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test("in int Input[2];", "", "array");
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// Type specific restrictions:
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// 'bool', 'int' can't be 'uniform'
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test("uniform bool Input;", "", "'uniform'");
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test("uniform int Input;", "", "'uniform'");
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// vector and matrix types can't be 'in'
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test("in float2 Input;", "", "'in'");
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test("in half3x3 Input;", "", "'in'");
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// 'marker' is only permitted on 'uniform' variables
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test("layout(marker=local_to_world) in float4x4 localToWorld;", "", "'uniform'");
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// 'marker' is only permitted on float4x4 variables
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test("layout(marker=local_to_world) uniform float3x3 localToWorld;", "", "float4x4");
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test("half missing();", "color.r = missing();", "undefined function");
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// Shouldn't be possible to create an SkRuntimeEffect without "main"
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test("//", "", "main");
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}
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class TestEffect {
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public:
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TestEffect(skiatest::Reporter* r, const char* hdr, const char* body) {
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SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }",
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hdr, body);
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auto[effect, errorText] = SkRuntimeEffect::Make(src);
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if (!effect) {
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REPORT_FAILURE(r, "effect",
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SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
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return;
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}
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fBuilder.init(std::move(effect));
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}
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SkRuntimeShaderBuilder::BuilderInput operator[](const char* name) {
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return fBuilder->input(name);
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}
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void test(skiatest::Reporter* r, sk_sp<SkSurface> surface,
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uint32_t TL, uint32_t TR, uint32_t BL, uint32_t BR, SkScalar rotate = 0.0f) {
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auto shader = fBuilder->makeShader(nullptr, false);
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if (!shader) {
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REPORT_FAILURE(r, "shader", SkString("Effect didn't produce a shader"));
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return;
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}
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SkPaint paint;
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paint.setShader(std::move(shader));
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paint.setBlendMode(SkBlendMode::kSrc);
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surface->getCanvas()->rotate(rotate);
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surface->getCanvas()->drawPaint(paint);
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uint32_t actual[4];
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SkImageInfo info = surface->imageInfo();
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if (!surface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
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REPORT_FAILURE(r, "readPixels", SkString("readPixels failed"));
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return;
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}
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uint32_t expected[4] = {TL, TR, BL, BR};
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if (memcmp(actual, expected, sizeof(actual)) != 0) {
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REPORT_FAILURE(r, "Runtime effect didn't match expectations",
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SkStringPrintf("\n"
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"Expected: [ %08x %08x %08x %08x ]\n"
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"Got : [ %08x %08x %08x %08x ]\n"
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"SkSL:\n%s\n",
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TL, TR, BL, BR, actual[0], actual[1], actual[2],
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actual[3], fBuilder->fEffect->source().c_str()));
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}
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}
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void test(skiatest::Reporter* r, sk_sp<SkSurface> surface, uint32_t expected) {
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this->test(r, surface, expected, expected, expected, expected);
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}
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private:
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SkTLazy<SkRuntimeShaderBuilder> fBuilder;
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};
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static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrContext* context) {
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SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
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sk_sp<SkSurface> surface;
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if (context) {
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surface = SkSurface::MakeRenderTarget(context, SkBudgeted::kNo, info);
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} else {
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surface = SkSurface::MakeRaster(info);
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}
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REPORTER_ASSERT(r, surface);
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TestEffect xy(r, "", "color = half4(half2(p - 0.5), 0, 1);");
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xy.test(r, surface, 0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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using float4 = std::array<float, 4>;
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// NOTE: For now, we always emit valid premul colors, until CPU and GPU agree on clamping
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TestEffect uniformColor(r, "uniform float4 gColor;", "color = half4(gColor);");
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uniformColor["gColor"] = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
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uniformColor.test(r, surface, 0xFFBF4000);
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uniformColor["gColor"] = float4{ 0.75f, 0.25f, 0.0f, 1.0f };
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uniformColor.test(r, surface, 0xFF0040BF);
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TestEffect pickColor(r, "in int flag; uniform half4 gColors[2];", "color = gColors[flag];");
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pickColor["gColors"] =
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std::array<float4, 2>{float4{1.0f, 0.0f, 0.0f, 0.498f}, float4{0.0f, 1.0f, 0.0f, 1.0f}};
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pickColor["flag"] = 0;
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pickColor.test(r, surface, 0x7F00007F); // Tests that we clamp to valid premul
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pickColor["flag"] = 1;
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pickColor.test(r, surface, 0xFF00FF00);
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TestEffect inlineColor(r, "in half c;", "color = half4(c, c, c, 1);");
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inlineColor["c"] = 0.498f;
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inlineColor.test(r, surface, 0xFF7F7F7F);
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// Test sk_FragCoord, which we output to color. Since the surface is 2x2, we should see
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// (0,0), (1,0), (0,1), (1,1), multiply by 0.498 to make sure we're not saturating unexpectedly.
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TestEffect fragCoord(r, "", "color = half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1);");
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fragCoord.test(r, surface, 0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F, 45.0f);
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}
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DEF_TEST(SkRuntimeEffectSimple, r) {
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test_RuntimeEffect_Shaders(r, nullptr);
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}
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DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) {
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test_RuntimeEffect_Shaders(r, ctxInfo.directContext());
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}
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