36352bf5e3
NOPRESUBMIT=true BUG=skia: DOCS_PREVIEW= https://skia.org/?cl=1037793002 Review URL: https://codereview.chromium.org/1037793002
383 lines
14 KiB
C++
383 lines
14 KiB
C++
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/*
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* Copyright 2011 Google Inc.
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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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// This is a GPU-backend specific test. It relies on static intializers to work
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#include "SkTypes.h"
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#if SK_SUPPORT_GPU && SK_ALLOW_STATIC_GLOBAL_INITIALIZERS
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#include "GrAutoLocaleSetter.h"
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#include "GrContextFactory.h"
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#include "GrInvariantOutput.h"
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#include "GrPipeline.h"
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#include "GrTest.h"
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#include "GrXferProcessor.h"
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#include "SkChecksum.h"
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#include "SkRandom.h"
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#include "Test.h"
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#include "effects/GrConfigConversionEffect.h"
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#include "effects/GrPorterDuffXferProcessor.h"
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#include "gl/GrGLGpu.h"
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#include "gl/GrGLPathRendering.h"
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#include "gl/builders/GrGLProgramBuilder.h"
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/*
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* A dummy processor which just tries to insert a massive key and verify that it can retrieve the
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* whole thing correctly
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*/
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static const uint32_t kMaxKeySize = 1024;
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class GLBigKeyProcessor : public GrGLFragmentProcessor {
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public:
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GLBigKeyProcessor(const GrProcessor&) {}
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virtual void emitCode(GrGLFPBuilder* builder,
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const GrFragmentProcessor& fp,
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const char* outputColor,
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const char* inputColor,
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const TransformedCoordsArray&,
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const TextureSamplerArray&) {}
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static void GenKey(const GrProcessor& processor, const GrGLCaps&, GrProcessorKeyBuilder* b) {
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for (uint32_t i = 0; i < kMaxKeySize; i++) {
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b->add32(i);
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}
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}
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private:
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typedef GrGLFragmentProcessor INHERITED;
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};
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class BigKeyProcessor : public GrFragmentProcessor {
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public:
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static GrFragmentProcessor* Create() {
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GR_CREATE_STATIC_PROCESSOR(gBigKeyProcessor, BigKeyProcessor, ())
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return SkRef(gBigKeyProcessor);
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}
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const char* name() const override { return "Big Ole Key"; }
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virtual void getGLProcessorKey(const GrGLCaps& caps,
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GrProcessorKeyBuilder* b) const override {
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GLBigKeyProcessor::GenKey(*this, caps, b);
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}
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GrGLFragmentProcessor* createGLInstance() const override {
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return SkNEW_ARGS(GLBigKeyProcessor, (*this));
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}
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private:
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BigKeyProcessor() {
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this->initClassID<BigKeyProcessor>();
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}
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bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
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void onComputeInvariantOutput(GrInvariantOutput* inout) const override { }
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GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
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typedef GrFragmentProcessor INHERITED;
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};
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GR_DEFINE_FRAGMENT_PROCESSOR_TEST(BigKeyProcessor);
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GrFragmentProcessor* BigKeyProcessor::TestCreate(SkRandom*,
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GrContext*,
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const GrDrawTargetCaps&,
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GrTexture*[]) {
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return BigKeyProcessor::Create();
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}
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/*
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* Begin test code
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*/
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static const int kRenderTargetHeight = 1;
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static const int kRenderTargetWidth = 1;
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static GrRenderTarget* random_render_target(GrContext* context, SkRandom* random) {
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// setup render target
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GrTextureParams params;
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GrSurfaceDesc texDesc;
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texDesc.fWidth = kRenderTargetWidth;
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texDesc.fHeight = kRenderTargetHeight;
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texDesc.fFlags = kRenderTarget_GrSurfaceFlag;
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texDesc.fConfig = kRGBA_8888_GrPixelConfig;
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texDesc.fOrigin = random->nextBool() == true ? kTopLeft_GrSurfaceOrigin :
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kBottomLeft_GrSurfaceOrigin;
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GrUniqueKey key;
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static const GrUniqueKey::Domain kDomain = GrUniqueKey::GenerateDomain();
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GrUniqueKey::Builder builder(&key, kDomain, 1);
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builder[0] = texDesc.fOrigin;
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builder.finish();
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GrTexture* texture = context->findAndRefCachedTexture(key);
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if (!texture) {
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texture = context->createTexture(texDesc, true);
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if (texture) {
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context->addResourceToCache(key, texture);
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}
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}
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return texture ? texture->asRenderTarget() : NULL;
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}
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static void set_random_xpf(GrContext* context, const GrDrawTargetCaps& caps,
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GrPipelineBuilder* pipelineBuilder, SkRandom* random,
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GrTexture* dummyTextures[]) {
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SkAutoTUnref<const GrXPFactory> xpf(
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GrProcessorTestFactory<GrXPFactory>::CreateStage(random, context, caps, dummyTextures));
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SkASSERT(xpf);
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pipelineBuilder->setXPFactory(xpf.get());
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}
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static const GrGeometryProcessor* get_random_gp(GrContext* context,
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const GrDrawTargetCaps& caps,
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SkRandom* random,
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GrTexture* dummyTextures[]) {
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return GrProcessorTestFactory<GrGeometryProcessor>::CreateStage(random,
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context,
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caps,
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dummyTextures);
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}
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static void set_random_color_coverage_stages(GrGLGpu* gpu,
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GrPipelineBuilder* pipelineBuilder,
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int maxStages,
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bool usePathRendering,
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SkRandom* random,
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GrTexture* dummyTextures[]) {
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int numProcs = random->nextULessThan(maxStages + 1);
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int numColorProcs = random->nextULessThan(numProcs + 1);
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int currTextureCoordSet = 0;
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for (int s = 0; s < numProcs;) {
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SkAutoTUnref<const GrFragmentProcessor> fp(
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GrProcessorTestFactory<GrFragmentProcessor>::CreateStage(random,
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gpu->getContext(),
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*gpu->caps(),
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dummyTextures));
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SkASSERT(fp);
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// If adding this effect would exceed the max texture coord set count then generate a
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// new random effect.
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if (usePathRendering && gpu->glPathRendering()->texturingMode() ==
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GrGLPathRendering::FixedFunction_TexturingMode) {;
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int numTransforms = fp->numTransforms();
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if (currTextureCoordSet + numTransforms >
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gpu->glCaps().maxFixedFunctionTextureCoords()) {
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continue;
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}
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currTextureCoordSet += numTransforms;
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}
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// finally add the stage to the correct pipeline in the drawstate
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if (s < numColorProcs) {
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pipelineBuilder->addColorProcessor(fp);
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} else {
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pipelineBuilder->addCoverageProcessor(fp);
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}
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++s;
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}
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}
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static void set_random_state(GrPipelineBuilder* pipelineBuilder, SkRandom* random) {
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int state = 0;
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for (int i = 1; i <= GrPipelineBuilder::kLast_StateBit; i <<= 1) {
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state |= random->nextBool() * i;
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}
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pipelineBuilder->enableState(state);
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}
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// right now, the only thing we seem to care about in drawState's stencil is 'doesWrite()'
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static void set_random_stencil(GrPipelineBuilder* pipelineBuilder, SkRandom* random) {
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GR_STATIC_CONST_SAME_STENCIL(kDoesWriteStencil,
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kReplace_StencilOp,
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kReplace_StencilOp,
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kAlways_StencilFunc,
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0xffff,
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0xffff,
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0xffff);
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GR_STATIC_CONST_SAME_STENCIL(kDoesNotWriteStencil,
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kKeep_StencilOp,
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kKeep_StencilOp,
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kNever_StencilFunc,
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0xffff,
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0xffff,
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0xffff);
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if (random->nextBool()) {
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pipelineBuilder->setStencil(kDoesWriteStencil);
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} else {
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pipelineBuilder->setStencil(kDoesNotWriteStencil);
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}
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}
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bool GrDrawTarget::programUnitTest(int maxStages) {
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GrGLGpu* gpu = static_cast<GrGLGpu*>(fContext->getGpu());
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// setup dummy textures
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GrSurfaceDesc dummyDesc;
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dummyDesc.fFlags = kRenderTarget_GrSurfaceFlag;
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dummyDesc.fConfig = kSkia8888_GrPixelConfig;
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dummyDesc.fWidth = 34;
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dummyDesc.fHeight = 18;
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SkAutoTUnref<GrTexture> dummyTexture1(gpu->createTexture(dummyDesc, false, NULL, 0));
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dummyDesc.fFlags = kNone_GrSurfaceFlags;
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dummyDesc.fConfig = kAlpha_8_GrPixelConfig;
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dummyDesc.fWidth = 16;
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dummyDesc.fHeight = 22;
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SkAutoTUnref<GrTexture> dummyTexture2(gpu->createTexture(dummyDesc, false, NULL, 0));
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if (!dummyTexture1 || ! dummyTexture2) {
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SkDebugf("Could not allocate dummy textures");
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return false;
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}
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GrTexture* dummyTextures[] = {dummyTexture1.get(), dummyTexture2.get()};
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// dummy scissor state
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GrScissorState scissor;
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// setup clip
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SkRect screen = SkRect::MakeWH(SkIntToScalar(kRenderTargetWidth),
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SkIntToScalar(kRenderTargetHeight));
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SkClipStack stack;
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stack.clipDevRect(screen, SkRegion::kReplace_Op, false);
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// wrap the SkClipStack in a GrClip
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GrClip clip;
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clip.setClipStack(&stack);
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SkRandom random;
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static const int NUM_TESTS = 512;
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for (int t = 0; t < NUM_TESTS;) {
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// setup random render target(can fail)
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SkAutoTUnref<GrRenderTarget> rt(random_render_target(fContext, &random));
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if (!rt.get()) {
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SkDebugf("Could not allocate render target");
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return false;
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}
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GrPipelineBuilder pipelineBuilder;
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pipelineBuilder.setRenderTarget(rt.get());
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pipelineBuilder.setClip(clip);
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// if path rendering we have to setup a couple of things like the draw type
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bool usePathRendering = gpu->glCaps().pathRenderingSupport() && random.nextBool();
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// twiddle drawstate knobs randomly
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bool hasGeometryProcessor = !usePathRendering;
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SkAutoTUnref<const GrGeometryProcessor> gp;
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SkAutoTUnref<const GrPathProcessor> pathProc;
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if (hasGeometryProcessor) {
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gp.reset(get_random_gp(fContext, gpu->glCaps(), &random, dummyTextures));
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} else {
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pathProc.reset(GrPathProcessor::Create(GrColor_WHITE));
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}
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set_random_color_coverage_stages(gpu,
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&pipelineBuilder,
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maxStages - hasGeometryProcessor,
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usePathRendering,
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&random,
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dummyTextures);
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// creates a random xfer processor factory on the draw state
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set_random_xpf(fContext, gpu->glCaps(), &pipelineBuilder, &random, dummyTextures);
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set_random_state(&pipelineBuilder, &random);
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set_random_stencil(&pipelineBuilder, &random);
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GrDeviceCoordTexture dstCopy;
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const GrPrimitiveProcessor* primProc;
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if (hasGeometryProcessor) {
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primProc = gp.get();
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} else {
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primProc = pathProc.get();
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}
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const GrProcOptInfo& colorPOI = pipelineBuilder.colorProcInfo(primProc);
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const GrProcOptInfo& coveragePOI = pipelineBuilder.coverageProcInfo(primProc);
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if (!this->setupDstReadIfNecessary(pipelineBuilder, colorPOI, coveragePOI, &dstCopy,
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NULL)) {
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SkDebugf("Couldn't setup dst read texture");
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return false;
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}
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// create optimized draw state, setup readDst texture if required, and build a descriptor
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// and program. ODS creation can fail, so we have to check
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GrPipeline pipeline(pipelineBuilder, colorPOI, coveragePOI,
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*gpu->caps(), scissor, &dstCopy);
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if (pipeline.mustSkip()) {
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continue;
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}
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GrBatchTracker bt;
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primProc->initBatchTracker(&bt, pipeline.getInitBatchTracker());
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GrProgramDesc desc;
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gpu->buildProgramDesc(&desc, *primProc, pipeline, bt);
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GrGpu::DrawArgs args(primProc, &pipeline, &desc, &bt);
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SkAutoTUnref<GrGLProgram> program(GrGLProgramBuilder::CreateProgram(args, gpu));
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if (NULL == program.get()) {
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SkDebugf("Failed to create program!");
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return false;
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}
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// because occasionally optimized drawstate creation will fail for valid reasons, we only
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// want to increment on success
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++t;
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}
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return true;
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}
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DEF_GPUTEST(GLPrograms, reporter, factory) {
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// Set a locale that would cause shader compilation to fail because of , as decimal separator.
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// skbug 3330
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#ifdef SK_BUILD_FOR_WIN
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GrAutoLocaleSetter als("sv-SE");
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#else
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GrAutoLocaleSetter als("sv_SE.UTF-8");
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#endif
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for (int type = 0; type < GrContextFactory::kLastGLContextType; ++type) {
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GrContext* context = factory->get(static_cast<GrContextFactory::GLContextType>(type));
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if (context) {
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GrGLGpu* gpu = static_cast<GrGLGpu*>(context->getGpu());
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/*
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* For the time being, we only support the test with desktop GL or for android on
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* ARM platforms
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* TODO When we run ES 3.00 GLSL in more places, test again
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*/
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int maxStages;
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if (kGL_GrGLStandard == gpu->glStandard() ||
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kARM_GrGLVendor == gpu->ctxInfo().vendor()) {
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maxStages = 6;
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} else if (kTegra3_GrGLRenderer == gpu->ctxInfo().renderer() ||
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kOther_GrGLRenderer == gpu->ctxInfo().renderer()) {
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maxStages = 1;
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} else {
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return;
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}
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#if SK_ANGLE
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// Some long shaders run out of temporary registers in the D3D compiler on ANGLE.
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if (type == GrContextFactory::kANGLE_GLContextType) {
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maxStages = 2;
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}
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#endif
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GrTestTarget target;
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context->getTestTarget(&target);
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REPORTER_ASSERT(reporter, target.target()->programUnitTest(maxStages));
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}
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}
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}
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#endif
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