371f6e18e5
This breaks up the giant IRGenerator::convertFunction method into more- manageable chunks, moves the functionality into FunctionDeclaration, and funnels the DSL through it so it receives the same error checking. Change-Id: Icf2ac650ab3d5276d8c0134062a4e7e220f9bf32 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/402778 Commit-Queue: Ethan Nicholas <ethannicholas@google.com> Reviewed-by: John Stiles <johnstiles@google.com>
248 lines
8.1 KiB
C++
248 lines
8.1 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/SkBitmap.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColorFilter.h"
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#include "include/core/SkData.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 "include/sksl/DSLRuntimeEffects.h"
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#include "src/core/SkTLazy.h"
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#include "src/gpu/GrColor.h"
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#include "src/sksl/SkSLCompiler.h"
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#include "tests/Test.h"
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#include <algorithm>
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#include <thread>
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using namespace SkSL::dsl;
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class DSLTestEffect {
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public:
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DSLTestEffect(skiatest::Reporter* r, sk_sp<SkSurface> surface)
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: fReporter(r)
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, fCaps(SkSL::ShaderCapsFactory::Standalone())
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, fCompiler(std::make_unique<SkSL::Compiler>(fCaps.get()))
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, fSurface(std::move(surface)) {}
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void start() {
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StartRuntimeShader(fCompiler.get());
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}
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void end() {
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sk_sp<SkRuntimeEffect> effect = EndRuntimeShader();
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SkASSERT(effect);
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fBuilder.init(std::move(effect));
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}
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SkRuntimeShaderBuilder::BuilderUniform uniform(const char* name) {
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return fBuilder->uniform(name);
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}
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SkRuntimeShaderBuilder::BuilderChild child(const char* name) {
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return fBuilder->child(name);
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}
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using PreTestFn = std::function<void(SkCanvas*, SkPaint*)>;
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void test(GrColor TL, GrColor TR, GrColor BL, GrColor BR,
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PreTestFn preTestCallback = nullptr) {
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auto shader = fBuilder->makeShader(nullptr, false);
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if (!shader) {
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REPORT_FAILURE(fReporter, "shader", SkString("Effect didn't produce a shader"));
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return;
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}
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SkCanvas* canvas = fSurface->getCanvas();
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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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canvas->save();
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if (preTestCallback) {
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preTestCallback(canvas, &paint);
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}
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canvas->drawPaint(paint);
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canvas->restore();
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GrColor actual[4];
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SkImageInfo info = fSurface->imageInfo();
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if (!fSurface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
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REPORT_FAILURE(fReporter, "readPixels", SkString("readPixels failed"));
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return;
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}
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GrColor expected[4] = {TL, TR, BL, BR};
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if (0 != memcmp(actual, expected, sizeof(actual))) {
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REPORT_FAILURE(fReporter, "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->effect()->source().c_str()));
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}
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}
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void test(GrColor expected, PreTestFn preTestCallback = nullptr) {
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this->test(expected, expected, expected, expected, preTestCallback);
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}
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private:
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skiatest::Reporter* fReporter;
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SkSL::ShaderCapsPointer fCaps;
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std::unique_ptr<SkSL::Compiler> fCompiler;
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sk_sp<SkSurface> fSurface;
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SkTLazy<SkRuntimeShaderBuilder> fBuilder;
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};
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static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrRecordingContext* rContext) {
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SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
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sk_sp<SkSurface> surface = rContext
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? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
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: SkSurface::MakeRaster(info);
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REPORTER_ASSERT(r, surface);
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using float4 = std::array<float, 4>;
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using int4 = std::array<int, 4>;
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DSLTestEffect effect(r, surface);
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// Local coords
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{
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effect.start();
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Var p(kFloat2_Type, "p");
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Function(kHalf4_Type, "main", p).define(
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Return(Half4(Half2(p - 0.5), 0, 1))
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);
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effect.end();
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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}
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// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
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{
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effect.start();
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Var gColor(kUniform_Modifier, kFloat4_Type);
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DeclareGlobal(gColor);
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Var p(kFloat2_Type, "p");
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Function(kHalf4_Type, "main", p).define(
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Return(Half4(gColor))
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);
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effect.end();
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effect.uniform(gColor.name()) = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
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effect.test(0xFFBF4000);
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effect.uniform(gColor.name()) = float4{ 1.0f, 0.0f, 0.0f, 0.498f };
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effect.test(0x7F00007F); // Tests that we clamp to valid premul
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}
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// Same, with integer uniforms
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{
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effect.start();
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Var gColor(kUniform_Modifier, kInt4_Type);
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DeclareGlobal(gColor);
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Var p(kFloat2_Type, "p");
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Function(kHalf4_Type, "main", p).define(
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Return(Half4(gColor) / 255)
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);
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effect.end();
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effect.uniform(gColor.name()) = int4{ 0x00, 0x40, 0xBF, 0xFF };
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effect.test(0xFFBF4000);
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effect.uniform(gColor.name()) = int4{ 0xFF, 0x00, 0x00, 0x7F };
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effect.test(0x7F00007F); // Tests that we clamp to valid premul
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}
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// Test sk_FragCoord (device coords). Rotate the canvas to be sure we're seeing device coords.
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// Since the surface is 2x2, we should see (0,0), (1,0), (0,1), (1,1). Multiply by 0.498 to
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// make sure we're not saturating unexpectedly.
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{
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effect.start();
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Var p(kFloat2_Type, "p");
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Function(kHalf4_Type, "main", p).define(
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Return(Half4(0.498 * (Half2(Swizzle(sk_FragCoord(), X, Y)) - 0.5), 0, 1))
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);
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effect.end();
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effect.test(0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F,
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[](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); });
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}
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// Runtime effects should use relaxed precision rules by default
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{
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effect.start();
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Var p(kFloat2_Type, "p");
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Function(kHalf4_Type, "main", p).define(
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Return(Float4(p - 0.5, 0, 1))
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);
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effect.end();
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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}
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// ... and support *returning* float4, not just half4
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{
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effect.start();
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Var p(kFloat2_Type, "p");
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Function(kFloat4_Type, "main", p).define(
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Return(Float4(p - 0.5, 0, 1))
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);
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effect.end();
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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}
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// Mutating coords should work. (skbug.com/10918)
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{
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effect.start();
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Var p(kFloat2_Type, "p");
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Function(kFloat4_Type, "main", p).define(
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p -= 0.5,
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Return(Float4(p, 0, 1))
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);
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effect.end();
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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}
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{
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effect.start();
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Var p1(kInOut_Modifier, kFloat2_Type, "p");
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Function moveCoords(kVoid_Type, "moveCoords", p1);
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moveCoords.define(
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p1 -= 0.5
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);
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Var p2(kFloat2_Type, "p");
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Function(kFloat4_Type, "main", p2).define(
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moveCoords(p2),
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Return(Float4(p2, 0, 1))
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);
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effect.end();
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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}
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//
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// Sampling children
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//
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// Sampling a null child should return the paint color
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{
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effect.start();
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Var child(kUniform_Modifier, kShader_Type, "child");
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DeclareGlobal(child);
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Var p2(kFloat2_Type, "p");
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Function(kFloat4_Type, "main", p2).define(
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Return(Sample(child, p2))
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);
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effect.end();
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effect.child("child") = nullptr;
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effect.test(0xFF00FFFF,
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[](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); });
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}
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}
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DEF_TEST(DSLRuntimeEffectSimple, r) {
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test_RuntimeEffect_Shaders(r, nullptr);
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}
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DEF_GPUTEST_FOR_RENDERING_CONTEXTS(DSLRuntimeEffectSimple_GPU, r, ctxInfo) {
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test_RuntimeEffect_Shaders(r, ctxInfo.directContext());
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}
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