skia2/tests/GLProgramsTest.cpp
commit-bot@chromium.org e0e7cfe44b Change old PRG to be SkLCGRandom; change new one to SkRandom
The goal here is to get people to start using the new random number
generator, while leaving the old one in place so we don't have to 
rebaseline GMs.

R=reed@google.com, bsalomon@google.com

Author: jvanverth@google.com

Review URL: https://chromiumcodereview.appspot.com/23576015

git-svn-id: http://skia.googlecode.com/svn/trunk@11169 2bbb7eff-a529-9590-31e7-b0007b416f81
2013-09-09 20:09:12 +00:00

248 lines
9.6 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
// This is a GPU-backend specific test. It relies on static intializers to work
#include "SkTypes.h"
#if SK_SUPPORT_GPU && SK_ALLOW_STATIC_GLOBAL_INITIALIZERS
#include "gl/GrGpuGL.h"
#include "GrBackendEffectFactory.h"
#include "GrContextFactory.h"
#include "GrDrawEffect.h"
#include "effects/GrConfigConversionEffect.h"
#include "SkChecksum.h"
#include "SkRandom.h"
#include "Test.h"
void GrGLProgramDesc::setRandom(SkRandom* random,
const GrGpuGL* gpu,
const GrRenderTarget* dstRenderTarget,
const GrTexture* dstCopyTexture,
const GrEffectStage* stages[],
int numColorStages,
int numCoverageStages,
int currAttribIndex) {
int numEffects = numColorStages + numCoverageStages;
size_t keyLength = KeyLength(numEffects);
fKey.reset(keyLength);
*this->atOffset<uint32_t, kLengthOffset>() = static_cast<uint32_t>(keyLength);
memset(this->header(), 0, kHeaderSize);
KeyHeader* header = this->header();
header->fEmitsPointSize = random->nextBool();
header->fPositionAttributeIndex = 0;
// if the effects have used up all off the available attributes,
// don't try to use color or coverage attributes as input
do {
header->fColorInput = random->nextULessThan(kColorInputCnt);
} while (GrDrawState::kMaxVertexAttribCnt <= currAttribIndex &&
kAttribute_ColorInput == header->fColorInput);
header->fColorAttributeIndex = (header->fColorInput == kAttribute_ColorInput) ?
currAttribIndex++ :
-1;
do {
header->fCoverageInput = random->nextULessThan(kColorInputCnt);
} while (GrDrawState::kMaxVertexAttribCnt <= currAttribIndex &&
kAttribute_ColorInput == header->fCoverageInput);
header->fCoverageAttributeIndex = (header->fCoverageInput == kAttribute_ColorInput) ?
currAttribIndex++ :
-1;
header->fColorFilterXfermode = random->nextULessThan(SkXfermode::kLastCoeffMode + 1);
#if GR_GL_EXPERIMENTAL_GS
header->fExperimentalGS = gpu->caps()->geometryShaderSupport() && random->nextBool();
#endif
header->fDiscardIfZeroCoverage = random->nextBool();
bool useLocalCoords = random->nextBool() && currAttribIndex < GrDrawState::kMaxVertexAttribCnt;
header->fLocalCoordAttributeIndex = useLocalCoords ? currAttribIndex++ : -1;
header->fColorEffectCnt = numColorStages;
header->fCoverageEffectCnt = numCoverageStages;
bool dstRead = false;
bool fragPos = false;
int numStages = numColorStages + numCoverageStages;
for (int s = 0; s < numStages; ++s) {
const GrBackendEffectFactory& factory = (*stages[s]->getEffect())->getFactory();
GrDrawEffect drawEffect(*stages[s], useLocalCoords);
this->effectKeys()[s] = factory.glEffectKey(drawEffect, gpu->glCaps());
if ((*stages[s]->getEffect())->willReadDstColor()) {
dstRead = true;
}
if ((*stages[s]->getEffect())->willReadFragmentPosition()) {
fragPos = true;
}
}
if (dstRead) {
header->fDstReadKey = GrGLShaderBuilder::KeyForDstRead(dstCopyTexture, gpu->glCaps());
} else {
header->fDstReadKey = 0;
}
if (fragPos) {
header->fFragPosKey = GrGLShaderBuilder::KeyForFragmentPosition(dstRenderTarget,
gpu->glCaps());
} else {
header->fFragPosKey = 0;
}
CoverageOutput coverageOutput;
bool illegalCoverageOutput;
do {
coverageOutput = static_cast<CoverageOutput>(random->nextULessThan(kCoverageOutputCnt));
illegalCoverageOutput = (!gpu->caps()->dualSourceBlendingSupport() &&
CoverageOutputUsesSecondaryOutput(coverageOutput)) ||
(!dstRead && kCombineWithDst_CoverageOutput == coverageOutput);
} while (illegalCoverageOutput);
header->fCoverageOutput = coverageOutput;
*this->checksum() = 0;
*this->checksum() = SkChecksum::Compute(reinterpret_cast<uint32_t*>(fKey.get()), keyLength);
fInitialized = true;
}
bool GrGpuGL::programUnitTest(int maxStages) {
GrTextureDesc dummyDesc;
dummyDesc.fFlags = kRenderTarget_GrTextureFlagBit;
dummyDesc.fConfig = kSkia8888_GrPixelConfig;
dummyDesc.fWidth = 34;
dummyDesc.fHeight = 18;
SkAutoTUnref<GrTexture> dummyTexture1(this->createTexture(dummyDesc, NULL, 0));
dummyDesc.fFlags = kNone_GrTextureFlags;
dummyDesc.fConfig = kAlpha_8_GrPixelConfig;
dummyDesc.fWidth = 16;
dummyDesc.fHeight = 22;
SkAutoTUnref<GrTexture> dummyTexture2(this->createTexture(dummyDesc, NULL, 0));
static const int NUM_TESTS = 512;
SkRandom random;
for (int t = 0; t < NUM_TESTS; ++t) {
#if 0
GrPrintf("\nTest Program %d\n-------------\n", t);
static const int stop = -1;
if (t == stop) {
int breakpointhere = 9;
}
#endif
GrGLProgramDesc pdesc;
int currAttribIndex = 1; // we need to always leave room for position
int attribIndices[2];
GrTexture* dummyTextures[] = {dummyTexture1.get(), dummyTexture2.get()};
int numStages = random.nextULessThan(maxStages + 1);
int numColorStages = random.nextULessThan(numStages + 1);
int numCoverageStages = numStages - numColorStages;
SkAutoSTMalloc<8, const GrEffectStage*> stages(numStages);
for (int s = 0; s < numStages; ++s) {
SkAutoTUnref<const GrEffectRef> effect(GrEffectTestFactory::CreateStage(
&random,
this->getContext(),
*this->caps(),
dummyTextures));
int numAttribs = (*effect)->numVertexAttribs();
// If adding this effect would exceed the max attrib count then generate a
// new random effect.
if (currAttribIndex + numAttribs > GrDrawState::kMaxVertexAttribCnt) {
--s;
continue;
}
for (int i = 0; i < numAttribs; ++i) {
attribIndices[i] = currAttribIndex++;
}
GrEffectStage* stage = SkNEW_ARGS(GrEffectStage,
(effect.get(), attribIndices[0], attribIndices[1]));
stages[s] = stage;
}
const GrTexture* dstTexture = random.nextBool() ? dummyTextures[0] : dummyTextures[1];
pdesc.setRandom(&random,
this,
dummyTextures[0]->asRenderTarget(),
dstTexture,
stages.get(),
numColorStages,
numCoverageStages,
currAttribIndex);
SkAutoTUnref<GrGLProgram> program(GrGLProgram::Create(this,
pdesc,
stages,
stages + numColorStages));
for (int s = 0; s < numStages; ++s) {
SkDELETE(stages[s]);
}
if (NULL == program.get()) {
return false;
}
}
return true;
}
static void GLProgramsTest(skiatest::Reporter* reporter, GrContextFactory* factory) {
for (int type = 0; type < GrContextFactory::kLastGLContextType; ++type) {
GrContext* context = factory->get(static_cast<GrContextFactory::GLContextType>(type));
if (NULL != context) {
GrGpuGL* gpu = static_cast<GrGpuGL*>(context->getGpu());
int maxStages = 6;
#if SK_ANGLE
// Some long shaders run out of temporary registers in the D3D compiler on ANGLE.
if (type == GrContextFactory::kANGLE_GLContextType) {
maxStages = 3;
}
#endif
REPORTER_ASSERT(reporter, gpu->programUnitTest(maxStages));
}
}
}
#include "TestClassDef.h"
DEFINE_GPUTESTCLASS("GLPrograms", GLProgramsTestClass, GLProgramsTest)
// This is evil evil evil. The linker may throw away whole translation units as dead code if it
// thinks none of the functions are called. It will do this even if there are static initializers
// in the unit that could pass pointers to functions from the unit out to other translation units!
// We force some of the effects that would otherwise be discarded to link here.
#include "SkLightingImageFilter.h"
#include "SkMagnifierImageFilter.h"
#include "SkColorMatrixFilter.h"
#include "SkBitmapAlphaThresholdShader.h"
void forceLinking();
void forceLinking() {
SkLightingImageFilter::CreateDistantLitDiffuse(SkPoint3(0,0,0), 0, 0, 0);
SkMagnifierImageFilter mag(SkRect::MakeWH(SK_Scalar1, SK_Scalar1), SK_Scalar1);
GrConfigConversionEffect::Create(NULL,
false,
GrConfigConversionEffect::kNone_PMConversion,
SkMatrix::I());
SkScalar matrix[20];
SkColorMatrixFilter cmf(matrix);
SkBitmapAlphaThresholdShader::Create(SkBitmap(), SkRegion(), 0x80);
}
#endif