skia2/tests/GLProgramsTest.cpp
Brian Osman 32342f032e Rebase and fix chromium
Combine texture provider and resource provider

Largely mechanical. Only three places that were calling createApprox
via texture provider (ie without flags), so that was simple.

BUG=skia:

Change-Id: I876367bcdc6a8db736deedab1028de1972015509
Reviewed-on: https://skia-review.googlesource.com/9176
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
2017-03-04 13:49:47 +00:00

454 lines
17 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 "GrAutoLocaleSetter.h"
#include "GrContextFactory.h"
#include "GrContextPriv.h"
#include "GrDrawOpTest.h"
#include "GrDrawingManager.h"
#include "GrPipeline.h"
#include "GrRenderTargetContextPriv.h"
#include "GrResourceProvider.h"
#include "GrTest.h"
#include "GrXferProcessor.h"
#include "SkChecksum.h"
#include "SkRandom.h"
#include "Test.h"
#include "ops/GrDrawOp.h"
#include "effects/GrConfigConversionEffect.h"
#include "effects/GrPorterDuffXferProcessor.h"
#include "effects/GrXfermodeFragmentProcessor.h"
#include "gl/GrGLGpu.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLProgramBuilder.h"
/*
* A dummy processor which just tries to insert a massive key and verify that it can retrieve the
* whole thing correctly
*/
static const uint32_t kMaxKeySize = 1024;
class GLBigKeyProcessor : public GrGLSLFragmentProcessor {
public:
void emitCode(EmitArgs& args) override {
// pass through
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
if (args.fInputColor) {
fragBuilder->codeAppendf("%s = %s;\n", args.fOutputColor, args.fInputColor);
} else {
fragBuilder->codeAppendf("%s = vec4(1.0);\n", args.fOutputColor);
}
}
static void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder* b) {
for (uint32_t i = 0; i < kMaxKeySize; i++) {
b->add32(i);
}
}
private:
typedef GrGLSLFragmentProcessor INHERITED;
};
class BigKeyProcessor : public GrFragmentProcessor {
public:
static sk_sp<GrFragmentProcessor> Make() {
return sk_sp<GrFragmentProcessor>(new BigKeyProcessor);
}
const char* name() const override { return "Big Ole Key"; }
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
return new GLBigKeyProcessor;
}
private:
BigKeyProcessor() : INHERITED(kNone_OptimizationFlags) { this->initClassID<BigKeyProcessor>(); }
virtual void onGetGLSLProcessorKey(const GrShaderCaps& caps,
GrProcessorKeyBuilder* b) const override {
GLBigKeyProcessor::GenKey(*this, caps, b);
}
bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
typedef GrFragmentProcessor INHERITED;
};
GR_DEFINE_FRAGMENT_PROCESSOR_TEST(BigKeyProcessor);
#if GR_TEST_UTILS
sk_sp<GrFragmentProcessor> BigKeyProcessor::TestCreate(GrProcessorTestData*) {
return BigKeyProcessor::Make();
}
#endif
//////////////////////////////////////////////////////////////////////////////
class BlockInputFragmentProcessor : public GrFragmentProcessor {
public:
static sk_sp<GrFragmentProcessor> Make(sk_sp<GrFragmentProcessor> fp) {
return sk_sp<GrFragmentProcessor>(new BlockInputFragmentProcessor(fp));
}
const char* name() const override { return "Block Input"; }
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLFP; }
private:
class GLFP : public GrGLSLFragmentProcessor {
public:
void emitCode(EmitArgs& args) override {
this->emitChild(0, nullptr, args);
}
private:
typedef GrGLSLFragmentProcessor INHERITED;
};
BlockInputFragmentProcessor(sk_sp<GrFragmentProcessor> child)
: INHERITED(kNone_OptimizationFlags) {
this->initClassID<BlockInputFragmentProcessor>();
this->registerChildProcessor(std::move(child));
}
void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {}
bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
typedef GrFragmentProcessor INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
/*
* Begin test code
*/
static const int kRenderTargetHeight = 1;
static const int kRenderTargetWidth = 1;
static sk_sp<GrRenderTargetContext> random_render_target_context(GrContext* context,
SkRandom* random,
const GrCaps* caps) {
GrSurfaceOrigin origin = random->nextBool() ? kTopLeft_GrSurfaceOrigin
: kBottomLeft_GrSurfaceOrigin;
int sampleCnt = random->nextBool() ? SkTMin(4, caps->maxSampleCount()) : 0;
sk_sp<GrRenderTargetContext> renderTargetContext(context->makeRenderTargetContext(
SkBackingFit::kExact,
kRenderTargetWidth,
kRenderTargetHeight,
kRGBA_8888_GrPixelConfig,
nullptr,
sampleCnt,
origin));
return renderTargetContext;
}
#if GR_TEST_UTILS
static void set_random_xpf(GrPaint* paint, GrProcessorTestData* d) {
paint->setXPFactory(GrXPFactoryTestFactory::Get(d));
}
static sk_sp<GrFragmentProcessor> create_random_proc_tree(GrProcessorTestData* d,
int minLevels, int maxLevels) {
SkASSERT(1 <= minLevels);
SkASSERT(minLevels <= maxLevels);
// Return a leaf node if maxLevels is 1 or if we randomly chose to terminate.
// If returning a leaf node, make sure that it doesn't have children (e.g. another
// GrComposeEffect)
const float terminateProbability = 0.3f;
if (1 == minLevels) {
bool terminate = (1 == maxLevels) || (d->fRandom->nextF() < terminateProbability);
if (terminate) {
sk_sp<GrFragmentProcessor> fp;
while (true) {
fp = GrProcessorTestFactory<GrFragmentProcessor>::Make(d);
SkASSERT(fp);
if (0 == fp->numChildProcessors()) {
break;
}
}
return fp;
}
}
// If we didn't terminate, choose either the left or right subtree to fulfill
// the minLevels requirement of this tree; the other child can have as few levels as it wants.
// Also choose a random xfer mode.
if (minLevels > 1) {
--minLevels;
}
sk_sp<GrFragmentProcessor> minLevelsChild(create_random_proc_tree(d, minLevels, maxLevels - 1));
sk_sp<GrFragmentProcessor> otherChild(create_random_proc_tree(d, 1, maxLevels - 1));
SkBlendMode mode = static_cast<SkBlendMode>(d->fRandom->nextRangeU(0,
(int)SkBlendMode::kLastMode));
sk_sp<GrFragmentProcessor> fp;
if (d->fRandom->nextF() < 0.5f) {
fp = GrXfermodeFragmentProcessor::MakeFromTwoProcessors(std::move(minLevelsChild),
std::move(otherChild), mode);
SkASSERT(fp);
} else {
fp = GrXfermodeFragmentProcessor::MakeFromTwoProcessors(std::move(otherChild),
std::move(minLevelsChild), mode);
SkASSERT(fp);
}
return fp;
}
static void set_random_color_coverage_stages(GrPaint* paint,
GrProcessorTestData* d,
int maxStages) {
// Randomly choose to either create a linear pipeline of procs or create one proc tree
const float procTreeProbability = 0.5f;
if (d->fRandom->nextF() < procTreeProbability) {
// A full tree with 5 levels (31 nodes) may cause a program that exceeds shader limits
// (e.g. uniform or varying limits); maxTreeLevels should be a number from 1 to 4 inclusive.
const int maxTreeLevels = 4;
sk_sp<GrFragmentProcessor> fp(create_random_proc_tree(d, 2, maxTreeLevels));
paint->addColorFragmentProcessor(std::move(fp));
} else {
int numProcs = d->fRandom->nextULessThan(maxStages + 1);
int numColorProcs = d->fRandom->nextULessThan(numProcs + 1);
for (int s = 0; s < numProcs;) {
sk_sp<GrFragmentProcessor> fp(GrProcessorTestFactory<GrFragmentProcessor>::Make(d));
SkASSERT(fp);
// finally add the stage to the correct pipeline in the drawstate
if (s < numColorProcs) {
paint->addColorFragmentProcessor(std::move(fp));
} else {
paint->addCoverageFragmentProcessor(std::move(fp));
}
++s;
}
}
}
static bool set_random_state(GrPaint* paint, SkRandom* random) {
if (random->nextBool()) {
paint->setDisableOutputConversionToSRGB(true);
}
if (random->nextBool()) {
paint->setAllowSRGBInputs(true);
}
return random->nextBool();
}
// right now, the only thing we seem to care about in drawState's stencil is 'doesWrite()'
static const GrUserStencilSettings* get_random_stencil(SkRandom* random) {
static constexpr GrUserStencilSettings kDoesWriteStencil(
GrUserStencilSettings::StaticInit<
0xffff,
GrUserStencilTest::kAlways,
0xffff,
GrUserStencilOp::kReplace,
GrUserStencilOp::kReplace,
0xffff>()
);
static constexpr GrUserStencilSettings kDoesNotWriteStencil(
GrUserStencilSettings::StaticInit<
0xffff,
GrUserStencilTest::kNever,
0xffff,
GrUserStencilOp::kKeep,
GrUserStencilOp::kKeep,
0xffff>()
);
if (random->nextBool()) {
return &kDoesWriteStencil;
} else {
return &kDoesNotWriteStencil;
}
}
#endif
#if !GR_TEST_UTILS
bool GrDrawingManager::ProgramUnitTest(GrContext*, int) { return true; }
#else
bool GrDrawingManager::ProgramUnitTest(GrContext* context, int maxStages) {
GrDrawingManager* drawingManager = context->contextPriv().drawingManager();
// setup dummy textures
GrSurfaceDesc dummyDesc;
dummyDesc.fFlags = kRenderTarget_GrSurfaceFlag;
dummyDesc.fConfig = kRGBA_8888_GrPixelConfig;
dummyDesc.fWidth = 34;
dummyDesc.fHeight = 18;
sk_sp<GrTexture> dummyTexture1(
context->resourceProvider()->createTexture(dummyDesc, SkBudgeted::kNo, nullptr, 0));
dummyDesc.fFlags = kNone_GrSurfaceFlags;
dummyDesc.fConfig = kAlpha_8_GrPixelConfig;
dummyDesc.fWidth = 16;
dummyDesc.fHeight = 22;
sk_sp<GrTexture> dummyTexture2(
context->resourceProvider()->createTexture(dummyDesc, SkBudgeted::kNo, nullptr, 0));
if (!dummyTexture1 || ! dummyTexture2) {
SkDebugf("Could not allocate dummy textures");
return false;
}
GrTexture* dummyTextures[] = {dummyTexture1.get(), dummyTexture2.get()};
// dummy scissor state
GrScissorState scissor;
SkRandom random;
static const int NUM_TESTS = 1024;
for (int t = 0; t < NUM_TESTS; t++) {
// setup random render target(can fail)
sk_sp<GrRenderTargetContext> renderTargetContext(random_render_target_context(
context, &random, context->caps()));
if (!renderTargetContext) {
SkDebugf("Could not allocate renderTargetContext");
return false;
}
GrPaint grPaint;
std::unique_ptr<GrDrawOp> op(GrRandomDrawOp(&random, context));
SkASSERT(op);
GrProcessorTestData ptd(&random, context, renderTargetContext.get(), dummyTextures);
set_random_color_coverage_stages(&grPaint, &ptd, maxStages);
set_random_xpf(&grPaint, &ptd);
bool snapToCenters = set_random_state(&grPaint, &random);
const GrUserStencilSettings* uss = get_random_stencil(&random);
// We don't use kHW because we will hit an assertion if the render target is not
// multisampled
static constexpr GrAAType kAATypes[] = {GrAAType::kNone, GrAAType::kCoverage};
GrAAType aaType = kAATypes[random.nextULessThan(SK_ARRAY_COUNT(kAATypes))];
renderTargetContext->priv().testingOnly_addDrawOp(std::move(grPaint), aaType, std::move(op),
uss, snapToCenters);
}
// Flush everything, test passes if flush is successful(ie, no asserts are hit, no crashes)
drawingManager->flush();
// Validate that GrFPs work correctly without an input.
sk_sp<GrRenderTargetContext> renderTargetContext(context->makeRenderTargetContext(
SkBackingFit::kExact,
kRenderTargetWidth,
kRenderTargetHeight,
kRGBA_8888_GrPixelConfig,
nullptr));
if (!renderTargetContext) {
SkDebugf("Could not allocate a renderTargetContext");
return false;
}
int fpFactoryCnt = GrProcessorTestFactory<GrFragmentProcessor>::Count();
for (int i = 0; i < fpFactoryCnt; ++i) {
// Since FP factories internally randomize, call each 10 times.
for (int j = 0; j < 10; ++j) {
std::unique_ptr<GrDrawOp> op(GrRandomDrawOp(&random, context));
SkASSERT(op);
GrProcessorTestData ptd(&random, context, renderTargetContext.get(), dummyTextures);
GrPaint grPaint;
grPaint.setXPFactory(GrPorterDuffXPFactory::Get(SkBlendMode::kSrc));
sk_sp<GrFragmentProcessor> fp(
GrProcessorTestFactory<GrFragmentProcessor>::MakeIdx(i, &ptd));
sk_sp<GrFragmentProcessor> blockFP(
BlockInputFragmentProcessor::Make(std::move(fp)));
grPaint.addColorFragmentProcessor(std::move(blockFP));
renderTargetContext->priv().testingOnly_addDrawOp(std::move(grPaint), GrAAType::kNone,
std::move(op));
drawingManager->flush();
}
}
return true;
}
#endif
static int get_glprograms_max_stages(GrContext* context) {
GrGLGpu* gpu = static_cast<GrGLGpu*>(context->getGpu());
/*
* For the time being, we only support the test with desktop GL or for android on
* ARM platforms
* TODO When we run ES 3.00 GLSL in more places, test again
*/
if (kGL_GrGLStandard == gpu->glStandard() ||
kARM_GrGLVendor == gpu->ctxInfo().vendor()) {
return 6;
} else if (kTegra3_GrGLRenderer == gpu->ctxInfo().renderer() ||
kOther_GrGLRenderer == gpu->ctxInfo().renderer()) {
return 1;
}
return 0;
}
static void test_glprograms_native(skiatest::Reporter* reporter,
const sk_gpu_test::ContextInfo& ctxInfo) {
int maxStages = get_glprograms_max_stages(ctxInfo.grContext());
if (maxStages == 0) {
return;
}
REPORTER_ASSERT(reporter, GrDrawingManager::ProgramUnitTest(ctxInfo.grContext(), maxStages));
}
static void test_glprograms_other_contexts(
skiatest::Reporter* reporter,
const sk_gpu_test::ContextInfo& ctxInfo) {
int maxStages = get_glprograms_max_stages(ctxInfo.grContext());
#ifdef SK_BUILD_FOR_WIN
// Some long shaders run out of temporary registers in the D3D compiler on ANGLE and
// command buffer.
maxStages = SkTMin(maxStages, 2);
#endif
if (maxStages == 0) {
return;
}
REPORTER_ASSERT(reporter, GrDrawingManager::ProgramUnitTest(ctxInfo.grContext(), maxStages));
}
static bool is_native_gl_context_type(sk_gpu_test::GrContextFactory::ContextType type) {
return type == sk_gpu_test::GrContextFactory::kNativeGL_ContextType;
}
static bool is_other_rendering_gl_context_type(sk_gpu_test::GrContextFactory::ContextType type) {
return !is_native_gl_context_type(type) &&
kOpenGL_GrBackend == sk_gpu_test::GrContextFactory::ContextTypeBackend(type) &&
sk_gpu_test::GrContextFactory::IsRenderingContext(type);
}
DEF_GPUTEST(GLPrograms, reporter, /*factory*/) {
// Set a locale that would cause shader compilation to fail because of , as decimal separator.
// skbug 3330
#ifdef SK_BUILD_FOR_WIN
GrAutoLocaleSetter als("sv-SE");
#else
GrAutoLocaleSetter als("sv_SE.UTF-8");
#endif
// We suppress prints to avoid spew
GrContextOptions opts;
opts.fSuppressPrints = true;
sk_gpu_test::GrContextFactory debugFactory(opts);
skiatest::RunWithGPUTestContexts(test_glprograms_native, &is_native_gl_context_type,
reporter, &debugFactory);
skiatest::RunWithGPUTestContexts(test_glprograms_other_contexts,
&is_other_rendering_gl_context_type, reporter, &debugFactory);
}
#endif