bdfe3b6a2e
This is unnecessary - the child FPs don't pay attention to the input color anyway. Simplify OverrideInput while we're here - no one uses it in the specialized form. Change-Id: I07cd7ccafd3451e0436b61362a7f2cecfd5633ab Reviewed-on: https://skia-review.googlesource.com/c/skia/+/469896 Reviewed-by: Greg Daniel <egdaniel@google.com> Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
955 lines
41 KiB
C++
955 lines
41 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/SkBlender.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/SkBlenders.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/SkColorSpacePriv.h"
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#include "src/core/SkRuntimeEffectPriv.h"
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#include "src/core/SkTLazy.h"
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#include "src/gpu/GrCaps.h"
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#include "src/gpu/GrColor.h"
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#include "src/gpu/GrDirectContextPriv.h"
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#include "src/gpu/GrFragmentProcessor.h"
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#include "src/gpu/GrImageInfo.h"
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#include "src/gpu/SurfaceFillContext.h"
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#include "src/gpu/effects/GrSkSLFP.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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void test_invalid_effect(skiatest::Reporter* r, const char* src, const char* expected) {
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auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(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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#define EMPTY_MAIN "half4 main(float2 p) { return half4(0); }"
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DEF_TEST(SkRuntimeEffectInvalid_LimitedUniformTypes, r) {
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// Runtime SkSL supports a limited set of uniform types. No bool, for example:
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test_invalid_effect(r, "uniform bool b;" EMPTY_MAIN, "uniform");
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}
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DEF_TEST(SkRuntimeEffectInvalid_NoInVariables, r) {
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// 'in' variables aren't allowed at all:
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test_invalid_effect(r, "in bool b;" EMPTY_MAIN, "'in'");
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test_invalid_effect(r, "in float f;" EMPTY_MAIN, "'in'");
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test_invalid_effect(r, "in float2 v;" EMPTY_MAIN, "'in'");
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test_invalid_effect(r, "in half3x3 m;" EMPTY_MAIN, "'in'");
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}
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DEF_TEST(SkRuntimeEffectInvalid_UndefinedFunction, r) {
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test_invalid_effect(r, "half4 missing(); half4 main(float2 p) { return missing(); }",
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"function 'half4 missing()' is not defined");
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}
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DEF_TEST(SkRuntimeEffectInvalid_UndefinedMain, r) {
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// Shouldn't be possible to create an SkRuntimeEffect without "main"
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test_invalid_effect(r, "", "main");
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}
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DEF_TEST(SkRuntimeEffectInvalid_SkCapsDisallowed, r) {
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// sk_Caps is an internal system. It should not be visible to runtime effects
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test_invalid_effect(
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r,
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"half4 main(float2 p) { return sk_Caps.integerSupport ? half4(1) : half4(0); }",
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"unknown identifier 'sk_Caps'");
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}
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DEF_TEST(SkRuntimeEffect_DeadCodeEliminationStackOverflow, r) {
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// Verify that a deeply-nested loop does not cause stack overflow during SkVM dead-code
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// elimination.
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auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(R"(
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half4 main(half4 color) {
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half value = color.r;
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for (int a=0; a<10; ++a) { // 10
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for (int b=0; b<10; ++b) { // 100
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for (int c=0; c<10; ++c) { // 1000
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for (int d=0; d<10; ++d) { // 10000
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++value;
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}}}}
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return value.xxxx;
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}
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)"));
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REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
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}
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DEF_TEST(SkRuntimeEffectCanDisableES2Restrictions, r) {
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auto test_valid_es3 = [](skiatest::Reporter* r, const char* sksl) {
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SkRuntimeEffect::Options opt = SkRuntimeEffectPriv::ES3Options();
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auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl), opt);
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REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
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};
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test_invalid_effect(r, "float f[2] = float[2](0, 1);" EMPTY_MAIN, "construction of array type");
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test_valid_es3 (r, "float f[2] = float[2](0, 1);" EMPTY_MAIN);
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}
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DEF_TEST(SkRuntimeEffectForColorFilter, r) {
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// Tests that the color filter factory rejects or accepts certain SkSL constructs
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auto test_valid = [r](const char* sksl) {
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auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl));
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REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
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};
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auto test_invalid = [r](const char* sksl, const char* expected) {
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auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl));
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REPORTER_ASSERT(r, !effect);
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REPORTER_ASSERT(r,
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errorText.contains(expected),
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"Expected error message to contain \"%s\". Actual message: \"%s\"",
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expected,
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errorText.c_str());
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};
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// Color filters must use the 'half4 main(half4)' signature. Either color can be float4/vec4
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test_valid("half4 main(half4 c) { return c; }");
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test_valid("float4 main(half4 c) { return c; }");
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test_valid("half4 main(float4 c) { return c; }");
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test_valid("float4 main(float4 c) { return c; }");
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test_valid("vec4 main(half4 c) { return c; }");
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test_valid("half4 main(vec4 c) { return c; }");
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test_valid("vec4 main(vec4 c) { return c; }");
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// Invalid return types
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test_invalid("void main(half4 c) {}", "'main' must return");
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test_invalid("half3 main(half4 c) { return c.rgb; }", "'main' must return");
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// Invalid argument types (some are valid as shaders, but not color filters)
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test_invalid("half4 main() { return half4(1); }", "'main' parameter");
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test_invalid("half4 main(float2 p) { return half4(1); }", "'main' parameter");
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test_invalid("half4 main(float2 p, half4 c) { return c; }", "'main' parameter");
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// sk_FragCoord should not be available
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test_invalid("half4 main(half4 c) { return sk_FragCoord.xy01; }", "unknown identifier");
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// Sampling a child shader requires that we pass explicit coords
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test_valid("uniform shader child;"
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"half4 main(half4 c) { return child.eval(c.rg); }");
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// Sampling a colorFilter requires a color
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test_valid("uniform colorFilter child;"
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"half4 main(half4 c) { return child.eval(c); }");
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// Sampling a blender requires two colors
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test_valid("uniform blender child;"
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"half4 main(half4 c) { return child.eval(c, c); }");
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}
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DEF_TEST(SkRuntimeEffectForBlender, r) {
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// Tests that the blender factory rejects or accepts certain SkSL constructs
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auto test_valid = [r](const char* sksl) {
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auto [effect, errorText] = SkRuntimeEffect::MakeForBlender(SkString(sksl));
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REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
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};
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auto test_invalid = [r](const char* sksl, const char* expected) {
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auto [effect, errorText] = SkRuntimeEffect::MakeForBlender(SkString(sksl));
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REPORTER_ASSERT(r, !effect);
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REPORTER_ASSERT(r,
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errorText.contains(expected),
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"Expected error message to contain \"%s\". Actual message: \"%s\"",
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expected,
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errorText.c_str());
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};
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// Blenders must use the 'half4 main(half4, half4)' signature. Any mixture of float4/vec4/half4
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// is allowed.
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test_valid("half4 main(half4 s, half4 d) { return s; }");
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test_valid("float4 main(float4 s, float4 d) { return d; }");
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test_valid("float4 main(half4 s, float4 d) { return s; }");
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test_valid("half4 main(float4 s, half4 d) { return d; }");
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test_valid("vec4 main(half4 s, half4 d) { return s; }");
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test_valid("half4 main(vec4 s, vec4 d) { return d; }");
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test_valid("vec4 main(vec4 s, vec4 d) { return s; }");
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// Invalid return types
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test_invalid("void main(half4 s, half4 d) {}", "'main' must return");
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test_invalid("half3 main(half4 s, half4 d) { return s.rgb; }", "'main' must return");
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// Invalid argument types (some are valid as shaders/color filters)
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test_invalid("half4 main() { return half4(1); }", "'main' parameter");
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test_invalid("half4 main(half4 c) { return c; }", "'main' parameter");
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test_invalid("half4 main(float2 p) { return half4(1); }", "'main' parameter");
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test_invalid("half4 main(float2 p, half4 c) { return c; }", "'main' parameter");
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test_invalid("half4 main(float2 p, half4 a, half4 b) { return a; }", "'main' parameter");
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test_invalid("half4 main(half4 a, half4 b, half4 c) { return a; }", "'main' parameter");
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// sk_FragCoord should not be available
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test_invalid("half4 main(half4 s, half4 d) { return sk_FragCoord.xy01; }",
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"unknown identifier");
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// Sampling a child shader requires that we pass explicit coords
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test_valid("uniform shader child;"
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"half4 main(half4 s, half4 d) { return child.eval(s.rg); }");
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// Sampling a colorFilter requires a color
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test_valid("uniform colorFilter child;"
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"half4 main(half4 s, half4 d) { return child.eval(d); }");
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// Sampling a blender requires two colors
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test_valid("uniform blender child;"
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"half4 main(half4 s, half4 d) { return child.eval(s, d); }");
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}
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DEF_TEST(SkRuntimeEffectForShader, r) {
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// Tests that the shader factory rejects or accepts certain SkSL constructs
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auto test_valid = [r](const char* sksl, SkRuntimeEffect::Options options = {}) {
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auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl), options);
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REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
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};
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auto test_invalid = [r](const char* sksl,
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const char* expected,
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SkRuntimeEffect::Options options = {}) {
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auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl));
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REPORTER_ASSERT(r, !effect);
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REPORTER_ASSERT(r,
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errorText.contains(expected),
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"Expected error message to contain \"%s\". Actual message: \"%s\"",
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expected,
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errorText.c_str());
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};
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// Shaders must use either the 'half4 main(float2)' or 'half4 main(float2, half4)' signature
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// Either color can be half4/float4/vec4, but the coords must be float2/vec2
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test_valid("half4 main(float2 p) { return p.xyxy; }");
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test_valid("float4 main(float2 p) { return p.xyxy; }");
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test_valid("vec4 main(float2 p) { return p.xyxy; }");
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test_valid("half4 main(vec2 p) { return p.xyxy; }");
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test_valid("vec4 main(vec2 p) { return p.xyxy; }");
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test_valid("half4 main(float2 p, half4 c) { return c; }");
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test_valid("half4 main(float2 p, float4 c) { return c; }");
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test_valid("half4 main(float2 p, vec4 c) { return c; }");
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test_valid("float4 main(float2 p, half4 c) { return c; }");
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test_valid("vec4 main(float2 p, half4 c) { return c; }");
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test_valid("vec4 main(vec2 p, vec4 c) { return c; }");
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// Invalid return types
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test_invalid("void main(float2 p) {}", "'main' must return");
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test_invalid("half3 main(float2 p) { return p.xy1; }", "'main' must return");
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// Invalid argument types (some are valid as color filters, but not shaders)
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test_invalid("half4 main() { return half4(1); }", "'main' parameter");
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test_invalid("half4 main(half4 c) { return c; }", "'main' parameter");
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// sk_FragCoord should be available, but only if we've enabled it via Options
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test_invalid("half4 main(float2 p) { return sk_FragCoord.xy01; }",
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"unknown identifier 'sk_FragCoord'");
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SkRuntimeEffect::Options optionsWithFragCoord;
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SkRuntimeEffectPriv::EnableFragCoord(&optionsWithFragCoord);
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test_valid("half4 main(float2 p) { return sk_FragCoord.xy01; }", optionsWithFragCoord);
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// Sampling a child shader requires that we pass explicit coords
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test_valid("uniform shader child;"
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"half4 main(float2 p) { return child.eval(p); }");
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// Sampling a colorFilter requires a color
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test_valid("uniform colorFilter child;"
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"half4 main(float2 p, half4 c) { return child.eval(c); }");
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// Sampling a blender requires two colors
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test_valid("uniform blender child;"
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"half4 main(float2 p, half4 c) { return child.eval(c, c); }");
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}
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using PreTestFn = std::function<void(SkCanvas*, SkPaint*)>;
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void paint_canvas(SkCanvas* canvas, SkPaint* paint, const PreTestFn& preTestCallback) {
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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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}
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static void verify_2x2_surface_results(skiatest::Reporter* r,
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const SkRuntimeEffect* effect,
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SkSurface* surface,
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std::array<GrColor, 4> expected) {
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std::array<GrColor, 4> actual;
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SkImageInfo info = surface->imageInfo();
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if (!surface->readPixels(info, actual.data(), info.minRowBytes(), /*srcX=*/0, /*srcY=*/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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if (actual != expected) {
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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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expected[0], expected[1], expected[2], expected[3],
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actual[0], actual[1], actual[2], actual[3],
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effect->source().c_str()));
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}
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}
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class TestEffect {
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public:
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TestEffect(skiatest::Reporter* r, sk_sp<SkSurface> surface)
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: fReporter(r), fSurface(std::move(surface)) {}
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void build(const char* src) {
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SkRuntimeEffect::Options options;
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SkRuntimeEffectPriv::EnableFragCoord(&options);
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auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(src), options);
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if (!effect) {
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REPORT_FAILURE(fReporter, "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::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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void test(std::array<GrColor, 4> expected, PreTestFn preTestCallback = nullptr) {
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auto shader = fBuilder->makeShader(/*localMatrix=*/nullptr, /*isOpaque=*/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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paint_canvas(canvas, &paint, preTestCallback);
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verify_2x2_surface_results(fReporter, fBuilder->effect(), fSurface.get(), expected);
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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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sk_sp<SkSurface> fSurface;
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SkTLazy<SkRuntimeShaderBuilder> fBuilder;
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};
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class TestBlend {
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public:
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TestBlend(skiatest::Reporter* r, sk_sp<SkSurface> surface)
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: fReporter(r), fSurface(std::move(surface)) {}
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void build(const char* src) {
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auto [effect, errorText] = SkRuntimeEffect::MakeForBlender(SkString(src));
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if (!effect) {
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REPORT_FAILURE(fReporter, "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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SkRuntimeBlendBuilder::BuilderUniform uniform(const char* name) {
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return fBuilder->uniform(name);
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}
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SkRuntimeBlendBuilder::BuilderChild child(const char* name) {
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return fBuilder->child(name);
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}
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void test(std::array<GrColor, 4> expected, PreTestFn preTestCallback = nullptr) {
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auto blender = fBuilder->makeBlender();
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if (!blender) {
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REPORT_FAILURE(fReporter, "blender", SkString("Effect didn't produce a blender"));
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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.setBlender(std::move(blender));
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paint.setColor(SK_ColorGRAY);
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paint_canvas(canvas, &paint, preTestCallback);
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verify_2x2_surface_results(fReporter, fBuilder->effect(), fSurface.get(), expected);
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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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sk_sp<SkSurface> fSurface;
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SkTLazy<SkRuntimeBlendBuilder> fBuilder;
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};
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// Produces a 2x2 bitmap shader, with opaque colors:
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// [ Red, Green ]
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// [ Blue, White ]
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static sk_sp<SkShader> make_RGBW_shader() {
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SkBitmap bmp;
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bmp.allocPixels(SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType));
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SkIRect topLeft = SkIRect::MakeWH(1, 1);
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bmp.pixmap().erase(SK_ColorRED, topLeft);
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bmp.pixmap().erase(SK_ColorGREEN, topLeft.makeOffset(1, 0));
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bmp.pixmap().erase(SK_ColorBLUE, topLeft.makeOffset(0, 1));
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bmp.pixmap().erase(SK_ColorWHITE, topLeft.makeOffset(1, 1));
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return bmp.makeShader(SkSamplingOptions());
|
|
}
|
|
|
|
static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrRecordingContext* rContext) {
|
|
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
|
|
sk_sp<SkSurface> surface = rContext
|
|
? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
|
|
: SkSurface::MakeRaster(info);
|
|
REPORTER_ASSERT(r, surface);
|
|
TestEffect effect(r, surface);
|
|
|
|
using float4 = std::array<float, 4>;
|
|
using int4 = std::array<int, 4>;
|
|
|
|
// Local coords
|
|
effect.build("half4 main(float2 p) { return half4(half2(p - 0.5), 0, 1); }");
|
|
effect.test({0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF});
|
|
|
|
// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
|
|
effect.build("uniform float4 gColor; half4 main(float2 p) { return half4(gColor); }");
|
|
effect.uniform("gColor") = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
|
|
effect.test(0xFFBF4000);
|
|
effect.uniform("gColor") = float4{ 1.0f, 0.0f, 0.0f, 0.498f };
|
|
effect.test(0x7F0000FF); // Tests that we don't clamp to valid premul
|
|
|
|
// Same, with integer uniforms
|
|
effect.build("uniform int4 gColor; half4 main(float2 p) { return half4(gColor) / 255.0; }");
|
|
effect.uniform("gColor") = int4{ 0x00, 0x40, 0xBF, 0xFF };
|
|
effect.test(0xFFBF4000);
|
|
effect.uniform("gColor") = int4{ 0xFF, 0x00, 0x00, 0x7F };
|
|
effect.test(0x7F0000FF); // Tests that we don't clamp to valid premul
|
|
|
|
// Test sk_FragCoord (device coords). Rotate the canvas to be sure we're seeing device coords.
|
|
// Since the surface is 2x2, we should see (0,0), (1,0), (0,1), (1,1). Multiply by 0.498 to
|
|
// make sure we're not saturating unexpectedly.
|
|
effect.build(
|
|
"half4 main(float2 p) { return half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1); }");
|
|
effect.test({0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F},
|
|
[](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); });
|
|
|
|
// Runtime effects should use relaxed precision rules by default
|
|
effect.build("half4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
|
|
effect.test({0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF});
|
|
|
|
// ... and support *returning* float4 (aka vec4), not just half4
|
|
effect.build("float4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
|
|
effect.test({0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF});
|
|
effect.build("vec4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
|
|
effect.test({0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF});
|
|
|
|
// Mutating coords should work. (skbug.com/10918)
|
|
effect.build("vec4 main(vec2 p) { p -= 0.5; return vec4(p, 0, 1); }");
|
|
effect.test({0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF});
|
|
effect.build("void moveCoords(inout vec2 p) { p -= 0.5; }"
|
|
"vec4 main(vec2 p) { moveCoords(p); return vec4(p, 0, 1); }");
|
|
effect.test({0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF});
|
|
|
|
//
|
|
// Sampling children
|
|
//
|
|
|
|
// Sampling a null child should return the paint color
|
|
effect.build("uniform shader child;"
|
|
"half4 main(float2 p) { return child.eval(p); }");
|
|
effect.child("child") = nullptr;
|
|
effect.test(0xFF00FFFF,
|
|
[](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); });
|
|
|
|
sk_sp<SkShader> rgbwShader = make_RGBW_shader();
|
|
|
|
// Sampling a simple child at our coordinates
|
|
effect.build("uniform shader child;"
|
|
"half4 main(float2 p) { return child.eval(p); }");
|
|
effect.child("child") = rgbwShader;
|
|
effect.test({0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF});
|
|
|
|
// Sampling with explicit coordinates (reflecting about the diagonal)
|
|
effect.build("uniform shader child;"
|
|
"half4 main(float2 p) { return child.eval(p.yx); }");
|
|
effect.child("child") = rgbwShader;
|
|
effect.test({0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF});
|
|
|
|
// Bind an image shader, but don't use it - ensure that we don't assert or generate bad shaders.
|
|
// (skbug.com/12429)
|
|
effect.build("uniform shader child;"
|
|
"half4 main(float2 p) { return half4(0, 1, 0, 1); }");
|
|
effect.child("child") = rgbwShader;
|
|
effect.test(0xFF00FF00);
|
|
|
|
//
|
|
// Helper functions
|
|
//
|
|
|
|
// Test case for inlining in the pipeline-stage and fragment-shader passes (skbug.com/10526):
|
|
effect.build("float2 helper(float2 x) { return x + 1; }"
|
|
"half4 main(float2 p) { float2 v = helper(p); return half4(half2(v), 0, 1); }");
|
|
effect.test(0xFF00FFFF);
|
|
}
|
|
|
|
DEF_TEST(SkRuntimeEffectSimple, r) {
|
|
test_RuntimeEffect_Shaders(r, nullptr);
|
|
}
|
|
|
|
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) {
|
|
test_RuntimeEffect_Shaders(r, ctxInfo.directContext());
|
|
}
|
|
|
|
static void test_RuntimeEffect_Blenders(skiatest::Reporter* r, GrRecordingContext* rContext) {
|
|
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
|
|
sk_sp<SkSurface> surface = rContext
|
|
? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
|
|
: SkSurface::MakeRaster(info);
|
|
REPORTER_ASSERT(r, surface);
|
|
TestBlend effect(r, surface);
|
|
|
|
using float2 = std::array<float, 2>;
|
|
using float4 = std::array<float, 4>;
|
|
using int4 = std::array<int, 4>;
|
|
|
|
// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
|
|
effect.build("uniform float4 gColor; half4 main(half4 s, half4 d) { return half4(gColor); }");
|
|
effect.uniform("gColor") = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
|
|
effect.test(0xFFBF4000);
|
|
effect.uniform("gColor") = float4{ 1.0f, 0.0f, 0.0f, 0.498f };
|
|
effect.test(0x7F0000FF); // We don't clamp here either
|
|
|
|
// Same, with integer uniforms
|
|
effect.build("uniform int4 gColor;"
|
|
"half4 main(half4 s, half4 d) { return half4(gColor) / 255.0; }");
|
|
effect.uniform("gColor") = int4{ 0x00, 0x40, 0xBF, 0xFF };
|
|
effect.test(0xFFBF4000);
|
|
effect.uniform("gColor") = int4{ 0xFF, 0x00, 0x00, 0x7F };
|
|
effect.test(0x7F0000FF); // We don't clamp here either
|
|
|
|
// Verify that mutating the source and destination colors is allowed
|
|
effect.build("half4 main(half4 s, half4 d) { s += d; d += s; return half4(1); }");
|
|
effect.test(0xFFFFFFFF);
|
|
|
|
// Verify that we can write out the source color (ignoring the dest color)
|
|
// This is equivalent to the kSrc blend mode.
|
|
effect.build("half4 main(half4 s, half4 d) { return s; }");
|
|
effect.test(0xFF888888);
|
|
|
|
// Fill the destination with a variety of colors (using the RGBW shader)
|
|
SkPaint rgbwPaint;
|
|
rgbwPaint.setShader(make_RGBW_shader());
|
|
rgbwPaint.setBlendMode(SkBlendMode::kSrc);
|
|
surface->getCanvas()->drawPaint(rgbwPaint);
|
|
|
|
// Verify that we can read back the dest color exactly as-is (ignoring the source color)
|
|
// This is equivalent to the kDst blend mode.
|
|
effect.build("half4 main(half4 s, half4 d) { return d; }");
|
|
effect.test({0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF});
|
|
|
|
// Verify that we can invert the destination color (including the alpha channel).
|
|
// The expected outputs are the exact inverse of the previous test.
|
|
effect.build("half4 main(half4 s, half4 d) { return half4(1) - d; }");
|
|
effect.test({0x00FFFF00, 0x00FF00FF, 0x0000FFFF, 0x00000000});
|
|
|
|
// Verify that color values are clamped to 0 and 1.
|
|
effect.build("half4 main(half4 s, half4 d) { return half4(-1); }");
|
|
effect.test(0x00000000);
|
|
effect.build("half4 main(half4 s, half4 d) { return half4(2); }");
|
|
effect.test(0xFFFFFFFF);
|
|
|
|
//
|
|
// Sampling children
|
|
//
|
|
|
|
// Sampling a null shader/color filter should return the paint color.
|
|
effect.build("uniform shader child;"
|
|
"half4 main(half4 s, half4 d) { return child.eval(s.rg); }");
|
|
effect.child("child") = nullptr;
|
|
effect.test(0xFF00FFFF,
|
|
[](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); });
|
|
|
|
effect.build("uniform colorFilter child;"
|
|
"half4 main(half4 s, half4 d) { return child.eval(s); }");
|
|
effect.child("child") = nullptr;
|
|
effect.test(0xFF00FFFF,
|
|
[](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); });
|
|
|
|
// Sampling a null blender should do a src-over blend. Draw 50% black over RGBW to verify this.
|
|
surface->getCanvas()->drawPaint(rgbwPaint);
|
|
effect.build("uniform blender child;"
|
|
"half4 main(half4 s, half4 d) { return child.eval(s, d); }");
|
|
effect.child("child") = nullptr;
|
|
effect.test({0xFF000080, 0xFF008000, 0xFF800000, 0xFF808080},
|
|
[](SkCanvas*, SkPaint* paint) { paint->setColor4f({0.0f, 0.0f, 0.0f, 0.497f}); });
|
|
|
|
// Sampling a shader at various coordinates
|
|
effect.build("uniform shader child;"
|
|
"uniform half2 pos;"
|
|
"half4 main(half4 s, half4 d) { return child.eval(pos); }");
|
|
effect.child("child") = make_RGBW_shader();
|
|
effect.uniform("pos") = float2{0, 0};
|
|
effect.test(0xFF0000FF);
|
|
|
|
effect.uniform("pos") = float2{1, 0};
|
|
effect.test(0xFF00FF00);
|
|
|
|
effect.uniform("pos") = float2{0, 1};
|
|
effect.test(0xFFFF0000);
|
|
|
|
effect.uniform("pos") = float2{1, 1};
|
|
effect.test(0xFFFFFFFF);
|
|
|
|
// Sampling a color filter
|
|
effect.build("uniform colorFilter child;"
|
|
"half4 main(half4 s, half4 d) { return child.eval(half4(1)); }");
|
|
effect.child("child") = SkColorFilters::Blend(0xFF012345, SkBlendMode::kSrc);
|
|
effect.test(0xFF452301);
|
|
|
|
// Sampling a built-in blender
|
|
surface->getCanvas()->drawPaint(rgbwPaint);
|
|
effect.build("uniform blender child;"
|
|
"half4 main(half4 s, half4 d) { return child.eval(s, d); }");
|
|
effect.child("child") = SkBlender::Mode(SkBlendMode::kPlus);
|
|
effect.test({0xFF4523FF, 0xFF45FF01, 0xFFFF2301, 0xFFFFFFFF},
|
|
[](SkCanvas*, SkPaint* paint) { paint->setColor(0xFF012345); });
|
|
|
|
// Sampling a runtime-effect blender
|
|
surface->getCanvas()->drawPaint(rgbwPaint);
|
|
effect.build("uniform blender child;"
|
|
"half4 main(half4 s, half4 d) { return child.eval(s, d); }");
|
|
effect.child("child") = SkBlenders::Arithmetic(0, 1, 1, 0, /*enforcePremul=*/false);
|
|
effect.test({0xFF4523FF, 0xFF45FF01, 0xFFFF2301, 0xFFFFFFFF},
|
|
[](SkCanvas*, SkPaint* paint) { paint->setColor(0xFF012345); });
|
|
}
|
|
|
|
DEF_TEST(SkRuntimeEffect_Blender_CPU, r) {
|
|
test_RuntimeEffect_Blenders(r, /*rContext=*/nullptr);
|
|
}
|
|
|
|
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffect_Blender_GPU, r, ctxInfo) {
|
|
test_RuntimeEffect_Blenders(r, ctxInfo.directContext());
|
|
}
|
|
|
|
DEF_TEST(SkRuntimeShaderBuilderReuse, r) {
|
|
const char* kSource = R"(
|
|
uniform half x;
|
|
half4 main(float2 p) { return half4(x); }
|
|
)";
|
|
|
|
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForShader(SkString(kSource)).effect;
|
|
REPORTER_ASSERT(r, effect);
|
|
|
|
// Test passes if this sequence doesn't assert. skbug.com/10667
|
|
SkRuntimeShaderBuilder b(std::move(effect));
|
|
b.uniform("x") = 0.0f;
|
|
auto shader_0 = b.makeShader(/*localMatrix=*/nullptr, /*isOpaque=*/false);
|
|
|
|
b.uniform("x") = 1.0f;
|
|
auto shader_1 = b.makeShader(/*localMatrix=*/nullptr, /*isOpaque=*/true);
|
|
}
|
|
|
|
DEF_TEST(SkRuntimeBlendBuilderReuse, r) {
|
|
const char* kSource = R"(
|
|
uniform half x;
|
|
half4 main(half4 s, half4 d) { return half4(x); }
|
|
)";
|
|
|
|
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForBlender(SkString(kSource)).effect;
|
|
REPORTER_ASSERT(r, effect);
|
|
|
|
// We should be able to construct multiple SkBlenders in a row without asserting.
|
|
SkRuntimeBlendBuilder b(std::move(effect));
|
|
for (float x = 0.0f; x <= 2.0f; x += 2.0f) {
|
|
b.uniform("x") = x;
|
|
sk_sp<SkBlender> blender = b.makeBlender();
|
|
}
|
|
}
|
|
|
|
DEF_TEST(SkRuntimeShaderBuilderSetUniforms, r) {
|
|
const char* kSource = R"(
|
|
uniform half x;
|
|
uniform vec2 offset;
|
|
half4 main(float2 p) { return half4(x); }
|
|
)";
|
|
|
|
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForShader(SkString(kSource)).effect;
|
|
REPORTER_ASSERT(r, effect);
|
|
|
|
SkRuntimeShaderBuilder b(std::move(effect));
|
|
|
|
// Test passes if this sequence doesn't assert.
|
|
float x = 1.0f;
|
|
REPORTER_ASSERT(r, b.uniform("x").set(&x, 1));
|
|
|
|
// add extra value to ensure that set doesn't try to use sizeof(array)
|
|
float origin[] = { 2.0f, 3.0f, 4.0f };
|
|
REPORTER_ASSERT(r, b.uniform("offset").set<float>(origin, 2));
|
|
|
|
#ifndef SK_DEBUG
|
|
REPORTER_ASSERT(r, !b.uniform("offset").set<float>(origin, 1));
|
|
REPORTER_ASSERT(r, !b.uniform("offset").set<float>(origin, 3));
|
|
#endif
|
|
|
|
auto shader = b.makeShader(/*localMatrix=*/nullptr, /*isOpaque=*/false);
|
|
}
|
|
|
|
DEF_TEST(SkRuntimeEffectThreaded, r) {
|
|
// SkRuntimeEffect uses a single compiler instance, but it's mutex locked.
|
|
// This tests that we can safely use it from more than one thread, and also
|
|
// that programs don't refer to shared structures owned by the compiler.
|
|
// skbug.com/10589
|
|
static constexpr char kSource[] = "half4 main(float2 p) { return sk_FragCoord.xyxy; }";
|
|
|
|
std::thread threads[16];
|
|
for (auto& thread : threads) {
|
|
thread = std::thread([r]() {
|
|
SkRuntimeEffect::Options options;
|
|
SkRuntimeEffectPriv::EnableFragCoord(&options);
|
|
auto [effect, error] = SkRuntimeEffect::MakeForShader(SkString(kSource), options);
|
|
REPORTER_ASSERT(r, effect);
|
|
});
|
|
}
|
|
|
|
for (auto& thread : threads) {
|
|
thread.join();
|
|
}
|
|
}
|
|
|
|
DEF_TEST(SkRuntimeColorFilterSingleColor, r) {
|
|
// Test runtime colorfilters support filterColor4f().
|
|
auto [effect, err] =
|
|
SkRuntimeEffect::MakeForColorFilter(SkString{"half4 main(half4 c) { return c*c; }"});
|
|
REPORTER_ASSERT(r, effect);
|
|
REPORTER_ASSERT(r, err.isEmpty());
|
|
|
|
sk_sp<SkColorFilter> cf = effect->makeColorFilter(SkData::MakeEmpty());
|
|
REPORTER_ASSERT(r, cf);
|
|
|
|
SkColor4f c = cf->filterColor4f({0.25, 0.5, 0.75, 1.0},
|
|
sk_srgb_singleton(), sk_srgb_singleton());
|
|
REPORTER_ASSERT(r, c.fR == 0.0625f);
|
|
REPORTER_ASSERT(r, c.fG == 0.25f);
|
|
REPORTER_ASSERT(r, c.fB == 0.5625f);
|
|
REPORTER_ASSERT(r, c.fA == 1.0f);
|
|
}
|
|
|
|
static void test_RuntimeEffectStructNameReuse(skiatest::Reporter* r, GrRecordingContext* rContext) {
|
|
// Test that two different runtime effects can reuse struct names in a single paint operation
|
|
auto [childEffect, err] = SkRuntimeEffect::MakeForShader(SkString(
|
|
"uniform shader paint;"
|
|
"struct S { half4 rgba; };"
|
|
"void process(inout S s) { s.rgba.rgb *= 0.5; }"
|
|
"half4 main(float2 p) { S s; s.rgba = paint.eval(p); process(s); return s.rgba; }"
|
|
));
|
|
REPORTER_ASSERT(r, childEffect, "%s\n", err.c_str());
|
|
sk_sp<SkShader> nullChild = nullptr;
|
|
sk_sp<SkShader> child = childEffect->makeShader(/*uniforms=*/nullptr, &nullChild,
|
|
/*childCount=*/1, /*localMatrix=*/nullptr,
|
|
/*isOpaque=*/false);
|
|
|
|
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
|
|
sk_sp<SkSurface> surface = rContext
|
|
? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
|
|
: SkSurface::MakeRaster(info);
|
|
REPORTER_ASSERT(r, surface);
|
|
|
|
TestEffect effect(r, surface);
|
|
effect.build(
|
|
"uniform shader child;"
|
|
"struct S { float2 coord; };"
|
|
"void process(inout S s) { s.coord = s.coord.yx; }"
|
|
"half4 main(float2 p) { S s; s.coord = p; process(s); return child.eval(s.coord); "
|
|
"}");
|
|
effect.child("child") = child;
|
|
effect.test(0xFF00407F, [](SkCanvas*, SkPaint* paint) {
|
|
paint->setColor4f({0.99608f, 0.50196f, 0.0f, 1.0f});
|
|
});
|
|
}
|
|
|
|
DEF_TEST(SkRuntimeStructNameReuse, r) {
|
|
test_RuntimeEffectStructNameReuse(r, nullptr);
|
|
}
|
|
|
|
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeStructNameReuse_GPU, r, ctxInfo) {
|
|
test_RuntimeEffectStructNameReuse(r, ctxInfo.directContext());
|
|
}
|
|
|
|
DEF_TEST(SkRuntimeColorFilterFlags, r) {
|
|
{ // Here's a non-trivial filter that doesn't change alpha.
|
|
auto [effect, err] = SkRuntimeEffect::MakeForColorFilter(SkString{
|
|
"half4 main(half4 color) { return color + half4(1,1,1,0); }"});
|
|
REPORTER_ASSERT(r, effect && err.isEmpty());
|
|
sk_sp<SkColorFilter> filter = effect->makeColorFilter(SkData::MakeEmpty());
|
|
REPORTER_ASSERT(r, filter && filter->isAlphaUnchanged());
|
|
}
|
|
|
|
{ // Here's one that definitely changes alpha.
|
|
auto [effect, err] = SkRuntimeEffect::MakeForColorFilter(SkString{
|
|
"half4 main(half4 color) { return color + half4(0,0,0,4); }"});
|
|
REPORTER_ASSERT(r, effect && err.isEmpty());
|
|
sk_sp<SkColorFilter> filter = effect->makeColorFilter(SkData::MakeEmpty());
|
|
REPORTER_ASSERT(r, filter && !filter->isAlphaUnchanged());
|
|
}
|
|
}
|
|
|
|
DEF_TEST(SkRuntimeShaderSampleCoords, r) {
|
|
// This test verifies that we detect calls to sample where the coords are the same as those
|
|
// passed to main. In those cases, it's safe to turn the "explicit" sampling into "passthrough"
|
|
// sampling. This optimization is implemented very conservatively.
|
|
//
|
|
// It also checks that we correctly set the "referencesSampleCoords" bit on the runtime effect
|
|
// FP, depending on how the coords parameter to main is used.
|
|
|
|
auto test = [&](const char* src, bool expectExplicit, bool expectReferencesSampleCoords) {
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|
auto [effect, err] =
|
|
SkRuntimeEffect::MakeForShader(SkStringPrintf("uniform shader child; %s", src));
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|
REPORTER_ASSERT(r, effect);
|
|
|
|
auto child = GrFragmentProcessor::MakeColor({ 1, 1, 1, 1 });
|
|
auto fp = GrSkSLFP::Make(effect, "test_fp", /*inputFP=*/nullptr, GrSkSLFP::OptFlags::kNone,
|
|
"child", std::move(child));
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|
REPORTER_ASSERT(r, fp);
|
|
|
|
REPORTER_ASSERT(r, fp->childProcessor(0)->sampleUsage().isExplicit() == expectExplicit);
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|
REPORTER_ASSERT(r, fp->usesSampleCoords() == expectReferencesSampleCoords);
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|
};
|
|
|
|
// Cases where our optimization is valid, and works:
|
|
|
|
// Direct use of passed-in coords. Here, the only use of sample coords is for a sample call
|
|
// converted to passthrough, so referenceSampleCoords is *false*, despite appearing in main.
|
|
test("half4 main(float2 xy) { return child.eval(xy); }", false, false);
|
|
// Sample with passed-in coords, read (but don't write) sample coords elsewhere
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|
test("half4 main(float2 xy) { return child.eval(xy) + sin(xy.x); }", false, true);
|
|
|
|
// Cases where our optimization is not valid, and does not happen:
|
|
|
|
// Sampling with values completely unrelated to passed-in coords
|
|
test("half4 main(float2 xy) { return child.eval(float2(0, 0)); }", true, false);
|
|
// Use of expression involving passed in coords
|
|
test("half4 main(float2 xy) { return child.eval(xy * 0.5); }", true, true);
|
|
// Use of coords after modification
|
|
test("half4 main(float2 xy) { xy *= 2; return child.eval(xy); }", true, true);
|
|
// Use of coords after modification via out-param call
|
|
test("void adjust(inout float2 xy) { xy *= 2; }"
|
|
"half4 main(float2 xy) { adjust(xy); return child.eval(xy); }", true, true);
|
|
|
|
// There should (must) not be any false-positive cases. There are false-negatives.
|
|
// In all of these cases, our optimization would be valid, but does not happen:
|
|
|
|
// Direct use of passed-in coords, modified after use
|
|
test("half4 main(float2 xy) { half4 c = child.eval(xy); xy *= 2; return c; }", true, true);
|
|
// Passed-in coords copied to a temp variable
|
|
test("half4 main(float2 xy) { float2 p = xy; return child.eval(p); }", true, true);
|
|
// Use of coords passed to helper function
|
|
test("half4 helper(float2 xy) { return child.eval(xy); }"
|
|
"half4 main(float2 xy) { return helper(xy); }", true, true);
|
|
}
|
|
|
|
DEF_GPUTEST_FOR_ALL_CONTEXTS(GrSkSLFP_Specialized, r, ctxInfo) {
|
|
struct FpAndKey {
|
|
std::unique_ptr<GrFragmentProcessor> fp;
|
|
SkTArray<uint32_t, true> key;
|
|
};
|
|
|
|
// Constant color, but with an 'specialize' option that decides if the color is inserted in the
|
|
// SkSL as a literal, or left as a uniform
|
|
auto make_color_fp = [&](SkPMColor4f color, bool specialize) {
|
|
auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
|
|
uniform half4 color;
|
|
half4 main(float2 xy) { return color; }
|
|
)");
|
|
FpAndKey result;
|
|
result.fp = GrSkSLFP::Make(std::move(effect), "color_fp", /*inputFP=*/nullptr,
|
|
GrSkSLFP::OptFlags::kNone,
|
|
"color", GrSkSLFP::SpecializeIf(specialize, color));
|
|
GrProcessorKeyBuilder builder(&result.key);
|
|
result.fp->addToKey(*ctxInfo.directContext()->priv().caps()->shaderCaps(), &builder);
|
|
builder.flush();
|
|
return result;
|
|
};
|
|
|
|
FpAndKey uRed = make_color_fp({1, 0, 0, 1}, false),
|
|
uGreen = make_color_fp({0, 1, 0, 1}, false),
|
|
sRed = make_color_fp({1, 0, 0, 1}, true),
|
|
sGreen = make_color_fp({0, 1, 0, 1}, true);
|
|
|
|
// uRed and uGreen should have the same key - they just have different uniforms
|
|
SkASSERT(uRed.key == uGreen.key);
|
|
// sRed and sGreen should have keys that are different from the uniform case, and each other
|
|
SkASSERT(sRed.key != uRed.key);
|
|
SkASSERT(sGreen.key != uRed.key);
|
|
SkASSERT(sRed.key != sGreen.key);
|
|
}
|
|
|
|
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(GrSkSLFP_UniformArray, r, ctxInfo) {
|
|
// Make a fill-context to draw into.
|
|
GrDirectContext* directContext = ctxInfo.directContext();
|
|
SkImageInfo info = SkImageInfo::Make(1, 1, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
|
|
std::unique_ptr<skgpu::SurfaceFillContext> testCtx =
|
|
directContext->priv().makeSFC(info, SkBackingFit::kExact);
|
|
|
|
// Make an effect that takes a uniform array as input.
|
|
static constexpr std::array<float, 4> kRed {1.0f, 0.0f, 0.0f, 1.0f};
|
|
static constexpr std::array<float, 4> kGreen{0.0f, 1.0f, 0.0f, 1.0f};
|
|
static constexpr std::array<float, 4> kBlue {0.0f, 0.0f, 1.0f, 1.0f};
|
|
static constexpr std::array<float, 4> kGray {0.499f, 0.499f, 0.499f, 1.0f};
|
|
|
|
for (const auto& colorArray : {kRed, kGreen, kBlue, kGray}) {
|
|
// Compile our runtime effect.
|
|
auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
|
|
uniform half color[4];
|
|
half4 main(float2 xy) { return half4(color[0], color[1], color[2], color[3]); }
|
|
)");
|
|
// Render our shader into the fill-context with our various input colors.
|
|
testCtx->fillWithFP(GrSkSLFP::Make(std::move(effect), "test_fp",
|
|
/*inputFP=*/nullptr,
|
|
GrSkSLFP::OptFlags::kNone,
|
|
"color", SkMakeSpan(colorArray)));
|
|
// Read our color back and ensure it matches.
|
|
GrColor actual;
|
|
GrPixmap pixmap(info, &actual, sizeof(GrColor));
|
|
if (!testCtx->readPixels(directContext, pixmap, /*srcPt=*/{0, 0})) {
|
|
REPORT_FAILURE(r, "readPixels", SkString("readPixels failed"));
|
|
break;
|
|
}
|
|
if (actual != GrColorPackRGBA(255 * colorArray[0], 255 * colorArray[1],
|
|
255 * colorArray[2], 255 * colorArray[3])) {
|
|
REPORT_FAILURE(r, "Uniform array didn't match expectations",
|
|
SkStringPrintf("\n"
|
|
"Expected: [ %g %g %g %g ]\n"
|
|
"Got : [ %08x ]\n",
|
|
colorArray[0], colorArray[1],
|
|
colorArray[2], colorArray[3],
|
|
actual));
|
|
break;
|
|
}
|
|
}
|
|
}
|