c1c3c6d70d
https://clang.llvm.org/extra/clang-tidy/checks/bugprone-suspicious-string-compare.html Find suspicious usage of runtime string comparison functions. This check is valid in C and C++. Checks for calls with implicit comparator and proposed to explicitly add it: if (strcmp(...)) // Implicitly compare to zero if (!strcmp(...)) // Won't warn if (strcmp(...) != 0) // Won't warn Checks that compare function results (i,e, strcmp) are compared to valid constant. The resulting value is < 0 when lower than, > 0 when greater than, == 0 when equals. A common mistake is to compare the result to 1 or -1: if (strcmp(...) == -1) // Incorrect usage of the returned value. Additionally, the check warns if the results value is implicitly cast to a suspicious non-integer type. It’s happening when the returned value is used in a wrong context: if (strcmp(...) < 0.) // Incorrect usage of the returned value. Change-Id: I001b88d06cc4f3eb5846103885be675f9b78e126 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/310761 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Mike Klein <mtklein@google.com>
270 lines
11 KiB
C++
270 lines
11 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 "src/core/SkTLazy.h"
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#include "src/gpu/GrColor.h"
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#include "tests/Test.h"
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#include <algorithm>
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DEF_TEST(SkRuntimeEffectInvalid, r) {
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auto test = [r](const char* hdr, const char* body, const char* expected) {
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SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }",
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hdr, body);
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auto[effect, errorText] = SkRuntimeEffect::Make(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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// Features that are only allowed in .fp files (key, in uniform, ctype, when, tracked).
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// Ensure that these fail, and the error messages contain the relevant keyword.
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test("layout(key) in bool Input;", "", "key");
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test("in uniform float Input;", "", "in uniform");
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test("layout(ctype=SkRect) float4 Input;", "", "ctype");
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test("in bool Flag; layout(when=Flag) uniform float Input;", "", "when");
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test("layout(tracked) uniform float Input;", "", "tracked");
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// Runtime SkSL supports a limited set of uniform types. No samplers, bool, or int, for example:
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test("uniform sampler2D s;", "", "uniform");
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test("uniform bool b;", "", "uniform");
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test("uniform int i;", "", "uniform");
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// 'in' variables aren't allowed at all:
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test("in bool b;", "", "'in'");
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test("in float f;", "", "'in'");
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test("in float2 v;", "", "'in'");
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test("in half3x3 m;", "", "'in'");
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// 'marker' is only permitted on float4x4 uniforms
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test("layout(marker=local_to_world) uniform float3x3 localToWorld;", "", "float4x4");
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test("half missing();", "color.r = missing();", "undefined function");
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// Shouldn't be possible to create an SkRuntimeEffect without "main"
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test("//", "", "main");
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// Various places that shaders (fragmentProcessors) should not be allowed
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test("",
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"shader child;",
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"must be global");
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test("in shader child; half4 helper(shader fp) { return sample(fp); }",
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"color = helper(child);",
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"parameter");
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test("in shader child; shader get_child() { return child; }",
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"color = sample(get_child());",
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"return");
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test("in shader child;",
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"color = sample(shader(child));",
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"construct");
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test("in shader child1; in shader child2;",
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"color = sample(p.x > 10 ? child1 : child2);",
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"expression");
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// Errors that aren't caught until later in the compilation process (during optimize())
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test("", "return; color.r = color.g;", "unreachable");
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test("half badFunc() { }", "", "without returning");
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}
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DEF_TEST(SkRuntimeEffectInvalidColorFilters, r) {
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auto test = [r](const char* sksl) {
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auto [effect, errorText] = SkRuntimeEffect::Make(SkString(sksl));
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REPORTER_ASSERT(r, effect);
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sk_sp<SkData> uniforms = SkData::MakeUninitialized(effect->uniformSize());
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REPORTER_ASSERT(r, effect->makeShader(uniforms, nullptr, 0, nullptr, false));
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REPORTER_ASSERT(r, !effect->makeColorFilter(uniforms));
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};
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// Runtime effects that use sample coords or sk_FragCoord are valid shaders,
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// but not valid color filters
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test("void main(float2 p, inout half4 color) { color.rg = half2(p); }");
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test("void main(float2 p, inout half4 color) { color.rg = half2(sk_FragCoord.xy); }");
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// We also can't use layout(marker), which would give the runtime color filter CTM information
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test("layout(marker=ctm) uniform float4x4 ctm;"
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"void main(float2 p, inout half4 color) { color.r = half(ctm[0][0]); }");
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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* header, const char* body) {
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SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }",
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header, body);
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auto[effect, errorText] = SkRuntimeEffect::Make(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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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->fEffect->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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sk_sp<SkSurface> fSurface;
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SkTLazy<SkRuntimeShaderBuilder> 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();
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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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TestEffect effect(r, surface);
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using float4 = std::array<float, 4>;
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// Local coords
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effect.build("", "color = half4(half2(p - 0.5), 0, 1);");
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
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effect.build("uniform float4 gColor;",
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"color = half4(gColor);");
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effect.uniform("gColor") = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
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effect.test(0xFFBF4000);
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effect.uniform("gColor") = 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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// 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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effect.build("", "color = half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1);");
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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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// Sampling children
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//
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// Sampling a null child should return the paint color
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effect.build("in shader child;",
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"color = sample(child);");
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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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sk_sp<SkShader> rgbwShader = make_RGBW_shader();
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// Sampling a simple child at our coordinates (implicitly)
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effect.build("in shader child;",
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"color = sample(child);");
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effect.child("child") = rgbwShader;
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effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF);
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// Sampling with explicit coordinates (reflecting about the diagonal)
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effect.build("in shader child;",
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"color = sample(child, p.yx);");
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effect.child("child") = rgbwShader;
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effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
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// Sampling with a matrix (again, reflecting about the diagonal)
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effect.build("in shader child;",
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"color = sample(child, float3x3(0, 1, 0, 1, 0, 0, 0, 0, 1));");
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effect.child("child") = rgbwShader;
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effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
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//
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// Helper functions
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//
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// Test case for inlining in the pipeline-stage and fragment-shader passes (skbug.com/10526):
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effect.build("float2 helper(float2 x) { return x + 1; }",
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"float2 v = helper(p);"
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"color = half4(half2(v), 0, 1);");
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effect.test(0xFF00FFFF);
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}
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DEF_TEST(SkRuntimeEffectSimple, r) {
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test_RuntimeEffect_Shaders(r, nullptr);
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}
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DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) {
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test_RuntimeEffect_Shaders(r, ctxInfo.directContext());
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}
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