skia2/tests/SkRuntimeEffectTest.cpp
John Stiles c1c3c6d70d Enable ClangTidy flag bugprone-suspicious-string-compare.
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>
2020-08-16 03:54:08 +00:00

270 lines
11 KiB
C++

/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkBitmap.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColorFilter.h"
#include "include/core/SkData.h"
#include "include/core/SkPaint.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/gpu/GrDirectContext.h"
#include "src/core/SkTLazy.h"
#include "src/gpu/GrColor.h"
#include "tests/Test.h"
#include <algorithm>
DEF_TEST(SkRuntimeEffectInvalid, r) {
auto test = [r](const char* hdr, const char* body, const char* expected) {
SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }",
hdr, body);
auto[effect, errorText] = SkRuntimeEffect::Make(src);
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r, errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected, errorText.c_str());
};
// Features that are only allowed in .fp files (key, in uniform, ctype, when, tracked).
// Ensure that these fail, and the error messages contain the relevant keyword.
test("layout(key) in bool Input;", "", "key");
test("in uniform float Input;", "", "in uniform");
test("layout(ctype=SkRect) float4 Input;", "", "ctype");
test("in bool Flag; layout(when=Flag) uniform float Input;", "", "when");
test("layout(tracked) uniform float Input;", "", "tracked");
// Runtime SkSL supports a limited set of uniform types. No samplers, bool, or int, for example:
test("uniform sampler2D s;", "", "uniform");
test("uniform bool b;", "", "uniform");
test("uniform int i;", "", "uniform");
// 'in' variables aren't allowed at all:
test("in bool b;", "", "'in'");
test("in float f;", "", "'in'");
test("in float2 v;", "", "'in'");
test("in half3x3 m;", "", "'in'");
// 'marker' is only permitted on float4x4 uniforms
test("layout(marker=local_to_world) uniform float3x3 localToWorld;", "", "float4x4");
test("half missing();", "color.r = missing();", "undefined function");
// Shouldn't be possible to create an SkRuntimeEffect without "main"
test("//", "", "main");
// Various places that shaders (fragmentProcessors) should not be allowed
test("",
"shader child;",
"must be global");
test("in shader child; half4 helper(shader fp) { return sample(fp); }",
"color = helper(child);",
"parameter");
test("in shader child; shader get_child() { return child; }",
"color = sample(get_child());",
"return");
test("in shader child;",
"color = sample(shader(child));",
"construct");
test("in shader child1; in shader child2;",
"color = sample(p.x > 10 ? child1 : child2);",
"expression");
// Errors that aren't caught until later in the compilation process (during optimize())
test("", "return; color.r = color.g;", "unreachable");
test("half badFunc() { }", "", "without returning");
}
DEF_TEST(SkRuntimeEffectInvalidColorFilters, r) {
auto test = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::Make(SkString(sksl));
REPORTER_ASSERT(r, effect);
sk_sp<SkData> uniforms = SkData::MakeUninitialized(effect->uniformSize());
REPORTER_ASSERT(r, effect->makeShader(uniforms, nullptr, 0, nullptr, false));
REPORTER_ASSERT(r, !effect->makeColorFilter(uniforms));
};
// Runtime effects that use sample coords or sk_FragCoord are valid shaders,
// but not valid color filters
test("void main(float2 p, inout half4 color) { color.rg = half2(p); }");
test("void main(float2 p, inout half4 color) { color.rg = half2(sk_FragCoord.xy); }");
// We also can't use layout(marker), which would give the runtime color filter CTM information
test("layout(marker=ctm) uniform float4x4 ctm;"
"void main(float2 p, inout half4 color) { color.r = half(ctm[0][0]); }");
}
class TestEffect {
public:
TestEffect(skiatest::Reporter* r, sk_sp<SkSurface> surface)
: fReporter(r), fSurface(std::move(surface)) {}
void build(const char* header, const char* body) {
SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }",
header, body);
auto[effect, errorText] = SkRuntimeEffect::Make(src);
if (!effect) {
REPORT_FAILURE(fReporter, "effect",
SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
return;
}
fBuilder.init(std::move(effect));
}
SkRuntimeShaderBuilder::BuilderUniform uniform(const char* name) {
return fBuilder->uniform(name);
}
SkRuntimeShaderBuilder::BuilderChild child(const char* name) {
return fBuilder->child(name);
}
using PreTestFn = std::function<void(SkCanvas*, SkPaint*)>;
void test(GrColor TL, GrColor TR, GrColor BL, GrColor BR,
PreTestFn preTestCallback = nullptr) {
auto shader = fBuilder->makeShader(nullptr, false);
if (!shader) {
REPORT_FAILURE(fReporter, "shader", SkString("Effect didn't produce a shader"));
return;
}
SkCanvas* canvas = fSurface->getCanvas();
SkPaint paint;
paint.setShader(std::move(shader));
paint.setBlendMode(SkBlendMode::kSrc);
canvas->save();
if (preTestCallback) {
preTestCallback(canvas, &paint);
}
canvas->drawPaint(paint);
canvas->restore();
GrColor actual[4];
SkImageInfo info = fSurface->imageInfo();
if (!fSurface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
REPORT_FAILURE(fReporter, "readPixels", SkString("readPixels failed"));
return;
}
GrColor expected[4] = {TL, TR, BL, BR};
if (0 != memcmp(actual, expected, sizeof(actual))) {
REPORT_FAILURE(fReporter, "Runtime effect didn't match expectations",
SkStringPrintf("\n"
"Expected: [ %08x %08x %08x %08x ]\n"
"Got : [ %08x %08x %08x %08x ]\n"
"SkSL:\n%s\n",
TL, TR, BL, BR, actual[0], actual[1], actual[2],
actual[3], fBuilder->fEffect->source().c_str()));
}
}
void test(GrColor expected, PreTestFn preTestCallback = nullptr) {
this->test(expected, expected, expected, expected, preTestCallback);
}
private:
skiatest::Reporter* fReporter;
sk_sp<SkSurface> fSurface;
SkTLazy<SkRuntimeShaderBuilder> fBuilder;
};
// Produces a 2x2 bitmap shader, with opaque colors:
// [ Red, Green ]
// [ Blue, White ]
static sk_sp<SkShader> make_RGBW_shader() {
SkBitmap bmp;
bmp.allocPixels(SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType));
SkIRect topLeft = SkIRect::MakeWH(1, 1);
bmp.pixmap().erase(SK_ColorRED, topLeft);
bmp.pixmap().erase(SK_ColorGREEN, topLeft.makeOffset(1, 0));
bmp.pixmap().erase(SK_ColorBLUE, topLeft.makeOffset(0, 1));
bmp.pixmap().erase(SK_ColorWHITE, topLeft.makeOffset(1, 1));
return bmp.makeShader();
}
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>;
// Local coords
effect.build("", "color = 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;",
"color = 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(0x7F00007F); // Tests that we 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("", "color = half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1);");
effect.test(0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F,
[](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); });
//
// Sampling children
//
// Sampling a null child should return the paint color
effect.build("in shader child;",
"color = sample(child);");
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 (implicitly)
effect.build("in shader child;",
"color = sample(child);");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF);
// Sampling with explicit coordinates (reflecting about the diagonal)
effect.build("in shader child;",
"color = sample(child, p.yx);");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
// Sampling with a matrix (again, reflecting about the diagonal)
effect.build("in shader child;",
"color = sample(child, float3x3(0, 1, 0, 1, 0, 0, 0, 0, 1));");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
//
// 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; }",
"float2 v = helper(p);"
"color = 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());
}