c9125aa8f3
This is a reland of adadb95a9f
... adds a temporary workaround for some Android framework code.
Original change's description:
> Better first-class shader & color filter support in runtime effects
>
> This does a few things, because they're all intertwined:
>
> 1) SkRuntimeEffect's API now includes details about children (which Skia
> stage was declared, not just the name). The factories verify that the
> declared types in the SkSL match up with the C++ types being passed.
> Today, we still only support adding children of the same type, so the
> checks are simple. Once we allow mixing types, we'll be testing the
> declared type against the actual C++ type supplied for each slot.
> 2) Adds sample variants that supply the input color to the child. This
> is now the only way to invoke a colorFilter child. Internally, we
> support passing a color when invoking a child shader, but I'm not
> exposing that. It's not clearly part of the semantics of the Skia
> pipeline, and is almost never useful. It also exposes users to
> several inconsistencies (skbug.com/11942).
> 3) Because of #2, it's possible that we can't compute a reusable program
> to filter individual colors. In that case, we don't set the constant
> output for constant input optimization, and filterColor4f falls back
> to the slower base-class implementation.
>
> Bug: skia:11813 skia:11942
> Change-Id: I06c41e1b35056e486f3163a72acf6b9535d7fed4
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401917
> Commit-Queue: Brian Osman <brianosman@google.com>
> Reviewed-by: Mike Klein <mtklein@google.com>
Bug: skia:11813 skia:11942
Change-Id: I2c31b147ed86fa8c4dddefb7066bc1d07fe0d285
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/404637
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
630 lines
27 KiB
C++
630 lines
27 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/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/GrColor.h"
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#include "src/gpu/GrFragmentProcessor.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_FPOnly, r) {
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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_invalid_effect(r, "layout(key) in bool Input;" EMPTY_MAIN, "key");
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test_invalid_effect(r, "in uniform float Input;" EMPTY_MAIN, "in uniform");
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test_invalid_effect(r, "layout(ctype=SkRect) float4 Input;" EMPTY_MAIN, "ctype");
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test_invalid_effect(r, "in bool Flag; "
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"layout(when=Flag) uniform float Input;" EMPTY_MAIN, "when");
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test_invalid_effect(r, "layout(tracked) uniform float Input;" EMPTY_MAIN, "tracked");
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}
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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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"undefined function");
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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(SkRuntimeEffectCanDisableES2Restrictions, r) {
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auto test_valid_es3 = [](skiatest::Reporter* r, const char* sksl) {
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SkRuntimeEffect::Options opt;
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opt.enforceES2Restrictions = false;
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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 sample(child, c.rg); }");
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// Trying to pass a color as well. (Works internally with FPs, but not in runtime effects).
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test_invalid("uniform shader child;"
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"half4 main(half4 c) { return sample(child, c.rg, c); }",
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"no match for sample(shader, half2, half4)");
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// Shader with just a color
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test_invalid("uniform shader child;"
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"half4 main(half4 c) { return sample(child, c); }",
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"no match for sample(shader, half4)");
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// Coords and color in a differet order
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test_invalid("uniform shader child;"
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"half4 main(half4 c) { return sample(child, c, c.rg); }",
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"no match for sample(shader, half4, half2)");
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// Older variants that are no longer allowed
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test_invalid(
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"uniform shader child;"
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"half4 main(half4 c) { return sample(child); }",
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"no match for sample(shader)");
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test_invalid(
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"uniform shader child;"
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"half4 main(half4 c) { return sample(child, float3x3(1)); }",
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"no match for sample(shader, float3x3)");
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// Sampling a colorFilter requires a color. No other signatures are valid.
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test_valid("uniform colorFilter child;"
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"half4 main(half4 c) { return sample(child, c); }");
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test_invalid("uniform colorFilter child;"
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"half4 main(half4 c) { return sample(child); }",
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"sample(colorFilter)");
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test_invalid("uniform colorFilter child;"
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"half4 main(half4 c) { return sample(child, c.rg); }",
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"sample(colorFilter, half2)");
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test_invalid("uniform colorFilter child;"
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"half4 main(half4 c) { return sample(child, c.rg, c); }",
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"sample(colorFilter, half2, half4)");
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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) {
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auto [effect, errorText] = SkRuntimeEffect::MakeForShader(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::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
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test_valid("half4 main(float2 p) { return sk_FragCoord.xy01; }");
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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 sample(child, p); }");
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// Trying to pass a color as well. (Works internally with FPs, but not in runtime effects).
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test_invalid("uniform shader child;"
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"half4 main(float2 p, half4 c) { return sample(child, p, c); }",
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"no match for sample(shader, float2, half4)");
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// Shader with just a color
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test_invalid("uniform shader child;"
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"half4 main(float2 p, half4 c) { return sample(child, c); }",
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"no match for sample(shader, half4)");
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// Coords and color in a different order
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test_invalid("uniform shader child;"
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"half4 main(float2 p, half4 c) { return sample(child, c, p); }",
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"no match for sample(shader, half4, float2)");
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// Older variants that are no longer allowed
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test_invalid(
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"uniform shader child;"
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"half4 main(float2 p) { return sample(child); }",
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"no match for sample(shader)");
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test_invalid(
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"uniform shader child;"
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"half4 main(float2 p) { return sample(child, float3x3(1)); }",
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"no match for sample(shader, float3x3)");
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// Sampling a colorFilter requires a color. No other signatures are valid.
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test_valid("uniform colorFilter child;"
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"half4 main(float2 p, half4 c) { return sample(child, c); }");
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test_invalid("uniform colorFilter child;"
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"half4 main(float2 p) { return sample(child); }",
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"sample(colorFilter)");
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test_invalid("uniform colorFilter child;"
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"half4 main(float2 p) { return sample(child, p); }",
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"sample(colorFilter, float2)");
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test_invalid("uniform colorFilter child;"
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"half4 main(float2 p, half4 c) { return sample(child, p, c); }",
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"sample(colorFilter, float2, half4)");
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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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auto [effect, errorText] = SkRuntimeEffect::MakeForShader(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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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->effect()->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(SkSamplingOptions());
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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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using int4 = std::array<int, 4>;
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// Local coords
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effect.build("half4 main(float2 p) { return 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; half4 main(float2 p) { return 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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// Same, with integer uniforms
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effect.build("uniform int4 gColor; half4 main(float2 p) { return half4(gColor) / 255.0; }");
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effect.uniform("gColor") = int4{ 0x00, 0x40, 0xBF, 0xFF };
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effect.test(0xFFBF4000);
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effect.uniform("gColor") = int4{ 0xFF, 0x00, 0x00, 0x7F };
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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(
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"half4 main(float2 p) { return 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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|
|
// 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 sample(child, 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 sample(child, 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 sample(child, p.yx); }");
|
|
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; }"
|
|
"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());
|
|
}
|
|
|
|
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(nullptr, false);
|
|
|
|
b.uniform("x") = 1.0f;
|
|
auto shader_1 = b.makeShader(nullptr, true);
|
|
}
|
|
|
|
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(nullptr, 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]() {
|
|
auto [effect, error] = SkRuntimeEffect::MakeForShader(SkString(kSource));
|
|
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 = sample(paint, 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 sample(child, 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(SkRuntimeShaderSampleUsage, r) {
|
|
auto test = [&](const char* src, bool expectExplicit) {
|
|
auto [effect, err] =
|
|
SkRuntimeEffect::MakeForShader(SkStringPrintf("uniform shader child; %s", src));
|
|
REPORTER_ASSERT(r, effect);
|
|
|
|
auto child = GrFragmentProcessor::MakeColor({ 1, 1, 1, 1 });
|
|
auto fp = effect->makeFP(nullptr, &child, 1);
|
|
REPORTER_ASSERT(r, fp);
|
|
|
|
REPORTER_ASSERT(r, fp->childProcessor(0)->isSampledWithExplicitCoords() == expectExplicit);
|
|
};
|
|
|
|
// 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.
|
|
|
|
// Cases where our optimization is valid, and works:
|
|
|
|
// Direct use of passed-in coords
|
|
test("half4 main(float2 xy) { return sample(child, xy); }", false);
|
|
// Sample with passed-in coords, read (but don't write) sample coords elsewhere
|
|
test("half4 main(float2 xy) { return sample(child, xy) + sin(xy.x); }", false);
|
|
|
|
// 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 sample(child, float2(0, 0)); }", true);
|
|
// Use of expression involving passed in coords
|
|
test("half4 main(float2 xy) { return sample(child, xy * 0.5); }", true);
|
|
// Use of coords after modification
|
|
test("half4 main(float2 xy) { xy *= 2; return sample(child, xy); }", 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 sample(child, xy); }", 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 = sample(child, xy); xy *= 2; return c; }", true);
|
|
// Passed-in coords copied to a temp variable
|
|
test("half4 main(float2 xy) { float2 p = xy; return sample(child, p); }", true);
|
|
// Use of coords passed to helper function
|
|
test("half4 helper(float2 xy) { return sample(child, xy); }"
|
|
"half4 main(float2 xy) { return helper(xy); }", true);
|
|
}
|