7ee385e1dc
Split out of: https://skia-review.googlesource.com/c/10284/ (Omnibus: Remove GrSurface-derived classes from ops) Change-Id: I12c66a6fa826c2363b21ece56391fb352d12d6b3 Reviewed-on: https://skia-review.googlesource.com/10541 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
455 lines
17 KiB
C++
455 lines
17 KiB
C++
/*
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* Copyright 2011 Google Inc.
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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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// This is a GPU-backend specific test. It relies on static intializers to work
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#include "SkTypes.h"
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#if SK_SUPPORT_GPU && SK_ALLOW_STATIC_GLOBAL_INITIALIZERS
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#include "GrAutoLocaleSetter.h"
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#include "GrContextFactory.h"
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#include "GrContextPriv.h"
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#include "GrDrawOpTest.h"
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#include "GrDrawingManager.h"
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#include "GrPipeline.h"
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#include "GrRenderTargetContextPriv.h"
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#include "GrResourceProvider.h"
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#include "GrTest.h"
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#include "GrXferProcessor.h"
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#include "SkChecksum.h"
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#include "SkRandom.h"
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#include "Test.h"
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#include "ops/GrDrawOp.h"
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#include "effects/GrConfigConversionEffect.h"
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#include "effects/GrPorterDuffXferProcessor.h"
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#include "effects/GrXfermodeFragmentProcessor.h"
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#include "gl/GrGLGpu.h"
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#include "glsl/GrGLSLFragmentProcessor.h"
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#include "glsl/GrGLSLFragmentShaderBuilder.h"
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#include "glsl/GrGLSLProgramBuilder.h"
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/*
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* A dummy processor which just tries to insert a massive key and verify that it can retrieve the
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* whole thing correctly
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*/
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static const uint32_t kMaxKeySize = 1024;
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class GLBigKeyProcessor : public GrGLSLFragmentProcessor {
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public:
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void emitCode(EmitArgs& args) override {
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// pass through
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GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
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if (args.fInputColor) {
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fragBuilder->codeAppendf("%s = %s;\n", args.fOutputColor, args.fInputColor);
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} else {
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fragBuilder->codeAppendf("%s = vec4(1.0);\n", args.fOutputColor);
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}
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}
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static void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder* b) {
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for (uint32_t i = 0; i < kMaxKeySize; i++) {
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b->add32(i);
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}
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}
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private:
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typedef GrGLSLFragmentProcessor INHERITED;
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};
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class BigKeyProcessor : public GrFragmentProcessor {
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public:
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static sk_sp<GrFragmentProcessor> Make() {
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return sk_sp<GrFragmentProcessor>(new BigKeyProcessor);
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}
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const char* name() const override { return "Big Ole Key"; }
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GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
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return new GLBigKeyProcessor;
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}
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private:
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BigKeyProcessor() : INHERITED(kNone_OptimizationFlags) { this->initClassID<BigKeyProcessor>(); }
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virtual void onGetGLSLProcessorKey(const GrShaderCaps& caps,
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GrProcessorKeyBuilder* b) const override {
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GLBigKeyProcessor::GenKey(*this, caps, b);
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}
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bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
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GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
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typedef GrFragmentProcessor INHERITED;
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};
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GR_DEFINE_FRAGMENT_PROCESSOR_TEST(BigKeyProcessor);
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#if GR_TEST_UTILS
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sk_sp<GrFragmentProcessor> BigKeyProcessor::TestCreate(GrProcessorTestData*) {
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return BigKeyProcessor::Make();
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}
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#endif
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//////////////////////////////////////////////////////////////////////////////
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class BlockInputFragmentProcessor : public GrFragmentProcessor {
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public:
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static sk_sp<GrFragmentProcessor> Make(sk_sp<GrFragmentProcessor> fp) {
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return sk_sp<GrFragmentProcessor>(new BlockInputFragmentProcessor(fp));
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}
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const char* name() const override { return "Block Input"; }
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GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLFP; }
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private:
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class GLFP : public GrGLSLFragmentProcessor {
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public:
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void emitCode(EmitArgs& args) override {
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this->emitChild(0, nullptr, args);
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}
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private:
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typedef GrGLSLFragmentProcessor INHERITED;
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};
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BlockInputFragmentProcessor(sk_sp<GrFragmentProcessor> child)
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: INHERITED(kNone_OptimizationFlags) {
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this->initClassID<BlockInputFragmentProcessor>();
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this->registerChildProcessor(std::move(child));
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}
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void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {}
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bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
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typedef GrFragmentProcessor INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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/*
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* Begin test code
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*/
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static const int kRenderTargetHeight = 1;
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static const int kRenderTargetWidth = 1;
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static sk_sp<GrRenderTargetContext> random_render_target_context(GrContext* context,
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SkRandom* random,
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const GrCaps* caps) {
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GrSurfaceOrigin origin = random->nextBool() ? kTopLeft_GrSurfaceOrigin
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: kBottomLeft_GrSurfaceOrigin;
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int sampleCnt = random->nextBool() ? SkTMin(4, caps->maxSampleCount()) : 0;
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sk_sp<GrRenderTargetContext> renderTargetContext(context->makeRenderTargetContext(
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SkBackingFit::kExact,
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kRenderTargetWidth,
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kRenderTargetHeight,
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kRGBA_8888_GrPixelConfig,
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nullptr,
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sampleCnt,
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origin));
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return renderTargetContext;
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}
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#if GR_TEST_UTILS
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static void set_random_xpf(GrPaint* paint, GrProcessorTestData* d) {
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paint->setXPFactory(GrXPFactoryTestFactory::Get(d));
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}
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static sk_sp<GrFragmentProcessor> create_random_proc_tree(GrProcessorTestData* d,
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int minLevels, int maxLevels) {
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SkASSERT(1 <= minLevels);
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SkASSERT(minLevels <= maxLevels);
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// Return a leaf node if maxLevels is 1 or if we randomly chose to terminate.
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// If returning a leaf node, make sure that it doesn't have children (e.g. another
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// GrComposeEffect)
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const float terminateProbability = 0.3f;
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if (1 == minLevels) {
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bool terminate = (1 == maxLevels) || (d->fRandom->nextF() < terminateProbability);
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if (terminate) {
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sk_sp<GrFragmentProcessor> fp;
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while (true) {
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fp = GrProcessorTestFactory<GrFragmentProcessor>::Make(d);
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SkASSERT(fp);
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if (0 == fp->numChildProcessors()) {
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break;
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}
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}
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return fp;
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}
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}
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// If we didn't terminate, choose either the left or right subtree to fulfill
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// the minLevels requirement of this tree; the other child can have as few levels as it wants.
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// Also choose a random xfer mode.
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if (minLevels > 1) {
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--minLevels;
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}
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sk_sp<GrFragmentProcessor> minLevelsChild(create_random_proc_tree(d, minLevels, maxLevels - 1));
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sk_sp<GrFragmentProcessor> otherChild(create_random_proc_tree(d, 1, maxLevels - 1));
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SkBlendMode mode = static_cast<SkBlendMode>(d->fRandom->nextRangeU(0,
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(int)SkBlendMode::kLastMode));
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sk_sp<GrFragmentProcessor> fp;
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if (d->fRandom->nextF() < 0.5f) {
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fp = GrXfermodeFragmentProcessor::MakeFromTwoProcessors(std::move(minLevelsChild),
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std::move(otherChild), mode);
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SkASSERT(fp);
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} else {
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fp = GrXfermodeFragmentProcessor::MakeFromTwoProcessors(std::move(otherChild),
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std::move(minLevelsChild), mode);
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SkASSERT(fp);
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}
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return fp;
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}
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static void set_random_color_coverage_stages(GrPaint* paint,
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GrProcessorTestData* d,
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int maxStages) {
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// Randomly choose to either create a linear pipeline of procs or create one proc tree
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const float procTreeProbability = 0.5f;
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if (d->fRandom->nextF() < procTreeProbability) {
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// A full tree with 5 levels (31 nodes) may cause a program that exceeds shader limits
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// (e.g. uniform or varying limits); maxTreeLevels should be a number from 1 to 4 inclusive.
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const int maxTreeLevels = 4;
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sk_sp<GrFragmentProcessor> fp(create_random_proc_tree(d, 2, maxTreeLevels));
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paint->addColorFragmentProcessor(std::move(fp));
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} else {
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int numProcs = d->fRandom->nextULessThan(maxStages + 1);
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int numColorProcs = d->fRandom->nextULessThan(numProcs + 1);
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for (int s = 0; s < numProcs;) {
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sk_sp<GrFragmentProcessor> fp(GrProcessorTestFactory<GrFragmentProcessor>::Make(d));
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SkASSERT(fp);
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// finally add the stage to the correct pipeline in the drawstate
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if (s < numColorProcs) {
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paint->addColorFragmentProcessor(std::move(fp));
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} else {
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paint->addCoverageFragmentProcessor(std::move(fp));
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}
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++s;
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}
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}
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}
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static bool set_random_state(GrPaint* paint, SkRandom* random) {
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if (random->nextBool()) {
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paint->setDisableOutputConversionToSRGB(true);
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}
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if (random->nextBool()) {
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paint->setAllowSRGBInputs(true);
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}
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return random->nextBool();
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}
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// right now, the only thing we seem to care about in drawState's stencil is 'doesWrite()'
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static const GrUserStencilSettings* get_random_stencil(SkRandom* random) {
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static constexpr GrUserStencilSettings kDoesWriteStencil(
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GrUserStencilSettings::StaticInit<
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0xffff,
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GrUserStencilTest::kAlways,
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0xffff,
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GrUserStencilOp::kReplace,
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GrUserStencilOp::kReplace,
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0xffff>()
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);
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static constexpr GrUserStencilSettings kDoesNotWriteStencil(
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GrUserStencilSettings::StaticInit<
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0xffff,
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GrUserStencilTest::kNever,
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0xffff,
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GrUserStencilOp::kKeep,
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GrUserStencilOp::kKeep,
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0xffff>()
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);
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if (random->nextBool()) {
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return &kDoesWriteStencil;
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} else {
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return &kDoesNotWriteStencil;
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}
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}
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#endif
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#if !GR_TEST_UTILS
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bool GrDrawingManager::ProgramUnitTest(GrContext*, int) { return true; }
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#else
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bool GrDrawingManager::ProgramUnitTest(GrContext* context, int maxStages) {
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GrDrawingManager* drawingManager = context->contextPriv().drawingManager();
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// setup dummy textures
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GrSurfaceDesc dummyDesc;
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dummyDesc.fFlags = kRenderTarget_GrSurfaceFlag;
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dummyDesc.fConfig = kRGBA_8888_GrPixelConfig;
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dummyDesc.fWidth = 34;
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dummyDesc.fHeight = 18;
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sk_sp<GrTexture> dummyTexture1(
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context->resourceProvider()->createTexture(dummyDesc, SkBudgeted::kNo, nullptr, 0));
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dummyDesc.fFlags = kNone_GrSurfaceFlags;
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dummyDesc.fConfig = kAlpha_8_GrPixelConfig;
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dummyDesc.fWidth = 16;
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dummyDesc.fHeight = 22;
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sk_sp<GrTexture> dummyTexture2(
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context->resourceProvider()->createTexture(dummyDesc, SkBudgeted::kNo, nullptr, 0));
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if (!dummyTexture1 || ! dummyTexture2) {
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SkDebugf("Could not allocate dummy textures");
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return false;
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}
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GrTexture* dummyTextures[] = {dummyTexture1.get(), dummyTexture2.get()};
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// dummy scissor state
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GrScissorState scissor;
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SkRandom random;
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static const int NUM_TESTS = 1024;
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for (int t = 0; t < NUM_TESTS; t++) {
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// setup random render target(can fail)
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sk_sp<GrRenderTargetContext> renderTargetContext(random_render_target_context(
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context, &random, context->caps()));
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if (!renderTargetContext) {
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SkDebugf("Could not allocate renderTargetContext");
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return false;
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}
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GrPaint grPaint;
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std::unique_ptr<GrMeshDrawOp> op(GrRandomDrawOp(&random, context));
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SkASSERT(op);
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GrProcessorTestData ptd(&random, context, renderTargetContext.get(), dummyTextures);
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set_random_color_coverage_stages(&grPaint, &ptd, maxStages);
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set_random_xpf(&grPaint, &ptd);
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bool snapToCenters = set_random_state(&grPaint, &random);
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const GrUserStencilSettings* uss = get_random_stencil(&random);
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// We don't use kHW because we will hit an assertion if the render target is not
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// multisampled
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static constexpr GrAAType kAATypes[] = {GrAAType::kNone, GrAAType::kCoverage};
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GrAAType aaType = kAATypes[random.nextULessThan(SK_ARRAY_COUNT(kAATypes))];
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renderTargetContext->priv().testingOnly_addMeshDrawOp(std::move(grPaint), aaType,
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std::move(op), uss, snapToCenters);
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}
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// Flush everything, test passes if flush is successful(ie, no asserts are hit, no crashes)
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drawingManager->flush(nullptr);
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// Validate that GrFPs work correctly without an input.
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sk_sp<GrRenderTargetContext> renderTargetContext(context->makeRenderTargetContext(
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SkBackingFit::kExact,
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kRenderTargetWidth,
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kRenderTargetHeight,
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kRGBA_8888_GrPixelConfig,
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nullptr));
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if (!renderTargetContext) {
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SkDebugf("Could not allocate a renderTargetContext");
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return false;
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}
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int fpFactoryCnt = GrProcessorTestFactory<GrFragmentProcessor>::Count();
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for (int i = 0; i < fpFactoryCnt; ++i) {
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// Since FP factories internally randomize, call each 10 times.
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for (int j = 0; j < 10; ++j) {
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std::unique_ptr<GrMeshDrawOp> op(GrRandomDrawOp(&random, context));
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SkASSERT(op);
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GrProcessorTestData ptd(&random, context, renderTargetContext.get(), dummyTextures);
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GrPaint grPaint;
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grPaint.setXPFactory(GrPorterDuffXPFactory::Get(SkBlendMode::kSrc));
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sk_sp<GrFragmentProcessor> fp(
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GrProcessorTestFactory<GrFragmentProcessor>::MakeIdx(i, &ptd));
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sk_sp<GrFragmentProcessor> blockFP(
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BlockInputFragmentProcessor::Make(std::move(fp)));
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grPaint.addColorFragmentProcessor(std::move(blockFP));
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renderTargetContext->priv().testingOnly_addMeshDrawOp(
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std::move(grPaint), GrAAType::kNone, std::move(op));
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drawingManager->flush(nullptr);
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}
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}
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return true;
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}
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#endif
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static int get_glprograms_max_stages(GrContext* context) {
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GrGLGpu* gpu = static_cast<GrGLGpu*>(context->getGpu());
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/*
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* For the time being, we only support the test with desktop GL or for android on
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* ARM platforms
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* TODO When we run ES 3.00 GLSL in more places, test again
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*/
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if (kGL_GrGLStandard == gpu->glStandard() ||
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kARM_GrGLVendor == gpu->ctxInfo().vendor()) {
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return 6;
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} else if (kTegra3_GrGLRenderer == gpu->ctxInfo().renderer() ||
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kOther_GrGLRenderer == gpu->ctxInfo().renderer()) {
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return 1;
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}
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return 0;
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}
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static void test_glprograms_native(skiatest::Reporter* reporter,
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const sk_gpu_test::ContextInfo& ctxInfo) {
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int maxStages = get_glprograms_max_stages(ctxInfo.grContext());
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if (maxStages == 0) {
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return;
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}
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REPORTER_ASSERT(reporter, GrDrawingManager::ProgramUnitTest(ctxInfo.grContext(), maxStages));
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}
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static void test_glprograms_other_contexts(
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skiatest::Reporter* reporter,
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const sk_gpu_test::ContextInfo& ctxInfo) {
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int maxStages = get_glprograms_max_stages(ctxInfo.grContext());
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#ifdef SK_BUILD_FOR_WIN
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// Some long shaders run out of temporary registers in the D3D compiler on ANGLE and
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// command buffer.
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maxStages = SkTMin(maxStages, 2);
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#endif
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if (maxStages == 0) {
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return;
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}
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REPORTER_ASSERT(reporter, GrDrawingManager::ProgramUnitTest(ctxInfo.grContext(), maxStages));
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}
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static bool is_native_gl_context_type(sk_gpu_test::GrContextFactory::ContextType type) {
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return type == sk_gpu_test::GrContextFactory::kGL_ContextType ||
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type == sk_gpu_test::GrContextFactory::kGLES_ContextType;
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}
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static bool is_other_rendering_gl_context_type(sk_gpu_test::GrContextFactory::ContextType type) {
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return !is_native_gl_context_type(type) &&
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kOpenGL_GrBackend == sk_gpu_test::GrContextFactory::ContextTypeBackend(type) &&
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sk_gpu_test::GrContextFactory::IsRenderingContext(type);
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}
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DEF_GPUTEST(GLPrograms, reporter, /*factory*/) {
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// Set a locale that would cause shader compilation to fail because of , as decimal separator.
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// skbug 3330
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#ifdef SK_BUILD_FOR_WIN
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GrAutoLocaleSetter als("sv-SE");
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#else
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GrAutoLocaleSetter als("sv_SE.UTF-8");
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#endif
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// We suppress prints to avoid spew
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GrContextOptions opts;
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opts.fSuppressPrints = true;
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sk_gpu_test::GrContextFactory debugFactory(opts);
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skiatest::RunWithGPUTestContexts(test_glprograms_native, &is_native_gl_context_type,
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reporter, &debugFactory);
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skiatest::RunWithGPUTestContexts(test_glprograms_other_contexts,
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&is_other_rendering_gl_context_type, reporter, &debugFactory);
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}
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#endif
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