87a50d3fcf
This just plumbs through a flag that allows snippets to request a dev2Local matrix uniform and uses it for gradients and the image shader. Bug: skia:12701 Change-Id: If1eadff8d5e40d81d9e3794db4b7f816127c4b75 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/529810 Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Robert Phillips <robertphillips@google.com>
122 lines
4.7 KiB
C++
122 lines
4.7 KiB
C++
/*
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* Copyright 2021 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 "tests/Test.h"
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#include "include/core/SkM44.h"
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#include "include/core/SkPaint.h"
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#include "include/effects/SkGradientShader.h"
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#include "include/gpu/graphite/Recorder.h"
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#include "include/private/SkUniquePaintParamsID.h"
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#include "src/core/SkKeyContext.h"
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#include "src/core/SkKeyHelpers.h"
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#include "src/core/SkPipelineData.h"
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#include "src/core/SkShaderCodeDictionary.h"
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#include "src/gpu/graphite/ContextPriv.h"
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#include "src/gpu/graphite/ContextUtils.h"
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#include "src/gpu/graphite/GlobalCache.h"
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#include "src/gpu/graphite/PaintParams.h"
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#include "src/gpu/graphite/RecorderPriv.h"
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#include "src/gpu/graphite/ResourceProvider.h"
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namespace {
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using namespace skgpu::graphite;
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std::tuple<SkPaint, int> create_paint(ShaderCombo::ShaderType shaderType,
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SkTileMode tm,
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SkBlendMode bm) {
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SkPoint pts[2] = {{-100, -100},
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{100, 100}};
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SkColor colors[2] = {SK_ColorRED, SK_ColorGREEN};
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SkScalar offsets[2] = {0.0f, 1.0f};
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sk_sp<SkShader> s;
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int numTextures = 0;
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switch (shaderType) {
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case ShaderCombo::ShaderType::kNone:
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SkDEBUGFAIL("kNone cannot be represented as an SkPaint");
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break;
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case ShaderCombo::ShaderType::kSolidColor:
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break;
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case ShaderCombo::ShaderType::kLinearGradient:
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s = SkGradientShader::MakeLinear(pts, colors, offsets, 2, tm);
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break;
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case ShaderCombo::ShaderType::kRadialGradient:
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s = SkGradientShader::MakeRadial({0, 0}, 100, colors, offsets, 2, tm);
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break;
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case ShaderCombo::ShaderType::kSweepGradient:
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s = SkGradientShader::MakeSweep(0, 0, colors, offsets, 2, tm,
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0, 359, 0, nullptr);
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break;
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case ShaderCombo::ShaderType::kConicalGradient:
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s = SkGradientShader::MakeTwoPointConical({100, 100}, 100,
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{-100, -100}, 100,
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colors, offsets, 2, tm);
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break;
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}
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SkPaint p;
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p.setColor(SK_ColorRED);
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p.setShader(std::move(s));
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p.setBlendMode(bm);
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return { p, numTextures };
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}
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} // anonymous namespace
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DEF_GRAPHITE_TEST_FOR_CONTEXTS(UniformTest, reporter, context) {
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using namespace skgpu::graphite;
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auto recorder = context->makeRecorder();
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SkKeyContext keyContext(recorder.get(), {});
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auto dict = keyContext.dict();
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auto tCache = recorder->priv().textureDataCache();
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SkPaintParamsKeyBuilder builder(dict, SkBackend::kGraphite);
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SkPipelineDataGatherer gatherer(Layout::kMetal);
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// Intentionally does not include ShaderType::kNone, which represents no fragment shading stage
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// and is thus not relevant to uniform extraction/caching.
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for (auto s : { ShaderCombo::ShaderType::kSolidColor,
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ShaderCombo::ShaderType::kLinearGradient,
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ShaderCombo::ShaderType::kRadialGradient,
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ShaderCombo::ShaderType::kSweepGradient,
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ShaderCombo::ShaderType::kConicalGradient }) {
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for (auto tm: { SkTileMode::kClamp,
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SkTileMode::kRepeat,
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SkTileMode::kMirror,
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SkTileMode::kDecal }) {
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if (s == ShaderCombo::ShaderType::kSolidColor) {
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tm = SkTileMode::kClamp; // the TileMode doesn't matter for this case
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}
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for (auto bm : { SkBlendMode::kSrc, SkBlendMode::kSrcOver }) {
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auto [ p, expectedNumTextures ] = create_paint(s, tm, bm);
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auto [ uniqueID1, uIndex, tIndex] = ExtractPaintData(recorder.get(), &gatherer,
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&builder, {}, PaintParams(p));
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SkUniquePaintParamsID uniqueID2 = CreateKey(keyContext, &builder, s, tm, bm);
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// ExtractPaintData and CreateKey agree
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REPORTER_ASSERT(reporter, uniqueID1 == uniqueID2);
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// TODO: This isn't particularly useful until we add image shaders to the
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// pre-compilation set.
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{
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const SkTextureDataBlock* textureData = tCache->lookup(tIndex);
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int actualNumTextures = textureData ? textureData->numTextures() : 0;
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REPORTER_ASSERT(reporter, expectedNumTextures == actualNumTextures);
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}
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{
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// TODO: check the blendInfo here too
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}
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}
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}
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}
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}
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