skia2/tests/GLProgramsTest.cpp
Greg Daniel e1da1d9a7d Add option to create a deferred render target context with mips
We need this since we have texture generators that draw the base level
but nothing more. Thus we want them to be able to directly draw into
a pre allocated mipped target instead of doing a copy later.

TBR: bsalomon@google.com
Bug: skia:
Change-Id: I1dfae0da7153b21b30fdfa51a7061fc255739a1e
Reviewed-on: https://skia-review.googlesource.com/54100
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
Commit-Queue: Greg Daniel <egdaniel@google.com>
2017-10-06 20:28:00 +00:00

420 lines
16 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
// This is a GPU-backend specific test. It relies on static intializers to work
#include "SkTypes.h"
#if SK_SUPPORT_GPU && SK_ALLOW_STATIC_GLOBAL_INITIALIZERS
#include "GrAutoLocaleSetter.h"
#include "GrContextFactory.h"
#include "GrContextPriv.h"
#include "GrDrawOpTest.h"
#include "GrDrawingManager.h"
#include "GrPipeline.h"
#include "GrRenderTargetContextPriv.h"
#include "GrTest.h"
#include "GrXferProcessor.h"
#include "SkChecksum.h"
#include "SkRandom.h"
#include "Test.h"
#include "ops/GrDrawOp.h"
#include "effects/GrConfigConversionEffect.h"
#include "effects/GrPorterDuffXferProcessor.h"
#include "effects/GrXfermodeFragmentProcessor.h"
#include "gl/GrGLGpu.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLProgramBuilder.h"
/*
* A dummy processor which just tries to insert a massive key and verify that it can retrieve the
* whole thing correctly
*/
static const uint32_t kMaxKeySize = 1024;
class GLBigKeyProcessor : public GrGLSLFragmentProcessor {
public:
void emitCode(EmitArgs& args) override {
// pass through
GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
if (args.fInputColor) {
fragBuilder->codeAppendf("%s = %s;\n", args.fOutputColor, args.fInputColor);
} else {
fragBuilder->codeAppendf("%s = vec4(1.0);\n", args.fOutputColor);
}
}
static void GenKey(const GrProcessor&, const GrShaderCaps&, GrProcessorKeyBuilder* b) {
for (uint32_t i = 0; i < kMaxKeySize; i++) {
b->add32(i);
}
}
private:
typedef GrGLSLFragmentProcessor INHERITED;
};
class BigKeyProcessor : public GrFragmentProcessor {
public:
static std::unique_ptr<GrFragmentProcessor> Make() {
return std::unique_ptr<GrFragmentProcessor>(new BigKeyProcessor);
}
const char* name() const override { return "Big Ole Key"; }
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
return new GLBigKeyProcessor;
}
std::unique_ptr<GrFragmentProcessor> clone() const override { return Make(); }
private:
BigKeyProcessor() : INHERITED(kNone_OptimizationFlags) { this->initClassID<BigKeyProcessor>(); }
virtual void onGetGLSLProcessorKey(const GrShaderCaps& caps,
GrProcessorKeyBuilder* b) const override {
GLBigKeyProcessor::GenKey(*this, caps, b);
}
bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
GR_DECLARE_FRAGMENT_PROCESSOR_TEST
typedef GrFragmentProcessor INHERITED;
};
GR_DEFINE_FRAGMENT_PROCESSOR_TEST(BigKeyProcessor);
#if GR_TEST_UTILS
std::unique_ptr<GrFragmentProcessor> BigKeyProcessor::TestCreate(GrProcessorTestData*) {
return BigKeyProcessor::Make();
}
#endif
//////////////////////////////////////////////////////////////////////////////
class BlockInputFragmentProcessor : public GrFragmentProcessor {
public:
static std::unique_ptr<GrFragmentProcessor> Make(std::unique_ptr<GrFragmentProcessor> fp) {
return std::unique_ptr<GrFragmentProcessor>(new BlockInputFragmentProcessor(std::move(fp)));
}
const char* name() const override { return "Block Input"; }
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override { return new GLFP; }
std::unique_ptr<GrFragmentProcessor> clone() const override {
return Make(this->childProcessor(0).clone());
}
private:
class GLFP : public GrGLSLFragmentProcessor {
public:
void emitCode(EmitArgs& args) override {
this->emitChild(0, args);
}
private:
typedef GrGLSLFragmentProcessor INHERITED;
};
BlockInputFragmentProcessor(std::unique_ptr<GrFragmentProcessor> child)
: INHERITED(kNone_OptimizationFlags) {
this->initClassID<BlockInputFragmentProcessor>();
this->registerChildProcessor(std::move(child));
}
void onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const override {}
bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
typedef GrFragmentProcessor INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
/*
* Begin test code
*/
static const int kRenderTargetHeight = 1;
static const int kRenderTargetWidth = 1;
static sk_sp<GrRenderTargetContext> random_render_target_context(GrContext* context,
SkRandom* random,
const GrCaps* caps) {
GrSurfaceOrigin origin = random->nextBool() ? kTopLeft_GrSurfaceOrigin
: kBottomLeft_GrSurfaceOrigin;
int sampleCnt = random->nextBool() ? caps->getSampleCount(4, kRGBA_8888_GrPixelConfig) : 0;
sk_sp<GrRenderTargetContext> renderTargetContext(context->makeDeferredRenderTargetContext(
SkBackingFit::kExact,
kRenderTargetWidth,
kRenderTargetHeight,
kRGBA_8888_GrPixelConfig,
nullptr,
sampleCnt,
false,
origin));
return renderTargetContext;
}
#if GR_TEST_UTILS
static void set_random_xpf(GrPaint* paint, GrProcessorTestData* d) {
paint->setXPFactory(GrXPFactoryTestFactory::Get(d));
}
static std::unique_ptr<GrFragmentProcessor> create_random_proc_tree(GrProcessorTestData* d,
int minLevels, int maxLevels) {
SkASSERT(1 <= minLevels);
SkASSERT(minLevels <= maxLevels);
// Return a leaf node if maxLevels is 1 or if we randomly chose to terminate.
// If returning a leaf node, make sure that it doesn't have children (e.g. another
// GrComposeEffect)
const float terminateProbability = 0.3f;
if (1 == minLevels) {
bool terminate = (1 == maxLevels) || (d->fRandom->nextF() < terminateProbability);
if (terminate) {
std::unique_ptr<GrFragmentProcessor> fp;
while (true) {
fp = GrFragmentProcessorTestFactory::Make(d);
SkASSERT(fp);
if (0 == fp->numChildProcessors()) {
break;
}
}
return fp;
}
}
// If we didn't terminate, choose either the left or right subtree to fulfill
// the minLevels requirement of this tree; the other child can have as few levels as it wants.
// Also choose a random xfer mode.
if (minLevels > 1) {
--minLevels;
}
auto minLevelsChild = create_random_proc_tree(d, minLevels, maxLevels - 1);
std::unique_ptr<GrFragmentProcessor> otherChild(create_random_proc_tree(d, 1, maxLevels - 1));
SkBlendMode mode = static_cast<SkBlendMode>(d->fRandom->nextRangeU(0,
(int)SkBlendMode::kLastMode));
std::unique_ptr<GrFragmentProcessor> fp;
if (d->fRandom->nextF() < 0.5f) {
fp = GrXfermodeFragmentProcessor::MakeFromTwoProcessors(std::move(minLevelsChild),
std::move(otherChild), mode);
SkASSERT(fp);
} else {
fp = GrXfermodeFragmentProcessor::MakeFromTwoProcessors(std::move(otherChild),
std::move(minLevelsChild), mode);
SkASSERT(fp);
}
return fp;
}
static void set_random_color_coverage_stages(GrPaint* paint,
GrProcessorTestData* d,
int maxStages,
int maxTreeLevels) {
// Randomly choose to either create a linear pipeline of procs or create one proc tree
const float procTreeProbability = 0.5f;
if (d->fRandom->nextF() < procTreeProbability) {
std::unique_ptr<GrFragmentProcessor> fp(create_random_proc_tree(d, 2, maxTreeLevels));
if (fp) {
paint->addColorFragmentProcessor(std::move(fp));
}
} else {
int numProcs = d->fRandom->nextULessThan(maxStages + 1);
int numColorProcs = d->fRandom->nextULessThan(numProcs + 1);
for (int s = 0; s < numProcs;) {
std::unique_ptr<GrFragmentProcessor> fp(GrFragmentProcessorTestFactory::Make(d));
SkASSERT(fp);
// finally add the stage to the correct pipeline in the drawstate
if (s < numColorProcs) {
paint->addColorFragmentProcessor(std::move(fp));
} else {
paint->addCoverageFragmentProcessor(std::move(fp));
}
++s;
}
}
}
static void set_random_state(GrPaint* paint, SkRandom* random) {
if (random->nextBool()) {
paint->setDisableOutputConversionToSRGB(true);
}
if (random->nextBool()) {
paint->setAllowSRGBInputs(true);
}
}
#endif
#if !GR_TEST_UTILS
bool GrDrawingManager::ProgramUnitTest(GrContext*, int) { return true; }
#else
bool GrDrawingManager::ProgramUnitTest(GrContext* context, int maxStages, int maxLevels) {
GrDrawingManager* drawingManager = context->contextPriv().drawingManager();
sk_sp<GrTextureProxy> proxies[2];
// setup dummy textures
GrSurfaceDesc dummyDesc;
dummyDesc.fFlags = kRenderTarget_GrSurfaceFlag;
dummyDesc.fOrigin = kBottomLeft_GrSurfaceOrigin;
dummyDesc.fWidth = 34;
dummyDesc.fHeight = 18;
dummyDesc.fConfig = kRGBA_8888_GrPixelConfig;
proxies[0] = GrSurfaceProxy::MakeDeferred(context->resourceProvider(),
dummyDesc, SkBudgeted::kNo, nullptr, 0);
dummyDesc.fFlags = kNone_GrSurfaceFlags;
dummyDesc.fOrigin = kTopLeft_GrSurfaceOrigin;
dummyDesc.fWidth = 16;
dummyDesc.fHeight = 22;
dummyDesc.fConfig = kAlpha_8_GrPixelConfig;
proxies[1] = GrSurfaceProxy::MakeDeferred(context->resourceProvider(),
dummyDesc, SkBudgeted::kNo, nullptr, 0);
if (!proxies[0] || !proxies[1]) {
SkDebugf("Could not allocate dummy textures");
return false;
}
// dummy scissor state
GrScissorState scissor;
SkRandom random;
static const int NUM_TESTS = 1024;
for (int t = 0; t < NUM_TESTS; t++) {
// setup random render target(can fail)
sk_sp<GrRenderTargetContext> renderTargetContext(random_render_target_context(
context, &random, context->caps()));
if (!renderTargetContext) {
SkDebugf("Could not allocate renderTargetContext");
return false;
}
GrPaint paint;
GrProcessorTestData ptd(&random, context, renderTargetContext.get(), proxies);
set_random_color_coverage_stages(&paint, &ptd, maxStages, maxLevels);
set_random_xpf(&paint, &ptd);
set_random_state(&paint, &random);
GrDrawRandomOp(&random, renderTargetContext.get(), std::move(paint));
}
// Flush everything, test passes if flush is successful(ie, no asserts are hit, no crashes)
drawingManager->flush(nullptr);
// Validate that GrFPs work correctly without an input.
sk_sp<GrRenderTargetContext> renderTargetContext(context->makeDeferredRenderTargetContext(
SkBackingFit::kExact,
kRenderTargetWidth,
kRenderTargetHeight,
kRGBA_8888_GrPixelConfig,
nullptr));
if (!renderTargetContext) {
SkDebugf("Could not allocate a renderTargetContext");
return false;
}
int fpFactoryCnt = GrFragmentProcessorTestFactory::Count();
for (int i = 0; i < fpFactoryCnt; ++i) {
// Since FP factories internally randomize, call each 10 times.
for (int j = 0; j < 10; ++j) {
GrProcessorTestData ptd(&random, context, renderTargetContext.get(), proxies);
GrPaint paint;
paint.setXPFactory(GrPorterDuffXPFactory::Get(SkBlendMode::kSrc));
auto fp = GrFragmentProcessorTestFactory::MakeIdx(i, &ptd);
auto blockFP = BlockInputFragmentProcessor::Make(std::move(fp));
paint.addColorFragmentProcessor(std::move(blockFP));
GrDrawRandomOp(&random, renderTargetContext.get(), std::move(paint));
drawingManager->flush(nullptr);
}
}
return true;
}
#endif
static int get_glprograms_max_stages(const sk_gpu_test::ContextInfo& ctxInfo) {
GrContext* context = ctxInfo.grContext();
GrGLGpu* gpu = static_cast<GrGLGpu*>(context->getGpu());
int maxStages = 6;
if (kGLES_GrGLStandard == gpu->glStandard()) {
// We've had issues with driver crashes and HW limits being exceeded with many effects on
// Android devices. We have passes on ARM devices with the default number of stages.
// TODO When we run ES 3.00 GLSL in more places, test again
#ifdef SK_BUILD_FOR_ANDROID
if (kARM_GrGLVendor != gpu->ctxInfo().vendor()) {
maxStages = 1;
}
#endif
// On iOS we can exceed the maximum number of varyings. http://skbug.com/6627.
#ifdef SK_BUILD_FOR_IOS
maxStages = 3;
#endif
}
if (ctxInfo.type() == sk_gpu_test::GrContextFactory::kANGLE_D3D9_ES2_ContextType ||
ctxInfo.type() == sk_gpu_test::GrContextFactory::kANGLE_D3D11_ES2_ContextType) {
// On Angle D3D we will hit a limit of out variables if we use too many stages.
maxStages = 3;
}
return maxStages;
}
static int get_glprograms_max_levels(const sk_gpu_test::ContextInfo& ctxInfo) {
// A full tree with 5 levels (31 nodes) may cause a program that exceeds shader limits
// (e.g. uniform or varying limits); maxTreeLevels should be a number from 1 to 4 inclusive.
int maxTreeLevels = 4;
// On iOS we can exceed the maximum number of varyings. http://skbug.com/6627.
#ifdef SK_BUILD_FOR_IOS
maxTreeLevels = 2;
#endif
if (ctxInfo.type() == sk_gpu_test::GrContextFactory::kANGLE_D3D9_ES2_ContextType ||
ctxInfo.type() == sk_gpu_test::GrContextFactory::kANGLE_D3D11_ES2_ContextType) {
// On Angle D3D we will hit a limit of out variables if we use too many stages.
maxTreeLevels = 2;
}
return maxTreeLevels;
}
static void test_glprograms(skiatest::Reporter* reporter, const sk_gpu_test::ContextInfo& ctxInfo) {
int maxStages = get_glprograms_max_stages(ctxInfo);
if (maxStages == 0) {
return;
}
int maxLevels = get_glprograms_max_levels(ctxInfo);
if (maxLevels == 0) {
return;
}
REPORTER_ASSERT(reporter, GrDrawingManager::ProgramUnitTest(ctxInfo.grContext(), maxStages,
maxLevels));
}
DEF_GPUTEST(GLPrograms, reporter, /*factory*/) {
// Set a locale that would cause shader compilation to fail because of , as decimal separator.
// skbug 3330
#ifdef SK_BUILD_FOR_WIN
GrAutoLocaleSetter als("sv-SE");
#else
GrAutoLocaleSetter als("sv_SE.UTF-8");
#endif
// We suppress prints to avoid spew
GrContextOptions opts;
opts.fSuppressPrints = true;
sk_gpu_test::GrContextFactory debugFactory(opts);
skiatest::RunWithGPUTestContexts(test_glprograms, &skiatest::IsRenderingGLContextType, reporter,
&debugFactory);
}
#endif