skia2/tests/SkRuntimeEffectTest.cpp
Brian Salomon 66b500a07c Remove explicit sample flag from GrFP.
Instead expand the map that is computed by GrGLSLGP to include a bool
that indicates whether each FP requires coords or not.

Now GrGLSLGP is solely responsible for determining which FPs take coords
and inserting any varyings. The rest of the system follows its lead when
generating FP functions and call sites.

Bug: skia:12198

Change-Id: I3471867fb64e94c7775c0b6209998159abeb6714
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/435018
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2021-08-02 17:41:45 +00:00

968 lines
42 KiB
C++

/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkBitmap.h"
#include "include/core/SkBlender.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColorFilter.h"
#include "include/core/SkData.h"
#include "include/core/SkPaint.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkBlenders.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/gpu/GrDirectContext.h"
#include "src/core/SkColorSpacePriv.h"
#include "src/core/SkRuntimeEffectPriv.h"
#include "src/core/SkTLazy.h"
#include "src/gpu/GrCaps.h"
#include "src/gpu/GrColor.h"
#include "src/gpu/GrDirectContextPriv.h"
#include "src/gpu/GrFragmentProcessor.h"
#include "src/gpu/effects/GrSkSLFP.h"
#include "tests/Test.h"
#include <algorithm>
#include <thread>
void test_invalid_effect(skiatest::Reporter* r, const char* src, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(src));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r, errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected, errorText.c_str());
};
#define EMPTY_MAIN "half4 main(float2 p) { return half4(0); }"
DEF_TEST(SkRuntimeEffectInvalid_LimitedUniformTypes, r) {
// Runtime SkSL supports a limited set of uniform types. No bool, for example:
test_invalid_effect(r, "uniform bool b;" EMPTY_MAIN, "uniform");
}
DEF_TEST(SkRuntimeEffectInvalid_NoInVariables, r) {
// 'in' variables aren't allowed at all:
test_invalid_effect(r, "in bool b;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in float f;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in float2 v;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in half3x3 m;" EMPTY_MAIN, "'in'");
}
DEF_TEST(SkRuntimeEffectInvalid_UndefinedFunction, r) {
test_invalid_effect(r, "half4 missing(); half4 main(float2 p) { return missing(); }",
"function 'half4 missing()' is not defined");
}
DEF_TEST(SkRuntimeEffectInvalid_UndefinedMain, r) {
// Shouldn't be possible to create an SkRuntimeEffect without "main"
test_invalid_effect(r, "", "main");
}
DEF_TEST(SkRuntimeEffectInvalid_SkCapsDisallowed, r) {
// sk_Caps is an internal system. It should not be visible to runtime effects
test_invalid_effect(
r,
"half4 main(float2 p) { return sk_Caps.integerSupport ? half4(1) : half4(0); }",
"unknown identifier 'sk_Caps'");
}
DEF_TEST(SkRuntimeEffectCanDisableES2Restrictions, r) {
auto test_valid_es3 = [](skiatest::Reporter* r, const char* sksl) {
SkRuntimeEffect::Options opt = SkRuntimeEffectPriv::ES3Options();
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl), opt);
REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
};
test_invalid_effect(r, "float f[2] = float[2](0, 1);" EMPTY_MAIN, "construction of array type");
test_valid_es3 (r, "float f[2] = float[2](0, 1);" EMPTY_MAIN);
}
DEF_TEST(SkRuntimeEffectForColorFilter, r) {
// Tests that the color filter factory rejects or accepts certain SkSL constructs
auto test_valid = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl));
REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
};
auto test_invalid = [r](const char* sksl, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r,
errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected,
errorText.c_str());
};
// Color filters must use the 'half4 main(half4)' signature. Either color can be float4/vec4
test_valid("half4 main(half4 c) { return c; }");
test_valid("float4 main(half4 c) { return c; }");
test_valid("half4 main(float4 c) { return c; }");
test_valid("float4 main(float4 c) { return c; }");
test_valid("vec4 main(half4 c) { return c; }");
test_valid("half4 main(vec4 c) { return c; }");
test_valid("vec4 main(vec4 c) { return c; }");
// Invalid return types
test_invalid("void main(half4 c) {}", "'main' must return");
test_invalid("half3 main(half4 c) { return c.rgb; }", "'main' must return");
// Invalid argument types (some are valid as shaders, but not color filters)
test_invalid("half4 main() { return half4(1); }", "'main' parameter");
test_invalid("half4 main(float2 p) { return half4(1); }", "'main' parameter");
test_invalid("half4 main(float2 p, half4 c) { return c; }", "'main' parameter");
// sk_FragCoord should not be available
test_invalid("half4 main(half4 c) { return sk_FragCoord.xy01; }", "unknown identifier");
// Sampling a child shader requires that we pass explicit coords
test_valid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c.rg); }");
// Trying to pass a color as well. (Works internally with FPs, but not in runtime effects).
test_invalid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c.rg, c); }",
"no match for sample(shader, half2, half4)");
// Shader with just a color
test_invalid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c); }",
"no match for sample(shader, half4)");
// Coords and color in a different order
test_invalid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c, c.rg); }",
"no match for sample(shader, half4, half2)");
// Older variants that are no longer allowed
test_invalid(
"uniform shader child;"
"half4 main(half4 c) { return sample(child); }",
"no match for sample(shader)");
test_invalid(
"uniform shader child;"
"half4 main(half4 c) { return sample(child, float3x3(1)); }",
"no match for sample(shader, float3x3)");
// Sampling a colorFilter requires a color. No other signatures are valid.
test_valid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child, c); }");
test_invalid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child); }",
"sample(colorFilter)");
test_invalid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child, c.rg); }",
"sample(colorFilter, half2)");
test_invalid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child, c.rg, c); }",
"sample(colorFilter, half2, half4)");
}
DEF_TEST(SkRuntimeEffectForBlender, r) {
// Tests that the blender factory rejects or accepts certain SkSL constructs
auto test_valid = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::MakeForBlender(SkString(sksl));
REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
};
auto test_invalid = [r](const char* sksl, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::MakeForBlender(SkString(sksl));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r,
errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected,
errorText.c_str());
};
// Blenders must use the 'half4 main(half4, half4)' signature. Any mixture of float4/vec4/half4
// is allowed.
test_valid("half4 main(half4 s, half4 d) { return s; }");
test_valid("float4 main(float4 s, float4 d) { return d; }");
test_valid("float4 main(half4 s, float4 d) { return s; }");
test_valid("half4 main(float4 s, half4 d) { return d; }");
test_valid("vec4 main(half4 s, half4 d) { return s; }");
test_valid("half4 main(vec4 s, vec4 d) { return d; }");
test_valid("vec4 main(vec4 s, vec4 d) { return s; }");
// Invalid return types
test_invalid("void main(half4 s, half4 d) {}", "'main' must return");
test_invalid("half3 main(half4 s, half4 d) { return s.rgb; }", "'main' must return");
// Invalid argument types (some are valid as shaders/color filters)
test_invalid("half4 main() { return half4(1); }", "'main' parameter");
test_invalid("half4 main(half4 c) { return c; }", "'main' parameter");
test_invalid("half4 main(float2 p) { return half4(1); }", "'main' parameter");
test_invalid("half4 main(float2 p, half4 c) { return c; }", "'main' parameter");
test_invalid("half4 main(float2 p, half4 a, half4 b) { return a; }", "'main' parameter");
test_invalid("half4 main(half4 a, half4 b, half4 c) { return a; }", "'main' parameter");
// sk_FragCoord should not be available
test_invalid("half4 main(half4 s, half4 d) { return sk_FragCoord.xy01; }",
"unknown identifier");
// Sampling a child shader requires that we pass explicit coords
test_valid("uniform shader child;"
"half4 main(half4 s, half4 d) { return sample(child, s.rg); }");
// Trying to pass a color as well. (Works internally with FPs, but not in runtime effects).
test_invalid("uniform shader child;"
"half4 main(half4 s, half4 d) { return sample(child, s.rg, d); }",
"no match for sample(shader, half2, half4)");
// Shader with just a color
test_invalid("uniform shader child;"
"half4 main(half4 s, half4 d) { return sample(child, s); }",
"no match for sample(shader, half4)");
// Coords and color in a different order
test_invalid("uniform shader child;"
"half4 main(half4 s, half4 d) { return sample(child, s, d.rg); }",
"no match for sample(shader, half4, half2)");
// Older variants that are no longer allowed
test_invalid("uniform shader child;"
"half4 main(half4 s, half4 d) { return sample(child); }",
"no match for sample(shader)");
test_invalid("uniform shader child;"
"half4 main(half4 s, half4 d) { return sample(child, float3x3(1)); }",
"no match for sample(shader, float3x3)");
// Sampling a colorFilter requires a color. No other signatures are valid.
test_valid("uniform colorFilter child;"
"half4 main(half4 s, half4 d) { return sample(child, d); }");
test_invalid("uniform colorFilter child;"
"half4 main(half4 s, half4 d) { return sample(child); }",
"sample(colorFilter)");
test_invalid("uniform colorFilter child;"
"half4 main(half4 s, half4 d) { return sample(child, d.rg); }",
"sample(colorFilter, half2)");
test_invalid("uniform colorFilter child;"
"half4 main(half4 s, half4 d) { return sample(child, d.rg, s); }",
"sample(colorFilter, half2, half4)");
}
DEF_TEST(SkRuntimeEffectForShader, r) {
// Tests that the shader factory rejects or accepts certain SkSL constructs
auto test_valid = [r](const char* sksl, SkRuntimeEffect::Options options = {}) {
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl), options);
REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
};
auto test_invalid = [r](const char* sksl,
const char* expected,
SkRuntimeEffect::Options options = {}) {
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r,
errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected,
errorText.c_str());
};
// Shaders must use either the 'half4 main(float2)' or 'half4 main(float2, half4)' signature
// Either color can be half4/float4/vec4, but the coords must be float2/vec2
test_valid("half4 main(float2 p) { return p.xyxy; }");
test_valid("float4 main(float2 p) { return p.xyxy; }");
test_valid("vec4 main(float2 p) { return p.xyxy; }");
test_valid("half4 main(vec2 p) { return p.xyxy; }");
test_valid("vec4 main(vec2 p) { return p.xyxy; }");
test_valid("half4 main(float2 p, half4 c) { return c; }");
test_valid("half4 main(float2 p, float4 c) { return c; }");
test_valid("half4 main(float2 p, vec4 c) { return c; }");
test_valid("float4 main(float2 p, half4 c) { return c; }");
test_valid("vec4 main(float2 p, half4 c) { return c; }");
test_valid("vec4 main(vec2 p, vec4 c) { return c; }");
// Invalid return types
test_invalid("void main(float2 p) {}", "'main' must return");
test_invalid("half3 main(float2 p) { return p.xy1; }", "'main' must return");
// Invalid argument types (some are valid as color filters, but not shaders)
test_invalid("half4 main() { return half4(1); }", "'main' parameter");
test_invalid("half4 main(half4 c) { return c; }", "'main' parameter");
// sk_FragCoord should be available, but only if we've enabled it via Options
test_invalid("half4 main(float2 p) { return sk_FragCoord.xy01; }",
"unknown identifier 'sk_FragCoord'");
SkRuntimeEffect::Options optionsWithFragCoord;
SkRuntimeEffectPriv::EnableFragCoord(&optionsWithFragCoord);
test_valid("half4 main(float2 p) { return sk_FragCoord.xy01; }", optionsWithFragCoord);
// Sampling a child shader requires that we pass explicit coords
test_valid("uniform shader child;"
"half4 main(float2 p) { return sample(child, p); }");
// Trying to pass a color as well. (Works internally with FPs, but not in runtime effects).
test_invalid("uniform shader child;"
"half4 main(float2 p, half4 c) { return sample(child, p, c); }",
"no match for sample(shader, float2, half4)");
// Shader with just a color
test_invalid("uniform shader child;"
"half4 main(float2 p, half4 c) { return sample(child, c); }",
"no match for sample(shader, half4)");
// Coords and color in a different order
test_invalid("uniform shader child;"
"half4 main(float2 p, half4 c) { return sample(child, c, p); }",
"no match for sample(shader, half4, float2)");
// Older variants that are no longer allowed
test_invalid(
"uniform shader child;"
"half4 main(float2 p) { return sample(child); }",
"no match for sample(shader)");
test_invalid(
"uniform shader child;"
"half4 main(float2 p) { return sample(child, float3x3(1)); }",
"no match for sample(shader, float3x3)");
// Sampling a colorFilter requires a color. No other signatures are valid.
test_valid("uniform colorFilter child;"
"half4 main(float2 p, half4 c) { return sample(child, c); }");
test_invalid("uniform colorFilter child;"
"half4 main(float2 p) { return sample(child); }",
"sample(colorFilter)");
test_invalid("uniform colorFilter child;"
"half4 main(float2 p) { return sample(child, p); }",
"sample(colorFilter, float2)");
test_invalid("uniform colorFilter child;"
"half4 main(float2 p, half4 c) { return sample(child, p, c); }",
"sample(colorFilter, float2, half4)");
}
using PreTestFn = std::function<void(SkCanvas*, SkPaint*)>;
void paint_canvas(SkCanvas* canvas, SkPaint* paint, const PreTestFn& preTestCallback) {
canvas->save();
if (preTestCallback) {
preTestCallback(canvas, paint);
}
canvas->drawPaint(*paint);
canvas->restore();
}
static void verify_2x2_surface_results(skiatest::Reporter* r,
const SkRuntimeEffect* effect,
SkSurface* surface,
std::array<GrColor, 4> expected) {
std::array<GrColor, 4> actual;
SkImageInfo info = surface->imageInfo();
if (!surface->readPixels(info, actual.data(), info.minRowBytes(), /*srcX=*/0, /*srcY=*/0)) {
REPORT_FAILURE(r, "readPixels", SkString("readPixels failed"));
return;
}
if (actual != expected) {
REPORT_FAILURE(r, "Runtime effect didn't match expectations",
SkStringPrintf("\n"
"Expected: [ %08x %08x %08x %08x ]\n"
"Got : [ %08x %08x %08x %08x ]\n"
"SkSL:\n%s\n",
expected[0], expected[1], expected[2], expected[3],
actual[0], actual[1], actual[2], actual[3],
effect->source().c_str()));
}
}
class TestEffect {
public:
TestEffect(skiatest::Reporter* r, sk_sp<SkSurface> surface)
: fReporter(r), fSurface(std::move(surface)) {}
void build(const char* src) {
SkRuntimeEffect::Options options;
SkRuntimeEffectPriv::EnableFragCoord(&options);
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(src), options);
if (!effect) {
REPORT_FAILURE(fReporter, "effect",
SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
return;
}
fBuilder.init(std::move(effect));
}
SkRuntimeShaderBuilder::BuilderUniform uniform(const char* name) {
return fBuilder->uniform(name);
}
SkRuntimeShaderBuilder::BuilderChild child(const char* name) {
return fBuilder->child(name);
}
void test(std::array<GrColor, 4> expected, PreTestFn preTestCallback = nullptr) {
auto shader = fBuilder->makeShader(/*localMatrix=*/nullptr, /*isOpaque=*/false);
if (!shader) {
REPORT_FAILURE(fReporter, "shader", SkString("Effect didn't produce a shader"));
return;
}
SkCanvas* canvas = fSurface->getCanvas();
SkPaint paint;
paint.setShader(std::move(shader));
paint.setBlendMode(SkBlendMode::kSrc);
paint_canvas(canvas, &paint, preTestCallback);
verify_2x2_surface_results(fReporter, fBuilder->effect(), fSurface.get(), expected);
}
void test(GrColor expected, PreTestFn preTestCallback = nullptr) {
this->test({expected, expected, expected, expected}, preTestCallback);
}
private:
skiatest::Reporter* fReporter;
sk_sp<SkSurface> fSurface;
SkTLazy<SkRuntimeShaderBuilder> fBuilder;
};
class TestBlend {
public:
TestBlend(skiatest::Reporter* r, sk_sp<SkSurface> surface)
: fReporter(r), fSurface(std::move(surface)) {}
void build(const char* src) {
auto [effect, errorText] = SkRuntimeEffect::MakeForBlender(SkString(src));
if (!effect) {
REPORT_FAILURE(fReporter, "effect",
SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
return;
}
fBuilder.init(std::move(effect));
}
SkRuntimeBlendBuilder::BuilderUniform uniform(const char* name) {
return fBuilder->uniform(name);
}
SkRuntimeBlendBuilder::BuilderChild child(const char* name) {
return fBuilder->child(name);
}
void test(std::array<GrColor, 4> expected, PreTestFn preTestCallback = nullptr) {
auto blender = fBuilder->makeBlender();
if (!blender) {
REPORT_FAILURE(fReporter, "blender", SkString("Effect didn't produce a blender"));
return;
}
SkCanvas* canvas = fSurface->getCanvas();
SkPaint paint;
paint.setBlender(std::move(blender));
paint.setColor(SK_ColorGRAY);
paint_canvas(canvas, &paint, preTestCallback);
verify_2x2_surface_results(fReporter, fBuilder->effect(), fSurface.get(), expected);
}
void test(GrColor expected, PreTestFn preTestCallback = nullptr) {
this->test({expected, expected, expected, expected}, preTestCallback);
}
private:
skiatest::Reporter* fReporter;
sk_sp<SkSurface> fSurface;
SkTLazy<SkRuntimeBlendBuilder> fBuilder;
};
// Produces a 2x2 bitmap shader, with opaque colors:
// [ Red, Green ]
// [ Blue, White ]
static sk_sp<SkShader> make_RGBW_shader() {
SkBitmap bmp;
bmp.allocPixels(SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType));
SkIRect topLeft = SkIRect::MakeWH(1, 1);
bmp.pixmap().erase(SK_ColorRED, topLeft);
bmp.pixmap().erase(SK_ColorGREEN, topLeft.makeOffset(1, 0));
bmp.pixmap().erase(SK_ColorBLUE, topLeft.makeOffset(0, 1));
bmp.pixmap().erase(SK_ColorWHITE, topLeft.makeOffset(1, 1));
return bmp.makeShader(SkSamplingOptions());
}
static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrRecordingContext* rContext) {
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
sk_sp<SkSurface> surface = rContext
? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
: SkSurface::MakeRaster(info);
REPORTER_ASSERT(r, surface);
TestEffect effect(r, surface);
using float4 = std::array<float, 4>;
using int4 = std::array<int, 4>;
// Local coords
effect.build("half4 main(float2 p) { return half4(half2(p - 0.5), 0, 1); }");
effect.test({0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF});
// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
effect.build("uniform float4 gColor; half4 main(float2 p) { return half4(gColor); }");
effect.uniform("gColor") = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
effect.test(0xFFBF4000);
effect.uniform("gColor") = float4{ 1.0f, 0.0f, 0.0f, 0.498f };
effect.test(0x7F00007F); // Tests that we clamp to valid premul
// Same, with integer uniforms
effect.build("uniform int4 gColor; half4 main(float2 p) { return half4(gColor) / 255.0; }");
effect.uniform("gColor") = int4{ 0x00, 0x40, 0xBF, 0xFF };
effect.test(0xFFBF4000);
effect.uniform("gColor") = int4{ 0xFF, 0x00, 0x00, 0x7F };
effect.test(0x7F00007F); // Tests that we clamp to valid premul
// Test sk_FragCoord (device coords). Rotate the canvas to be sure we're seeing device coords.
// Since the surface is 2x2, we should see (0,0), (1,0), (0,1), (1,1). Multiply by 0.498 to
// make sure we're not saturating unexpectedly.
effect.build(
"half4 main(float2 p) { return half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1); }");
effect.test({0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F},
[](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); });
// 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());
}
static void test_RuntimeEffect_Blenders(skiatest::Reporter* r, GrRecordingContext* rContext) {
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
sk_sp<SkSurface> surface = rContext
? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
: SkSurface::MakeRaster(info);
REPORTER_ASSERT(r, surface);
TestBlend effect(r, surface);
using float2 = std::array<float, 2>;
using float4 = std::array<float, 4>;
using int4 = std::array<int, 4>;
// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
effect.build("uniform float4 gColor; half4 main(half4 s, half4 d) { return half4(gColor); }");
effect.uniform("gColor") = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
effect.test(0xFFBF4000);
effect.uniform("gColor") = float4{ 1.0f, 0.0f, 0.0f, 0.498f };
effect.test(0x7F0000FF); // Unlike SkShaders, we don't clamp here
// Same, with integer uniforms
effect.build("uniform int4 gColor;"
"half4 main(half4 s, half4 d) { return half4(gColor) / 255.0; }");
effect.uniform("gColor") = int4{ 0x00, 0x40, 0xBF, 0xFF };
effect.test(0xFFBF4000);
effect.uniform("gColor") = int4{ 0xFF, 0x00, 0x00, 0x7F };
effect.test(0x7F0000FF); // Unlike SkShaders, we don't clamp here
// Verify that mutating the source and destination colors is allowed
effect.build("half4 main(half4 s, half4 d) { s += d; d += s; return half4(1); }");
effect.test(0xFFFFFFFF);
// Verify that we can write out the source color (ignoring the dest color)
// This is equivalent to the kSrc blend mode.
effect.build("half4 main(half4 s, half4 d) { return s; }");
effect.test(0xFF888888);
// Fill the destination with a variety of colors (using the RGBW shader)
SkPaint rgbwPaint;
rgbwPaint.setShader(make_RGBW_shader());
rgbwPaint.setBlendMode(SkBlendMode::kSrc);
surface->getCanvas()->drawPaint(rgbwPaint);
// Verify that we can read back the dest color exactly as-is (ignoring the source color)
// This is equivalent to the kDst blend mode.
effect.build("half4 main(half4 s, half4 d) { return d; }");
effect.test({0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF});
// Verify that we can invert the destination color (including the alpha channel).
// The expected outputs are the exact inverse of the previous test.
effect.build("half4 main(half4 s, half4 d) { return half4(1) - d; }");
effect.test({0x00FFFF00, 0x00FF00FF, 0x0000FFFF, 0x00000000});
// Verify that color values are clamped to 0 and 1.
effect.build("half4 main(half4 s, half4 d) { return half4(-1); }");
effect.test(0x00000000);
effect.build("half4 main(half4 s, half4 d) { return half4(2); }");
effect.test(0xFFFFFFFF);
//
// Sampling children
//
// Sampling a null shader/color filter should return the paint color.
effect.build("uniform shader child;"
"half4 main(half4 s, half4 d) { return sample(child, s.rg); }");
effect.child("child") = nullptr;
effect.test(0xFF00FFFF,
[](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); });
effect.build("uniform colorFilter child;"
"half4 main(half4 s, half4 d) { return sample(child, s); }");
effect.child("child") = nullptr;
effect.test(0xFF00FFFF,
[](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); });
// Sampling a null blender should do a src-over blend. Draw 50% black over RGBW to verify this.
surface->getCanvas()->drawPaint(rgbwPaint);
effect.build("uniform blender child;"
"half4 main(half4 s, half4 d) { return sample(child, s, d); }");
effect.child("child") = nullptr;
effect.test({0xFF000080, 0xFF008000, 0xFF800000, 0xFF808080},
[](SkCanvas*, SkPaint* paint) { paint->setColor4f({0.0f, 0.0f, 0.0f, 0.497f}); });
// Sampling a shader at various coordinates
effect.build("uniform shader child;"
"uniform half2 pos;"
"half4 main(half4 s, half4 d) { return sample(child, pos); }");
effect.child("child") = make_RGBW_shader();
effect.uniform("pos") = float2{0, 0};
effect.test(0xFF0000FF);
effect.uniform("pos") = float2{1, 0};
effect.test(0xFF00FF00);
effect.uniform("pos") = float2{0, 1};
effect.test(0xFFFF0000);
effect.uniform("pos") = float2{1, 1};
effect.test(0xFFFFFFFF);
// Sampling a color filter
effect.build("uniform colorFilter child;"
"half4 main(half4 s, half4 d) { return sample(child, half4(1)); }");
effect.child("child") = SkColorFilters::Blend(0xFF012345, SkBlendMode::kSrc);
effect.test(0xFF452301);
// Sampling a built-in blender
surface->getCanvas()->drawPaint(rgbwPaint);
effect.build("uniform blender child;"
"half4 main(half4 s, half4 d) { return sample(child, s, d); }");
effect.child("child") = SkBlender::Mode(SkBlendMode::kPlus);
effect.test({0xFF4523FF, 0xFF45FF01, 0xFFFF2301, 0xFFFFFFFF},
[](SkCanvas*, SkPaint* paint) { paint->setColor(0xFF012345); });
// Sampling a runtime-effect blender
surface->getCanvas()->drawPaint(rgbwPaint);
effect.build("uniform blender child;"
"half4 main(half4 s, half4 d) { return sample(child, s, d); }");
effect.child("child") = SkBlenders::Arithmetic(0, 1, 1, 0, /*enforcePremul=*/false);
effect.test({0xFF4523FF, 0xFF45FF01, 0xFFFF2301, 0xFFFFFFFF},
[](SkCanvas*, SkPaint* paint) { paint->setColor(0xFF012345); });
}
DEF_TEST(SkRuntimeEffect_Blender_CPU, r) {
test_RuntimeEffect_Blenders(r, /*rContext=*/nullptr);
}
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffect_Blender_GPU, r, ctxInfo) {
test_RuntimeEffect_Blenders(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(/*localMatrix=*/nullptr, /*isOpaque=*/false);
b.uniform("x") = 1.0f;
auto shader_1 = b.makeShader(/*localMatrix=*/nullptr, /*isOpaque=*/true);
}
DEF_TEST(SkRuntimeBlendBuilderReuse, r) {
const char* kSource = R"(
uniform half x;
half4 main(half4 s, half4 d) { return half4(x); }
)";
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForBlender(SkString(kSource)).effect;
REPORTER_ASSERT(r, effect);
// We should be able to construct multiple SkBlenders in a row without asserting.
SkRuntimeBlendBuilder b(std::move(effect));
for (float x = 0.0f; x <= 2.0f; x += 2.0f) {
b.uniform("x") = x;
sk_sp<SkBlender> blender = b.makeBlender();
}
}
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(/*localMatrix=*/nullptr, /*isOpaque=*/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]() {
SkRuntimeEffect::Options options;
SkRuntimeEffectPriv::EnableFragCoord(&options);
auto [effect, error] = SkRuntimeEffect::MakeForShader(SkString(kSource), options);
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(SkRuntimeShaderSampleCoords, r) {
// 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.
//
// It also checks that we correctly set the "referencesSampleCoords" bit on the runtime effect
// FP, depending on how the coords parameter to main is used.
auto test = [&](const char* src, bool expectExplicit, bool expectReferencesSampleCoords) {
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 = GrSkSLFP::Make(effect, "test_fp", /*inputFP=*/nullptr, GrSkSLFP::OptFlags::kNone,
"child", std::move(child));
REPORTER_ASSERT(r, fp);
REPORTER_ASSERT(r, fp->childProcessor(0)->sampleUsage().isExplicit() == expectExplicit);
REPORTER_ASSERT(r, fp->usesSampleCoords() == expectReferencesSampleCoords);
};
// Cases where our optimization is valid, and works:
// Direct use of passed-in coords. Here, the only use of sample coords is for a sample call
// converted to passthrough, so referenceSampleCoords is *false*, despite appearing in main.
test("half4 main(float2 xy) { return sample(child, xy); }", false, 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, true);
// 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, false);
// Use of expression involving passed in coords
test("half4 main(float2 xy) { return sample(child, xy * 0.5); }", true, true);
// Use of coords after modification
test("half4 main(float2 xy) { xy *= 2; return sample(child, xy); }", true, 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, 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, true);
// Passed-in coords copied to a temp variable
test("half4 main(float2 xy) { float2 p = xy; return sample(child, p); }", true, 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, true);
}
DEF_GPUTEST_FOR_ALL_CONTEXTS(GrSkSLFP_Specialized, r, ctxInfo) {
struct FpAndKey {
std::unique_ptr<GrFragmentProcessor> fp;
SkTArray<uint32_t, true> key;
};
// Constant color, but with a similar option to GrFragmentProcessor::OverrideInput
// specialize decides if the color is inserted in the SkSL as a literal, or left as a uniform
auto make_color_fp = [&](SkPMColor4f color, bool specialize) {
auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
uniform half4 color;
half4 main(float2 xy) { return color; }
)");
FpAndKey result;
result.fp = GrSkSLFP::Make(std::move(effect), "color_fp", /*inputFP=*/nullptr,
GrSkSLFP::OptFlags::kNone,
"color", GrSkSLFP::SpecializeIf(specialize, color));
GrProcessorKeyBuilder builder(&result.key);
result.fp->getGLSLProcessorKey(*ctxInfo.directContext()->priv().caps()->shaderCaps(),
&builder);
builder.flush();
return result;
};
FpAndKey uRed = make_color_fp({1, 0, 0, 1}, false),
uGreen = make_color_fp({0, 1, 0, 1}, false),
sRed = make_color_fp({1, 0, 0, 1}, true),
sGreen = make_color_fp({0, 1, 0, 1}, true);
// uRed and uGreen should have the same key - they just have different uniforms
SkASSERT(uRed.key == uGreen.key);
// sRed and sGreen should have keys that are different from the uniform case, and each other
SkASSERT(sRed.key != uRed.key);
SkASSERT(sGreen.key != uRed.key);
SkASSERT(sRed.key != sGreen.key);
}