6b30e45740
Adds support for vertexless shaders and enables them when NV_path_rendering is available. This takes a GrGLFragmentOnlyShaderBuilder class, a GrGLTexGenEffectArray class, support for setting TexGen and the projection matrix in GrGpuGL, and code for setting the GL fixed function state where necessary. R=bsalomon@google.com, kkinnunen@nvidia.com Author: cdalton@nvidia.com Review URL: https://codereview.chromium.org/25846002 git-svn-id: http://skia.googlecode.com/svn/trunk@11620 2bbb7eff-a529-9590-31e7-b0007b416f81
260 lines
10 KiB
C++
260 lines
10 KiB
C++
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/*
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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 "gl/GrGpuGL.h"
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#include "GrBackendEffectFactory.h"
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#include "GrContextFactory.h"
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#include "GrDrawEffect.h"
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#include "effects/GrConfigConversionEffect.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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void GrGLProgramDesc::setRandom(SkRandom* random,
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const GrGpuGL* gpu,
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const GrRenderTarget* dstRenderTarget,
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const GrTexture* dstCopyTexture,
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const GrEffectStage* stages[],
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int numColorStages,
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int numCoverageStages,
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int currAttribIndex) {
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int numEffects = numColorStages + numCoverageStages;
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size_t keyLength = KeyLength(numEffects);
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fKey.reset(keyLength);
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*this->atOffset<uint32_t, kLengthOffset>() = static_cast<uint32_t>(keyLength);
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memset(this->header(), 0, kHeaderSize);
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KeyHeader* header = this->header();
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header->fEmitsPointSize = random->nextBool();
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header->fPositionAttributeIndex = 0;
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// if the effects have used up all off the available attributes,
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// don't try to use color or coverage attributes as input
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do {
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header->fColorInput = static_cast<GrGLProgramDesc::ColorInput>(
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random->nextULessThan(kColorInputCnt));
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} while (GrDrawState::kMaxVertexAttribCnt <= currAttribIndex &&
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kAttribute_ColorInput == header->fColorInput);
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header->fColorAttributeIndex = (header->fColorInput == kAttribute_ColorInput) ?
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currAttribIndex++ :
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-1;
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do {
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header->fCoverageInput = static_cast<GrGLProgramDesc::ColorInput>(
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random->nextULessThan(kColorInputCnt));
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} while (GrDrawState::kMaxVertexAttribCnt <= currAttribIndex &&
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kAttribute_ColorInput == header->fCoverageInput);
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header->fCoverageAttributeIndex = (header->fCoverageInput == kAttribute_ColorInput) ?
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currAttribIndex++ :
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-1;
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header->fColorFilterXfermode = static_cast<SkXfermode::Mode>(
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random->nextULessThan(SkXfermode::kLastCoeffMode + 1));
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#if GR_GL_EXPERIMENTAL_GS
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header->fExperimentalGS = gpu->caps()->geometryShaderSupport() && random->nextBool();
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#endif
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header->fDiscardIfZeroCoverage = random->nextBool();
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bool useLocalCoords = random->nextBool() && currAttribIndex < GrDrawState::kMaxVertexAttribCnt;
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header->fLocalCoordAttributeIndex = useLocalCoords ? currAttribIndex++ : -1;
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header->fColorEffectCnt = numColorStages;
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header->fCoverageEffectCnt = numCoverageStages;
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bool dstRead = false;
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bool fragPos = false;
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bool vertexCode = false;
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int numStages = numColorStages + numCoverageStages;
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for (int s = 0; s < numStages; ++s) {
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const GrBackendEffectFactory& factory = (*stages[s]->getEffect())->getFactory();
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GrDrawEffect drawEffect(*stages[s], useLocalCoords);
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this->effectKeys()[s] = factory.glEffectKey(drawEffect, gpu->glCaps());
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if ((*stages[s]->getEffect())->willReadDstColor()) {
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dstRead = true;
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}
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if ((*stages[s]->getEffect())->willReadFragmentPosition()) {
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fragPos = true;
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}
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if ((*stages[s]->getEffect())->hasVertexCode()) {
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vertexCode = true;
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}
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}
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if (dstRead) {
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header->fDstReadKey = GrGLShaderBuilder::KeyForDstRead(dstCopyTexture, gpu->glCaps());
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} else {
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header->fDstReadKey = 0;
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}
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if (fragPos) {
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header->fFragPosKey = GrGLShaderBuilder::KeyForFragmentPosition(dstRenderTarget,
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gpu->glCaps());
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} else {
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header->fFragPosKey = 0;
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}
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header->fHasVertexCode = vertexCode ||
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useLocalCoords ||
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kAttribute_ColorInput == header->fColorInput ||
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kAttribute_ColorInput == header->fCoverageInput;
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CoverageOutput coverageOutput;
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bool illegalCoverageOutput;
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do {
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coverageOutput = static_cast<CoverageOutput>(random->nextULessThan(kCoverageOutputCnt));
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illegalCoverageOutput = (!gpu->caps()->dualSourceBlendingSupport() &&
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CoverageOutputUsesSecondaryOutput(coverageOutput)) ||
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(!dstRead && kCombineWithDst_CoverageOutput == coverageOutput);
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} while (illegalCoverageOutput);
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header->fCoverageOutput = coverageOutput;
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*this->checksum() = 0;
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*this->checksum() = SkChecksum::Compute(reinterpret_cast<uint32_t*>(fKey.get()), keyLength);
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fInitialized = true;
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}
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bool GrGpuGL::programUnitTest(int maxStages) {
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GrTextureDesc dummyDesc;
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dummyDesc.fFlags = kRenderTarget_GrTextureFlagBit;
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dummyDesc.fConfig = kSkia8888_GrPixelConfig;
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dummyDesc.fWidth = 34;
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dummyDesc.fHeight = 18;
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SkAutoTUnref<GrTexture> dummyTexture1(this->createTexture(dummyDesc, NULL, 0));
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dummyDesc.fFlags = kNone_GrTextureFlags;
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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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SkAutoTUnref<GrTexture> dummyTexture2(this->createTexture(dummyDesc, NULL, 0));
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static const int NUM_TESTS = 512;
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SkRandom random;
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for (int t = 0; t < NUM_TESTS; ++t) {
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#if 0
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GrPrintf("\nTest Program %d\n-------------\n", t);
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static const int stop = -1;
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if (t == stop) {
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int breakpointhere = 9;
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}
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#endif
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GrGLProgramDesc pdesc;
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int currAttribIndex = 1; // we need to always leave room for position
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int attribIndices[2];
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GrTexture* dummyTextures[] = {dummyTexture1.get(), dummyTexture2.get()};
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int numStages = random.nextULessThan(maxStages + 1);
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int numColorStages = random.nextULessThan(numStages + 1);
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int numCoverageStages = numStages - numColorStages;
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SkAutoSTMalloc<8, const GrEffectStage*> stages(numStages);
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for (int s = 0; s < numStages; ++s) {
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SkAutoTUnref<const GrEffectRef> effect(GrEffectTestFactory::CreateStage(
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&random,
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this->getContext(),
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*this->caps(),
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dummyTextures));
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int numAttribs = (*effect)->numVertexAttribs();
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// If adding this effect would exceed the max attrib count then generate a
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// new random effect.
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if (currAttribIndex + numAttribs > GrDrawState::kMaxVertexAttribCnt) {
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--s;
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continue;
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}
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for (int i = 0; i < numAttribs; ++i) {
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attribIndices[i] = currAttribIndex++;
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}
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GrEffectStage* stage = SkNEW_ARGS(GrEffectStage,
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(effect.get(), attribIndices[0], attribIndices[1]));
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stages[s] = stage;
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}
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const GrTexture* dstTexture = random.nextBool() ? dummyTextures[0] : dummyTextures[1];
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pdesc.setRandom(&random,
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this,
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dummyTextures[0]->asRenderTarget(),
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dstTexture,
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stages.get(),
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numColorStages,
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numCoverageStages,
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currAttribIndex);
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SkAutoTUnref<GrGLProgram> program(GrGLProgram::Create(this,
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pdesc,
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stages,
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stages + numColorStages));
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for (int s = 0; s < numStages; ++s) {
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SkDELETE(stages[s]);
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}
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if (NULL == program.get()) {
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return false;
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}
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}
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return true;
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}
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static void GLProgramsTest(skiatest::Reporter* reporter, GrContextFactory* factory) {
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for (int type = 0; type < GrContextFactory::kLastGLContextType; ++type) {
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GrContext* context = factory->get(static_cast<GrContextFactory::GLContextType>(type));
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if (NULL != context) {
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GrGpuGL* gpu = static_cast<GrGpuGL*>(context->getGpu());
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int maxStages = 6;
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#if SK_ANGLE
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// Some long shaders run out of temporary registers in the D3D compiler on ANGLE.
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if (type == GrContextFactory::kANGLE_GLContextType) {
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maxStages = 3;
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}
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#endif
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REPORTER_ASSERT(reporter, gpu->programUnitTest(maxStages));
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}
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}
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}
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#include "TestClassDef.h"
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DEFINE_GPUTESTCLASS("GLPrograms", GLProgramsTestClass, GLProgramsTest)
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// This is evil evil evil. The linker may throw away whole translation units as dead code if it
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// thinks none of the functions are called. It will do this even if there are static initializers
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// in the unit that could pass pointers to functions from the unit out to other translation units!
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// We force some of the effects that would otherwise be discarded to link here.
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#include "SkLightingImageFilter.h"
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#include "SkMagnifierImageFilter.h"
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#include "SkColorMatrixFilter.h"
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#include "SkBitmapAlphaThresholdShader.h"
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void forceLinking();
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void forceLinking() {
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SkLightingImageFilter::CreateDistantLitDiffuse(SkPoint3(0,0,0), 0, 0, 0);
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SkMagnifierImageFilter mag(SkRect::MakeWH(SK_Scalar1, SK_Scalar1), SK_Scalar1);
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GrConfigConversionEffect::Create(NULL,
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false,
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GrConfigConversionEffect::kNone_PMConversion,
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SkMatrix::I());
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SkScalar matrix[20];
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SkColorMatrixFilter cmf(matrix);
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SkBitmapAlphaThresholdShader::Create(SkBitmap(), SkRegion(), 0x80);
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}
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#endif
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