977feec5d7
Includes a handful of test cases to exercise the system Change-Id: I98e73a8bca063f475d2ddb51778e395697392ddb Reviewed-on: https://skia-review.googlesource.com/c/skia/+/346637 Reviewed-by: John Stiles <johnstiles@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
336 lines
14 KiB
C++
336 lines
14 KiB
C++
/*
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* Copyright 2019 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 "include/core/SkBitmap.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColorFilter.h"
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#include "include/core/SkData.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkSurface.h"
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#include "include/effects/SkRuntimeEffect.h"
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#include "include/gpu/GrDirectContext.h"
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#include "src/core/SkTLazy.h"
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#include "src/gpu/GrColor.h"
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#include "tests/Test.h"
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#include <algorithm>
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#include <thread>
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DEF_TEST(SkRuntimeEffectInvalid, r) {
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auto test = [r](const char* src, const char* expected) {
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auto[effect, errorText] = SkRuntimeEffect::Make(SkString(src));
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REPORTER_ASSERT(r, !effect);
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REPORTER_ASSERT(r, errorText.contains(expected),
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"Expected error message to contain \"%s\". Actual message: \"%s\"",
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expected, errorText.c_str());
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};
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#define EMPTY_MAIN "half4 main() { return half4(0); }"
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// Features that are only allowed in .fp files (key, in uniform, ctype, when, tracked).
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// Ensure that these fail, and the error messages contain the relevant keyword.
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test("layout(key) in bool Input;" EMPTY_MAIN, "key");
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test("in uniform float Input;" EMPTY_MAIN, "in uniform");
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test("layout(ctype=SkRect) float4 Input;" EMPTY_MAIN, "ctype");
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test("in bool Flag; layout(when=Flag) uniform float Input;" EMPTY_MAIN, "when");
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test("layout(tracked) uniform float Input;" EMPTY_MAIN, "tracked");
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// Runtime SkSL supports a limited set of uniform types. No bool, or int, for example:
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test("uniform bool b;" EMPTY_MAIN, "uniform");
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test("uniform int i;" EMPTY_MAIN, "uniform");
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// 'in' variables aren't allowed at all:
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test("in bool b;" EMPTY_MAIN, "'in'");
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test("in float f;" EMPTY_MAIN, "'in'");
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test("in float2 v;" EMPTY_MAIN, "'in'");
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test("in half3x3 m;" EMPTY_MAIN, "'in'");
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// 'marker' is only permitted on float4x4 uniforms
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test("layout(marker=local_to_world) uniform float3x3 localToWorld;" EMPTY_MAIN, "float4x4");
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test("half4 missing(); half4 main() { return missing(); }", "undefined function");
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// Shouldn't be possible to create an SkRuntimeEffect without "main"
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test("", "main");
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// Various places that shaders (fragmentProcessors) should not be allowed
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test("half4 main() { shader child; return sample(child); }",
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"must be global");
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test("uniform shader child; half4 helper(shader fp) { return sample(fp); }"
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"half4 main() { return helper(child); }",
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"parameter");
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test("uniform shader child; shader get_child() { return child; }"
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"half4 main() { return sample(get_child()); }",
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"return");
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test("uniform shader child;"
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"half4 main() { return sample(shader(child)); }",
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"construct");
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test("uniform shader child1; uniform shader child2;"
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"half4 main(float2 p) { return sample(p.x > 10 ? child1 : child2); }",
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"expression");
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// sk_Caps is an internal system. It should not be visible to runtime effects
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test("half4 main() { return sk_Caps.integerSupport ? half4(1) : half4(0); }",
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"unknown identifier 'sk_Caps'");
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// Errors that aren't caught until later in the compilation process (during optimize())
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test("half4 main() { return half4(1); return half4(0); }", "unreachable");
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test("half4 badFunc() {}"
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"half4 main() { return badFunc(); }",
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"without returning");
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}
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DEF_TEST(SkRuntimeEffectInvalidColorFilters, r) {
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auto test = [r](const char* sksl) {
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auto [effect, errorText] = SkRuntimeEffect::Make(SkString(sksl));
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REPORTER_ASSERT(r, effect);
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sk_sp<SkData> uniforms = SkData::MakeUninitialized(effect->uniformSize());
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REPORTER_ASSERT(r, effect->makeShader(uniforms, nullptr, 0, nullptr, false));
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REPORTER_ASSERT(r, !effect->makeColorFilter(uniforms));
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};
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// Runtime effects that use sample coords or sk_FragCoord are valid shaders,
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// but not valid color filters
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test("half4 main(float2 p) { return half2(p).xy01; }");
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test("half4 main(float2 p) { return half2(sk_FragCoord.xy).xy01; }");
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// We also can't use layout(marker), which would give the runtime color filter CTM information
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test("layout(marker=ctm) uniform float4x4 ctm;"
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"half4 main(float2 p) { return half4(half(ctm[0][0]), 0, 0, 1); }");
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}
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class TestEffect {
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public:
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TestEffect(skiatest::Reporter* r, sk_sp<SkSurface> surface)
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: fReporter(r), fSurface(std::move(surface)) {}
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void build(const char* src) {
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auto[effect, errorText] = SkRuntimeEffect::Make(SkString(src));
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if (!effect) {
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REPORT_FAILURE(fReporter, "effect",
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SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
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return;
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}
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fBuilder.init(std::move(effect));
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}
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SkRuntimeShaderBuilder::BuilderUniform uniform(const char* name) {
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return fBuilder->uniform(name);
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}
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SkRuntimeShaderBuilder::BuilderChild child(const char* name) {
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return fBuilder->child(name);
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}
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using PreTestFn = std::function<void(SkCanvas*, SkPaint*)>;
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void test(GrColor TL, GrColor TR, GrColor BL, GrColor BR,
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PreTestFn preTestCallback = nullptr) {
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auto shader = fBuilder->makeShader(nullptr, false);
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if (!shader) {
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REPORT_FAILURE(fReporter, "shader", SkString("Effect didn't produce a shader"));
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return;
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}
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SkCanvas* canvas = fSurface->getCanvas();
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SkPaint paint;
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paint.setShader(std::move(shader));
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paint.setBlendMode(SkBlendMode::kSrc);
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canvas->save();
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if (preTestCallback) {
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preTestCallback(canvas, &paint);
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}
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canvas->drawPaint(paint);
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canvas->restore();
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GrColor actual[4];
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SkImageInfo info = fSurface->imageInfo();
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if (!fSurface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
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REPORT_FAILURE(fReporter, "readPixels", SkString("readPixels failed"));
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return;
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}
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GrColor expected[4] = {TL, TR, BL, BR};
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if (0 != memcmp(actual, expected, sizeof(actual))) {
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REPORT_FAILURE(fReporter, "Runtime effect didn't match expectations",
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SkStringPrintf("\n"
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"Expected: [ %08x %08x %08x %08x ]\n"
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"Got : [ %08x %08x %08x %08x ]\n"
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"SkSL:\n%s\n",
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TL, TR, BL, BR, actual[0], actual[1], actual[2],
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actual[3], fBuilder->effect()->source().c_str()));
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}
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}
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void test(GrColor expected, PreTestFn preTestCallback = nullptr) {
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this->test(expected, expected, expected, expected, preTestCallback);
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}
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private:
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skiatest::Reporter* fReporter;
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sk_sp<SkSurface> fSurface;
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SkTLazy<SkRuntimeShaderBuilder> fBuilder;
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};
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// Produces a 2x2 bitmap shader, with opaque colors:
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// [ Red, Green ]
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// [ Blue, White ]
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static sk_sp<SkShader> make_RGBW_shader() {
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SkBitmap bmp;
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bmp.allocPixels(SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType));
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SkIRect topLeft = SkIRect::MakeWH(1, 1);
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bmp.pixmap().erase(SK_ColorRED, topLeft);
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bmp.pixmap().erase(SK_ColorGREEN, topLeft.makeOffset(1, 0));
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bmp.pixmap().erase(SK_ColorBLUE, topLeft.makeOffset(0, 1));
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bmp.pixmap().erase(SK_ColorWHITE, topLeft.makeOffset(1, 1));
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return bmp.makeShader(SkSamplingOptions());
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}
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static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrRecordingContext* rContext) {
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SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
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sk_sp<SkSurface> surface = rContext
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? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
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: SkSurface::MakeRaster(info);
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REPORTER_ASSERT(r, surface);
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TestEffect effect(r, surface);
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using float4 = std::array<float, 4>;
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// Local coords
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effect.build("half4 main(float2 p) { return half4(half2(p - 0.5), 0, 1); }");
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
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effect.build("uniform float4 gColor; half4 main() { return half4(gColor); }");
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effect.uniform("gColor") = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
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effect.test(0xFFBF4000);
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effect.uniform("gColor") = float4{ 1.0f, 0.0f, 0.0f, 0.498f };
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effect.test(0x7F00007F); // Tests that we clamp to valid premul
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// Test sk_FragCoord (device coords). Rotate the canvas to be sure we're seeing device coords.
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// Since the surface is 2x2, we should see (0,0), (1,0), (0,1), (1,1). Multiply by 0.498 to
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// make sure we're not saturating unexpectedly.
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effect.build("half4 main() { return half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1); }");
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effect.test(0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F,
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[](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); });
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// Runtime effects should use relaxed precision rules by default
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effect.build("half4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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// ... and support GLSL type names
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effect.build("half4 main(float2 p) { return vec4(p - 0.5, 0, 1); }");
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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// ... and support *returning* float4 (aka vec4), not just half4
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effect.build("float4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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effect.build("vec4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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// Mutating coords should work. (skbug.com/10918)
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effect.build("vec4 main(vec2 p) { p -= 0.5; return vec4(p, 0, 1); }");
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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effect.build("void moveCoords(inout vec2 p) { p -= 0.5; }"
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"vec4 main(vec2 p) { moveCoords(p); return vec4(p, 0, 1); }");
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effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
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//
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// Sampling children
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//
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// Sampling a null child should return the paint color
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effect.build("uniform shader child;"
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"half4 main() { return sample(child); }");
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effect.child("child") = nullptr;
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effect.test(0xFF00FFFF,
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[](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); });
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sk_sp<SkShader> rgbwShader = make_RGBW_shader();
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// Sampling a simple child at our coordinates (implicitly)
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effect.build("uniform shader child;"
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"half4 main() { return sample(child); }");
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effect.child("child") = rgbwShader;
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effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF);
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// Sampling with explicit coordinates (reflecting about the diagonal)
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effect.build("uniform shader child;"
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"half4 main(float2 p) { return sample(child, p.yx); }");
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effect.child("child") = rgbwShader;
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effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
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// Sampling with a matrix (again, reflecting about the diagonal)
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effect.build("uniform shader child;"
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"half4 main() { return sample(child, float3x3(0, 1, 0, 1, 0, 0, 0, 0, 1)); }");
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effect.child("child") = rgbwShader;
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effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
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// Legacy behavior - shaders can be declared 'in' rather than 'uniform'
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effect.build("in shader child;"
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"half4 main() { return sample(child); }");
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effect.child("child") = rgbwShader;
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effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF);
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//
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// Helper functions
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//
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// Test case for inlining in the pipeline-stage and fragment-shader passes (skbug.com/10526):
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effect.build("float2 helper(float2 x) { return x + 1; }"
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"half4 main(float2 p) { float2 v = helper(p); return half4(half2(v), 0, 1); }");
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effect.test(0xFF00FFFF);
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}
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DEF_TEST(SkRuntimeEffectSimple, r) {
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test_RuntimeEffect_Shaders(r, nullptr);
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}
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DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) {
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test_RuntimeEffect_Shaders(r, ctxInfo.directContext());
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}
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DEF_TEST(SkRuntimeShaderBuilderReuse, r) {
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const char* kSource = R"(
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uniform half x;
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half4 main() { return half4(x); }
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)";
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sk_sp<SkRuntimeEffect> effect = std::get<0>(SkRuntimeEffect::Make(SkString(kSource)));
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REPORTER_ASSERT(r, effect);
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// Test passes if this sequence doesn't assert. skbug.com/10667
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SkRuntimeShaderBuilder b(std::move(effect));
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b.uniform("x") = 0.0f;
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auto shader_0 = b.makeShader(nullptr, false);
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b.uniform("x") = 1.0f;
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auto shader_1 = b.makeShader(nullptr, true);
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}
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DEF_TEST(SkRuntimeEffectThreaded, r) {
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// SkRuntimeEffect uses a single compiler instance, but it's mutex locked.
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// This tests that we can safely use it from more than one thread, and also
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// that programs don't refer to shared structures owned by the compiler.
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// skbug.com/10589
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static constexpr char kSource[] = "half4 main() { return sk_FragCoord.xyxy; }";
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std::thread threads[16];
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for (auto& thread : threads) {
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thread = std::thread([r]() {
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auto [effect, error] = SkRuntimeEffect::Make(SkString(kSource));
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REPORTER_ASSERT(r, effect);
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});
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}
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for (auto& thread : threads) {
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thread.join();
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}
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}
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