ae4738f677
The new FP is used to implement SkXM::Mode color filters and SkXM::Mode image filters. Also, these now support all advanced SkXM::Mode xfermodes. Review URL: https://codereview.chromium.org/1334293003
452 lines
17 KiB
C++
452 lines
17 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 "GrAutoLocaleSetter.h"
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#include "GrBatchTest.h"
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#include "GrContextFactory.h"
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#include "GrInvariantOutput.h"
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#include "GrPipeline.h"
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#include "GrResourceProvider.h"
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#include "GrTest.h"
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#include "GrXferProcessor.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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#include "batches/GrDrawBatch.h"
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#include "effects/GrConfigConversionEffect.h"
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#include "effects/GrPorterDuffXferProcessor.h"
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#include "effects/GrXfermodeFragmentProcessor.h"
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#include "gl/GrGLGpu.h"
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#include "gl/GrGLPathRendering.h"
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#include "gl/builders/GrGLProgramBuilder.h"
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/*
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* A dummy processor which just tries to insert a massive key and verify that it can retrieve the
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* whole thing correctly
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*/
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static const uint32_t kMaxKeySize = 1024;
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class GLBigKeyProcessor : public GrGLFragmentProcessor {
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public:
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GLBigKeyProcessor(const GrProcessor&) {}
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virtual void emitCode(EmitArgs& args) override {
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// pass through
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GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
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if (args.fInputColor) {
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fsBuilder->codeAppendf("%s = %s;\n", args.fOutputColor, args.fInputColor);
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} else {
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fsBuilder->codeAppendf("%s = vec4(1.0);\n", args.fOutputColor);
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}
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}
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static void GenKey(const GrProcessor& processor, const GrGLSLCaps&, GrProcessorKeyBuilder* b) {
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for (uint32_t i = 0; i < kMaxKeySize; i++) {
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b->add32(i);
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}
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}
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private:
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typedef GrGLFragmentProcessor INHERITED;
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};
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class BigKeyProcessor : public GrFragmentProcessor {
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public:
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static GrFragmentProcessor* Create() {
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static BigKeyProcessor gBigKeyProcessor;
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return SkRef(&gBigKeyProcessor);
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}
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const char* name() const override { return "Big Ole Key"; }
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GrGLFragmentProcessor* onCreateGLInstance() const override {
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return new GLBigKeyProcessor(*this);
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}
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private:
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BigKeyProcessor() {
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this->initClassID<BigKeyProcessor>();
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}
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virtual void onGetGLProcessorKey(const GrGLSLCaps& caps,
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GrProcessorKeyBuilder* b) const override {
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GLBigKeyProcessor::GenKey(*this, caps, b);
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}
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bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
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void onComputeInvariantOutput(GrInvariantOutput* inout) const override { }
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GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
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typedef GrFragmentProcessor INHERITED;
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};
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GR_DEFINE_FRAGMENT_PROCESSOR_TEST(BigKeyProcessor);
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const GrFragmentProcessor* BigKeyProcessor::TestCreate(GrProcessorTestData*) {
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return BigKeyProcessor::Create();
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}
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//////////////////////////////////////////////////////////////////////////////
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class BlockInputFragmentProcessor : public GrFragmentProcessor {
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public:
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static GrFragmentProcessor* Create(const GrFragmentProcessor* fp) {
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return new BlockInputFragmentProcessor(fp);
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}
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const char* name() const override { return "Block Input"; }
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GrGLFragmentProcessor* onCreateGLInstance() const override { return new GLFP; }
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private:
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class GLFP : public GrGLFragmentProcessor {
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public:
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void emitCode(EmitArgs& args) override {
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this->emitChild(0, nullptr, args.fOutputColor, args);
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}
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private:
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typedef GrGLFragmentProcessor INHERITED;
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};
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BlockInputFragmentProcessor(const GrFragmentProcessor* child) {
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this->initClassID<BlockInputFragmentProcessor>();
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this->registerChildProcessor(child);
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}
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void onGetGLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const override {}
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bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
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void onComputeInvariantOutput(GrInvariantOutput* inout) const override {
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inout->setToOther(kRGBA_GrColorComponentFlags, GrColor_WHITE,
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GrInvariantOutput::kWillNot_ReadInput);
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this->childProcessor(0).computeInvariantOutput(inout);
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}
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typedef GrFragmentProcessor INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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/*
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* Begin test code
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*/
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static const int kRenderTargetHeight = 1;
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static const int kRenderTargetWidth = 1;
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static GrRenderTarget* random_render_target(GrTextureProvider* textureProvider, SkRandom* random,
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const GrCaps* caps) {
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// setup render target
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GrTextureParams params;
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GrSurfaceDesc texDesc;
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texDesc.fWidth = kRenderTargetWidth;
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texDesc.fHeight = kRenderTargetHeight;
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texDesc.fFlags = kRenderTarget_GrSurfaceFlag;
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texDesc.fConfig = kRGBA_8888_GrPixelConfig;
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texDesc.fOrigin = random->nextBool() == true ? kTopLeft_GrSurfaceOrigin :
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kBottomLeft_GrSurfaceOrigin;
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texDesc.fSampleCnt = random->nextBool() == true ? SkTMin(4, caps->maxSampleCount()) : 0;
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GrUniqueKey key;
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static const GrUniqueKey::Domain kDomain = GrUniqueKey::GenerateDomain();
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GrUniqueKey::Builder builder(&key, kDomain, 2);
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builder[0] = texDesc.fOrigin;
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builder[1] = texDesc.fSampleCnt;
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builder.finish();
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GrTexture* texture = textureProvider->findAndRefTextureByUniqueKey(key);
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if (!texture) {
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texture = textureProvider->createTexture(texDesc, true);
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if (texture) {
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textureProvider->assignUniqueKeyToTexture(key, texture);
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}
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}
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return texture ? texture->asRenderTarget() : nullptr;
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}
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static void set_random_xpf(GrPipelineBuilder* pipelineBuilder, GrProcessorTestData* d) {
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SkAutoTUnref<const GrXPFactory> xpf(GrProcessorTestFactory<GrXPFactory>::Create(d));
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SkASSERT(xpf);
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pipelineBuilder->setXPFactory(xpf.get());
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}
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static const GrFragmentProcessor* create_random_proc_tree(GrProcessorTestData* d,
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int minLevels, int maxLevels) {
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SkASSERT(1 <= minLevels);
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SkASSERT(minLevels <= maxLevels);
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// Return a leaf node if maxLevels is 1 or if we randomly chose to terminate.
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// If returning a leaf node, make sure that it doesn't have children (e.g. another
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// GrComposeEffect)
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const float terminateProbability = 0.3f;
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if (1 == minLevels) {
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bool terminate = (1 == maxLevels) || (d->fRandom->nextF() < terminateProbability);
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if (terminate) {
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const GrFragmentProcessor* fp;
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while (true) {
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fp = GrProcessorTestFactory<GrFragmentProcessor>::Create(d);
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SkASSERT(fp);
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if (0 == fp->numChildProcessors()) {
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break;
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}
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fp->unref();
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}
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return fp;
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}
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}
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// If we didn't terminate, choose either the left or right subtree to fulfill
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// the minLevels requirement of this tree; the other child can have as few levels as it wants.
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// Also choose a random xfer mode that's supported by CreateFrom2Procs().
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if (minLevels > 1) {
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--minLevels;
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}
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SkAutoTUnref<const GrFragmentProcessor> minLevelsChild(create_random_proc_tree(d, minLevels,
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maxLevels - 1));
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SkAutoTUnref<const GrFragmentProcessor> otherChild(create_random_proc_tree(d, 1,
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maxLevels - 1));
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SkXfermode::Mode mode = static_cast<SkXfermode::Mode>(d->fRandom->nextRangeU(0,
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SkXfermode::kLastCoeffMode));
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const GrFragmentProcessor* fp;
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if (d->fRandom->nextF() < 0.5f) {
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fp = GrXfermodeFragmentProcessor::CreateFromTwoProcessors(minLevelsChild, otherChild, mode);
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SkASSERT(fp);
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} else {
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fp = GrXfermodeFragmentProcessor::CreateFromTwoProcessors(otherChild, minLevelsChild, mode);
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SkASSERT(fp);
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}
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return fp;
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}
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static void set_random_color_coverage_stages(GrPipelineBuilder* pipelineBuilder,
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GrProcessorTestData* d, int maxStages) {
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// Randomly choose to either create a linear pipeline of procs or create one proc tree
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const float procTreeProbability = 0.5f;
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if (d->fRandom->nextF() < procTreeProbability) {
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// A full tree with 5 levels (31 nodes) may exceed the max allowed length of the gl
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// processor key; maxTreeLevels should be a number from 1 to 4 inclusive.
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const int maxTreeLevels = 4;
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SkAutoTUnref<const GrFragmentProcessor> fp(
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create_random_proc_tree(d, 2, maxTreeLevels));
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pipelineBuilder->addColorFragmentProcessor(fp);
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} else {
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int numProcs = d->fRandom->nextULessThan(maxStages + 1);
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int numColorProcs = d->fRandom->nextULessThan(numProcs + 1);
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for (int s = 0; s < numProcs;) {
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SkAutoTUnref<const GrFragmentProcessor> fp(
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GrProcessorTestFactory<GrFragmentProcessor>::Create(d));
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SkASSERT(fp);
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// finally add the stage to the correct pipeline in the drawstate
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if (s < numColorProcs) {
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pipelineBuilder->addColorFragmentProcessor(fp);
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} else {
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pipelineBuilder->addCoverageFragmentProcessor(fp);
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}
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++s;
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}
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}
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}
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static void set_random_state(GrPipelineBuilder* pipelineBuilder, SkRandom* random) {
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int state = 0;
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for (int i = 1; i <= GrPipelineBuilder::kLast_Flag; i <<= 1) {
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state |= random->nextBool() * i;
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}
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// If we don't have an MSAA rendertarget then we have to disable useHWAA
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if ((state | GrPipelineBuilder::kHWAntialias_Flag) &&
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!pipelineBuilder->getRenderTarget()->isUnifiedMultisampled()) {
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state &= ~GrPipelineBuilder::kHWAntialias_Flag;
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}
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pipelineBuilder->enableState(state);
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}
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// right now, the only thing we seem to care about in drawState's stencil is 'doesWrite()'
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static void set_random_stencil(GrPipelineBuilder* pipelineBuilder, SkRandom* random) {
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GR_STATIC_CONST_SAME_STENCIL(kDoesWriteStencil,
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kReplace_StencilOp,
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kReplace_StencilOp,
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kAlways_StencilFunc,
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0xffff,
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0xffff,
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0xffff);
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GR_STATIC_CONST_SAME_STENCIL(kDoesNotWriteStencil,
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kKeep_StencilOp,
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kKeep_StencilOp,
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kNever_StencilFunc,
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0xffff,
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0xffff,
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0xffff);
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if (random->nextBool()) {
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pipelineBuilder->setStencil(kDoesWriteStencil);
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} else {
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pipelineBuilder->setStencil(kDoesNotWriteStencil);
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}
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}
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bool GrDrawTarget::programUnitTest(GrContext* context, int maxStages) {
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// setup dummy textures
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GrSurfaceDesc dummyDesc;
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dummyDesc.fFlags = kRenderTarget_GrSurfaceFlag;
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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(
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context->textureProvider()->createTexture(dummyDesc, false, nullptr, 0));
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dummyDesc.fFlags = kNone_GrSurfaceFlags;
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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(
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context->textureProvider()->createTexture(dummyDesc, false, nullptr, 0));
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if (!dummyTexture1 || ! dummyTexture2) {
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SkDebugf("Could not allocate dummy textures");
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return false;
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}
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GrTexture* dummyTextures[] = {dummyTexture1.get(), dummyTexture2.get()};
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// dummy scissor state
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GrScissorState scissor;
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// wide open clip
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GrClip clip;
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SkRandom random;
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static const int NUM_TESTS = 2048;
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for (int t = 0; t < NUM_TESTS; t++) {
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// setup random render target(can fail)
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SkAutoTUnref<GrRenderTarget> rt(random_render_target(
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context->textureProvider(), &random, this->caps()));
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if (!rt.get()) {
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SkDebugf("Could not allocate render target");
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return false;
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}
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GrPipelineBuilder pipelineBuilder;
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pipelineBuilder.setRenderTarget(rt.get());
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pipelineBuilder.setClip(clip);
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SkAutoTUnref<GrDrawBatch> batch(GrRandomDrawBatch(&random, context));
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SkASSERT(batch);
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GrProcessorDataManager procDataManager;
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GrProcessorTestData ptd(&random, context, &procDataManager, fGpu->caps(), dummyTextures);
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set_random_color_coverage_stages(&pipelineBuilder, &ptd, maxStages);
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set_random_xpf(&pipelineBuilder, &ptd);
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set_random_state(&pipelineBuilder, &random);
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set_random_stencil(&pipelineBuilder, &random);
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this->drawBatch(pipelineBuilder, batch);
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}
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// Flush everything, test passes if flush is successful(ie, no asserts are hit, no crashes)
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this->flush();
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// Validate that GrFPs work correctly without an input.
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GrSurfaceDesc rtDesc;
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rtDesc.fWidth = kRenderTargetWidth;
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rtDesc.fHeight = kRenderTargetHeight;
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rtDesc.fFlags = kRenderTarget_GrSurfaceFlag;
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rtDesc.fConfig = kRGBA_8888_GrPixelConfig;
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SkAutoTUnref<GrRenderTarget> rt(
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fContext->textureProvider()->createTexture(rtDesc, false)->asRenderTarget());
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int fpFactoryCnt = GrProcessorTestFactory<GrFragmentProcessor>::Count();
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for (int i = 0; i < fpFactoryCnt; ++i) {
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// Since FP factories internally randomize, call each 10 times.
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for (int j = 0; j < 10; ++j) {
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SkAutoTUnref<GrDrawBatch> batch(GrRandomDrawBatch(&random, context));
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SkASSERT(batch);
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GrProcessorDataManager procDataManager;
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GrProcessorTestData ptd(&random, context, &procDataManager, this->caps(),
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dummyTextures);
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GrPipelineBuilder builder;
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builder.setXPFactory(GrPorterDuffXPFactory::Create(SkXfermode::kSrc_Mode))->unref();
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builder.setRenderTarget(rt);
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builder.setClip(clip);
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SkAutoTUnref<const GrFragmentProcessor> fp(
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GrProcessorTestFactory<GrFragmentProcessor>::CreateIdx(i, &ptd));
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SkAutoTUnref<const GrFragmentProcessor> blockFP(
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BlockInputFragmentProcessor::Create(fp));
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builder.addColorFragmentProcessor(blockFP);
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this->drawBatch(builder, batch);
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this->flush();
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}
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}
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return true;
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}
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DEF_GPUTEST(GLPrograms, reporter, factory) {
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// Set a locale that would cause shader compilation to fail because of , as decimal separator.
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// skbug 3330
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#ifdef SK_BUILD_FOR_WIN
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GrAutoLocaleSetter als("sv-SE");
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#else
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GrAutoLocaleSetter als("sv_SE.UTF-8");
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#endif
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// We suppress prints to avoid spew
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GrContextOptions opts;
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opts.fSuppressPrints = true;
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GrContextFactory debugFactory(opts);
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for (int type = 0; type < GrContextFactory::kLastGLContextType; ++type) {
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GrContext* context = debugFactory.get(static_cast<GrContextFactory::GLContextType>(type));
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if (context) {
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GrGLGpu* gpu = static_cast<GrGLGpu*>(context->getGpu());
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/*
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* For the time being, we only support the test with desktop GL or for android on
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* ARM platforms
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* TODO When we run ES 3.00 GLSL in more places, test again
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*/
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int maxStages;
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if (kGL_GrGLStandard == gpu->glStandard() ||
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kARM_GrGLVendor == gpu->ctxInfo().vendor()) {
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maxStages = 6;
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} else if (kTegra3_GrGLRenderer == gpu->ctxInfo().renderer() ||
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kOther_GrGLRenderer == gpu->ctxInfo().renderer()) {
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maxStages = 1;
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} else {
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return;
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}
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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 = 2;
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}
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#endif
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#if SK_COMMAND_BUFFER
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// Some long shaders run out of temporary registers in the D3D compiler on ANGLE.
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// TODO(hendrikw): This only needs to happen with the ANGLE comand buffer backend.
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if (type == GrContextFactory::kCommandBuffer_GLContextType) {
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maxStages = 2;
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}
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#endif
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GrTestTarget target;
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context->getTestTarget(&target);
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REPORTER_ASSERT(reporter, target.target()->programUnitTest(context, maxStages));
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}
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}
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}
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#endif
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