c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
176 lines
6.8 KiB
C++
176 lines
6.8 KiB
C++
/*
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* Copyright 2016 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 "include/core/SkTypes.h"
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#include "tests/Test.h"
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#include "include/core/SkString.h"
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#include "include/gpu/GrContext.h"
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#include "src/core/SkPointPriv.h"
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#include "src/gpu/GrContextPriv.h"
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#include "src/gpu/GrGeometryProcessor.h"
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#include "src/gpu/GrGpu.h"
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#include "src/gpu/GrMemoryPool.h"
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#include "src/gpu/GrOpFlushState.h"
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#include "src/gpu/GrRenderTargetContext.h"
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#include "src/gpu/GrRenderTargetContextPriv.h"
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#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
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#include "src/gpu/glsl/GrGLSLGeometryProcessor.h"
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#include "src/gpu/glsl/GrGLSLVarying.h"
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#include "src/gpu/ops/GrMeshDrawOp.h"
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namespace {
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class Op : public GrMeshDrawOp {
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public:
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DEFINE_OP_CLASS_ID
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const char* name() const override { return "Dummy Op"; }
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static std::unique_ptr<GrDrawOp> Make(GrContext* context, int numAttribs) {
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GrOpMemoryPool* pool = context->priv().opMemoryPool();
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return pool->allocate<Op>(numAttribs);
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}
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FixedFunctionFlags fixedFunctionFlags() const override {
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return FixedFunctionFlags::kNone;
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}
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GrProcessorSet::Analysis finalize(
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const GrCaps&, const GrAppliedClip*, GrFSAAType, GrClampType) override {
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return GrProcessorSet::EmptySetAnalysis();
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}
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private:
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friend class ::GrOpMemoryPool;
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Op(int numAttribs) : INHERITED(ClassID()), fNumAttribs(numAttribs) {
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this->setBounds(SkRect::MakeWH(1.f, 1.f), HasAABloat::kNo, IsZeroArea::kNo);
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}
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void onPrepareDraws(Target* target) override {
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class GP : public GrGeometryProcessor {
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public:
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GP(int numAttribs) : INHERITED(kGP_ClassID), fNumAttribs(numAttribs) {
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SkASSERT(numAttribs > 1);
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fAttribNames.reset(new SkString[numAttribs]);
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fAttributes.reset(new Attribute[numAttribs]);
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for (auto i = 0; i < numAttribs; ++i) {
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fAttribNames[i].printf("attr%d", i);
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// This gives us more of a mix of attribute types, and allows the
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// component count to fit within the limits for iOS Metal.
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if (i & 0x1) {
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fAttributes[i] = {fAttribNames[i].c_str(), kFloat_GrVertexAttribType,
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kFloat_GrSLType};
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} else {
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fAttributes[i] = {fAttribNames[i].c_str(), kFloat2_GrVertexAttribType,
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kFloat2_GrSLType};
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}
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}
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this->setVertexAttributes(fAttributes.get(), numAttribs);
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}
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const char* name() const override { return "Dummy GP"; }
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GrGLSLPrimitiveProcessor* createGLSLInstance(const GrShaderCaps&) const override {
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class GLSLGP : public GrGLSLGeometryProcessor {
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public:
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void onEmitCode(EmitArgs& args, GrGPArgs* gpArgs) override {
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const GP& gp = args.fGP.cast<GP>();
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args.fVaryingHandler->emitAttributes(gp);
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this->writeOutputPosition(args.fVertBuilder, gpArgs,
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gp.fAttributes[0].name());
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GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
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fragBuilder->codeAppendf("%s = half4(1);", args.fOutputColor);
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fragBuilder->codeAppendf("%s = half4(1);", args.fOutputCoverage);
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}
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void setData(const GrGLSLProgramDataManager& pdman,
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const GrPrimitiveProcessor& primProc,
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FPCoordTransformIter&&) override {}
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};
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return new GLSLGP();
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}
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void getGLSLProcessorKey(const GrShaderCaps&,
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GrProcessorKeyBuilder* builder) const override {
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builder->add32(fNumAttribs);
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}
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private:
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int fNumAttribs;
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std::unique_ptr<SkString[]> fAttribNames;
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std::unique_ptr<Attribute[]> fAttributes;
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typedef GrGeometryProcessor INHERITED;
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};
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sk_sp<GrGeometryProcessor> gp(new GP(fNumAttribs));
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size_t vertexStride = gp->vertexStride();
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QuadHelper helper(target, vertexStride, 1);
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SkPoint* vertices = reinterpret_cast<SkPoint*>(helper.vertices());
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SkPointPriv::SetRectTriStrip(vertices, 0.f, 0.f, 1.f, 1.f, vertexStride);
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helper.recordDraw(target, std::move(gp));
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}
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void onExecute(GrOpFlushState* flushState, const SkRect& chainBounds) override {
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flushState->executeDrawsAndUploadsForMeshDrawOp(
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this, chainBounds, GrProcessorSet::MakeEmptySet());
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}
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int fNumAttribs;
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typedef GrMeshDrawOp INHERITED;
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};
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}
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DEF_GPUTEST_FOR_ALL_CONTEXTS(VertexAttributeCount, reporter, ctxInfo) {
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GrContext* context = ctxInfo.grContext();
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#if GR_GPU_STATS
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GrGpu* gpu = context->priv().getGpu();
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#endif
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const GrBackendFormat format =
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context->priv().caps()->getBackendFormatFromColorType(kRGBA_8888_SkColorType);
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sk_sp<GrRenderTargetContext> renderTargetContext(
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context->priv().makeDeferredRenderTargetContext(format, SkBackingFit::kApprox,
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1, 1, kRGBA_8888_GrPixelConfig,
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nullptr));
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if (!renderTargetContext) {
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ERRORF(reporter, "Could not create render target context.");
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return;
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}
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int attribCnt = context->priv().caps()->maxVertexAttributes();
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if (!attribCnt) {
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ERRORF(reporter, "No attributes allowed?!");
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return;
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}
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context->flush();
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context->priv().resetGpuStats();
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#if GR_GPU_STATS
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REPORTER_ASSERT(reporter, gpu->stats()->numDraws() == 0);
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REPORTER_ASSERT(reporter, gpu->stats()->numFailedDraws() == 0);
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#endif
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// Adding discard to appease vulkan validation warning about loading uninitialized data on draw
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renderTargetContext->discard();
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GrPaint grPaint;
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// This one should succeed.
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renderTargetContext->priv().testingOnly_addDrawOp(Op::Make(context, attribCnt));
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context->flush();
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#if GR_GPU_STATS
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REPORTER_ASSERT(reporter, gpu->stats()->numDraws() == 1);
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REPORTER_ASSERT(reporter, gpu->stats()->numFailedDraws() == 0);
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#endif
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context->priv().resetGpuStats();
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renderTargetContext->priv().testingOnly_addDrawOp(Op::Make(context, attribCnt + 1));
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context->flush();
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#if GR_GPU_STATS
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REPORTER_ASSERT(reporter, gpu->stats()->numDraws() == 0);
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REPORTER_ASSERT(reporter, gpu->stats()->numFailedDraws() == 1);
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#endif
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}
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