skia2/tests/SkRuntimeEffectTest.cpp
Brian Osman f72deddb89 Expose the Input variable and Child name collections in SkRuntimeEffect
Add framework for unit tests that draw (CPU and GPU) with a runtime
shader, as well as couple example tests.

Change-Id: I43b3b39e86634ec55521a2689a4c55c21939dce5
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/262809
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2020-01-08 19:23:13 +00:00

162 lines
6.0 KiB
C++

/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkCanvas.h"
#include "include/core/SkPaint.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/gpu/GrContext.h"
#include "tests/Test.h"
#include <algorithm>
DEF_TEST(SkRuntimeEffectInvalidInputs, r) {
auto test = [r](const char* hdr, const char* expected) {
SkString src = SkStringPrintf("%s void main(float x, float y, inout half4 color) {}", hdr);
auto[effect, errorText] = SkRuntimeEffect::Make(src);
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r, errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected, errorText.c_str());
};
// Features that are only allowed in .fp files (key, in uniform, ctype, when, tracked).
// Ensure that these fail, and the error messages contain the relevant keyword.
test("layout(key) in bool Input;", "key");
test("in uniform float Input;", "in uniform");
test("layout(ctype=SkRect) float4 Input;", "ctype");
test("in bool Flag; layout(when=Flag) uniform float Input;", "when");
test("layout(tracked) uniform float Input;", "tracked");
// Runtime SkSL supports a limited set of uniform types. No samplers, for example:
test("uniform sampler2D s;", "sampler2D");
// 'in' variables can't be arrays
test("in int Input[2];", "array");
// Type specific restrictions:
// 'bool', 'int' can't be 'uniform'
test("uniform bool Input;", "'uniform'");
test("uniform int Input;", "'uniform'");
// vector and matrix types can't be 'in'
test("in float2 Input;", "'in'");
test("in half3x3 Input;", "'in'");
}
// Our packing rules and unit test code here relies on this:
static_assert(sizeof(bool) == 1);
class TestEffect {
public:
TestEffect(skiatest::Reporter* r, const char* hdr, const char* body) {
SkString src = SkStringPrintf("%s void main(float x, float y, inout half4 color) { %s }",
hdr, body);
auto[effect, errorText] = SkRuntimeEffect::Make(src);
if (!effect) {
REPORT_FAILURE(r, "effect",
SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
return;
}
fEffect = std::move(effect);
fInputs = SkData::MakeUninitialized(fEffect->inputSize());
}
struct InputVar {
template <typename T> InputVar& operator=(const T& val) {
SkASSERT(sizeof(T) == fVar.sizeInBytes());
memcpy(SkTAddOffset<void>(fOwner->fInputs->writable_data(), fVar.fOffset), &val,
sizeof(T));
return *this;
}
TestEffect* fOwner;
const SkRuntimeEffect::Variable& fVar;
};
InputVar operator[](const char* name) {
auto input = std::find_if(fEffect->inputs().begin(), fEffect->inputs().end(),
[name](const auto& v) { return v.fName.equals(name); });
SkASSERT(input != fEffect->inputs().end());
return {this, *input};
}
void test(skiatest::Reporter* r, sk_sp<SkSurface> surface,
uint32_t TL, uint32_t TR, uint32_t BL, uint32_t BR) {
if (!fEffect) { return; }
auto shader = fEffect->makeShader(fInputs, nullptr, 0, nullptr, false);
if (!shader) {
REPORT_FAILURE(r, "shader", SkString("Effect didn't produce a shader"));
return;
}
SkPaint paint;
paint.setShader(std::move(shader));
paint.setBlendMode(SkBlendMode::kSrc);
surface->getCanvas()->drawPaint(paint);
uint32_t actual[4];
SkImageInfo info = surface->imageInfo();
if (!surface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
REPORT_FAILURE(r, "readPixels", SkString("readPixels failed"));
return;
}
uint32_t expected[4] = {TL, TR, BL, BR};
if (memcmp(actual, expected, sizeof(actual)) != 0) {
REPORT_FAILURE(r, "Runtime effect didn't match expectations",
SkStringPrintf("\n"
"Expected: [ %08x %08x %08x %08x ]\n"
"Got : [ %08x %08x %08x %08x ]\n"
"SkSL:\n%s\n",
TL, TR, BL, BR, actual[0], actual[1], actual[2],
actual[3], fEffect->source().c_str()));
}
}
void test(skiatest::Reporter* r, sk_sp<SkSurface> surface, uint32_t expected) {
this->test(r, surface, expected, expected, expected, expected);
}
private:
sk_sp<SkRuntimeEffect> fEffect;
sk_sp<SkData> fInputs;
};
static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrContext* context) {
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
sk_sp<SkSurface> surface;
if (context) {
surface = SkSurface::MakeRenderTarget(context, SkBudgeted::kNo, info);
} else {
surface = SkSurface::MakeRaster(info);
}
REPORTER_ASSERT(r, surface);
TestEffect xy(r, "", "color = half4(half(x - 0.5), half(y - 0.5), 0, 1);");
xy.test(r, surface, 0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
// NOTE: For now, we always emit valid premul colors, until CPU and GPU agree on clamping
TestEffect uniformColor(r, "uniform float4 gColor;", "color = half4(gColor);");
uniformColor["gColor"] = std::array<float, 4>{ 0.0f, 0.25f, 0.75f, 1.0f };
uniformColor.test(r, surface, 0xFFBF4000);
uniformColor["gColor"] = std::array<float, 4>{ 0.75f, 0.25f, 0.0f, 1.0f };
uniformColor.test(r, surface, 0xFF0040BF);
}
DEF_TEST(SkRuntimeEffectSimple, r) {
test_RuntimeEffect_Shaders(r, nullptr);
}
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) {
test_RuntimeEffect_Shaders(r, ctxInfo.grContext());
}