blob: 46f4836a9a0762e552cdbeef7e1674b475159d57 [file] [log] [blame]
/*
* 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/SkBitmap.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColorFilter.h"
#include "include/core/SkData.h"
#include "include/core/SkPaint.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/gpu/GrDirectContext.h"
#include "src/core/SkTLazy.h"
#include "src/gpu/GrColor.h"
#include "tests/Test.h"
#include <algorithm>
#include <thread>
void test_invalid_effect(skiatest::Reporter* r, const char* src, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::Make(SkString(src));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r, errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected, errorText.c_str());
};
#define EMPTY_MAIN "half4 main() { return half4(0); }"
DEF_TEST(SkRuntimeEffectInvalid_FPOnly, r) {
// 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_invalid_effect(r, "layout(key) in bool Input;" EMPTY_MAIN, "key");
test_invalid_effect(r, "in uniform float Input;" EMPTY_MAIN, "in uniform");
test_invalid_effect(r, "layout(ctype=SkRect) float4 Input;" EMPTY_MAIN, "ctype");
test_invalid_effect(r, "in bool Flag; "
"layout(when=Flag) uniform float Input;" EMPTY_MAIN, "when");
test_invalid_effect(r, "layout(tracked) uniform float Input;" EMPTY_MAIN, "tracked");
}
DEF_TEST(SkRuntimeEffectInvalid_LimitedUniformTypes, r) {
// Runtime SkSL supports a limited set of uniform types. No bool, or int, for example:
test_invalid_effect(r, "uniform bool b;" EMPTY_MAIN, "uniform");
test_invalid_effect(r, "uniform int i;" EMPTY_MAIN, "uniform");
}
DEF_TEST(SkRuntimeEffectInvalid_NoInVariables, r) {
// 'in' variables aren't allowed at all:
test_invalid_effect(r, "in bool b;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in float f;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in float2 v;" EMPTY_MAIN, "'in'");
test_invalid_effect(r, "in half3x3 m;" EMPTY_MAIN, "'in'");
}
DEF_TEST(SkRuntimeEffectInvalid_MarkerRequiresFloat4x4, r) {
// 'marker' is only permitted on float4x4 uniforms
test_invalid_effect(r,
"layout(marker=local_to_world) uniform float3x3 localToWorld;" EMPTY_MAIN,
"float4x4");
}
DEF_TEST(SkRuntimeEffectInvalid_UndefinedFunction, r) {
test_invalid_effect(r, "half4 missing(); half4 main() { return missing(); }",
"undefined function");
}
DEF_TEST(SkRuntimeEffectInvalid_UndefinedMain, r) {
// Shouldn't be possible to create an SkRuntimeEffect without "main"
test_invalid_effect(r, "", "main");
}
DEF_TEST(SkRuntimeEffectInvalid_ShaderLimitations, r) {
// Various places that shaders (fragmentProcessors) should not be allowed
test_invalid_effect(r, "half4 main() { shader child; return sample(child); }",
"must be global");
test_invalid_effect(r, "uniform shader child; half4 helper(shader fp) { return sample(fp); }"
"half4 main() { return helper(child); }",
"parameter");
test_invalid_effect(r, "uniform shader child; shader get_child() { return child; }"
"half4 main() { return sample(get_child()); }",
"return");
test_invalid_effect(r, "uniform shader child;"
"half4 main() { return sample(shader(child)); }",
"construct");
test_invalid_effect(r, "uniform shader child1; uniform shader child2;"
"half4 main(float2 p) { return sample(p.x > 10 ? child1 : child2); }",
"expression");
}
DEF_TEST(SkRuntimeEffectInvalid_SkCapsDisallowed, r) {
// sk_Caps is an internal system. It should not be visible to runtime effects
test_invalid_effect(r, "half4 main() { return sk_Caps.integerSupport ? half4(1) : half4(0); }",
"unknown identifier 'sk_Caps'");
}
DEF_TEST(SkRuntimeEffectInvalid_LateErrors, r) {
// Errors that aren't caught until later in the compilation process (during optimize())
test_invalid_effect(r, "half4 main() { return half4(1); return half4(0); }", "unreachable");
test_invalid_effect(r, "half4 badFunc() {}"
"half4 main() { return badFunc(); }",
"without returning");
}
DEF_TEST(SkRuntimeEffectInvalidColorFilters, r) {
auto test = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::Make(SkString(sksl));
REPORTER_ASSERT(r, effect);
sk_sp<SkData> uniforms = SkData::MakeUninitialized(effect->uniformSize());
REPORTER_ASSERT(r, effect->makeShader(uniforms, nullptr, 0, nullptr, false));
REPORTER_ASSERT(r, !effect->makeColorFilter(uniforms));
};
// Runtime effects that use sample coords or sk_FragCoord are valid shaders,
// but not valid color filters
test("half4 main(float2 p) { return half2(p).xy01; }");
test("half4 main(float2 p) { return half2(sk_FragCoord.xy).xy01; }");
// We also can't use layout(marker), which would give the runtime color filter CTM information
test("layout(marker=ctm) uniform float4x4 ctm;"
"half4 main(float2 p) { return half4(half(ctm[0][0]), 0, 0, 1); }");
}
class TestEffect {
public:
TestEffect(skiatest::Reporter* r, sk_sp<SkSurface> surface)
: fReporter(r), fSurface(std::move(surface)) {}
void build(const char* src) {
auto [effect, errorText] = SkRuntimeEffect::Make(SkString(src));
if (!effect) {
REPORT_FAILURE(fReporter, "effect",
SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
return;
}
fBuilder.init(std::move(effect));
}
SkRuntimeShaderBuilder::BuilderUniform uniform(const char* name) {
return fBuilder->uniform(name);
}
SkRuntimeShaderBuilder::BuilderChild child(const char* name) {
return fBuilder->child(name);
}
using PreTestFn = std::function<void(SkCanvas*, SkPaint*)>;
void test(GrColor TL, GrColor TR, GrColor BL, GrColor BR,
PreTestFn preTestCallback = nullptr) {
auto shader = fBuilder->makeShader(nullptr, false);
if (!shader) {
REPORT_FAILURE(fReporter, "shader", SkString("Effect didn't produce a shader"));
return;
}
SkCanvas* canvas = fSurface->getCanvas();
SkPaint paint;
paint.setShader(std::move(shader));
paint.setBlendMode(SkBlendMode::kSrc);
canvas->save();
if (preTestCallback) {
preTestCallback(canvas, &paint);
}
canvas->drawPaint(paint);
canvas->restore();
GrColor actual[4];
SkImageInfo info = fSurface->imageInfo();
if (!fSurface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
REPORT_FAILURE(fReporter, "readPixels", SkString("readPixels failed"));
return;
}
GrColor expected[4] = {TL, TR, BL, BR};
if (0 != memcmp(actual, expected, sizeof(actual))) {
REPORT_FAILURE(fReporter, "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], fBuilder->effect()->source().c_str()));
}
}
void test(GrColor expected, PreTestFn preTestCallback = nullptr) {
this->test(expected, expected, expected, expected, preTestCallback);
}
private:
skiatest::Reporter* fReporter;
sk_sp<SkSurface> fSurface;
SkTLazy<SkRuntimeShaderBuilder> fBuilder;
};
// Produces a 2x2 bitmap shader, with opaque colors:
// [ Red, Green ]
// [ Blue, White ]
static sk_sp<SkShader> make_RGBW_shader() {
SkBitmap bmp;
bmp.allocPixels(SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType));
SkIRect topLeft = SkIRect::MakeWH(1, 1);
bmp.pixmap().erase(SK_ColorRED, topLeft);
bmp.pixmap().erase(SK_ColorGREEN, topLeft.makeOffset(1, 0));
bmp.pixmap().erase(SK_ColorBLUE, topLeft.makeOffset(0, 1));
bmp.pixmap().erase(SK_ColorWHITE, topLeft.makeOffset(1, 1));
return bmp.makeShader(SkSamplingOptions());
}
static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrRecordingContext* rContext) {
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
sk_sp<SkSurface> surface = rContext
? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
: SkSurface::MakeRaster(info);
REPORTER_ASSERT(r, surface);
TestEffect effect(r, surface);
using float4 = std::array<float, 4>;
// Local coords
effect.build("half4 main(float2 p) { return half4(half2(p - 0.5), 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
effect.build("uniform float4 gColor; half4 main() { return half4(gColor); }");
effect.uniform("gColor") = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
effect.test(0xFFBF4000);
effect.uniform("gColor") = float4{ 1.0f, 0.0f, 0.0f, 0.498f };
effect.test(0x7F00007F); // Tests that we clamp to valid premul
// Test sk_FragCoord (device coords). Rotate the canvas to be sure we're seeing device coords.
// Since the surface is 2x2, we should see (0,0), (1,0), (0,1), (1,1). Multiply by 0.498 to
// make sure we're not saturating unexpectedly.
effect.build("half4 main() { return half4(0.498 * (half2(sk_FragCoord.xy) - 0.5), 0, 1); }");
effect.test(0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F,
[](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); });
// Runtime effects should use relaxed precision rules by default
effect.build("half4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
// ... and support GLSL type names
effect.build("half4 main(float2 p) { return vec4(p - 0.5, 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
// ... and support *returning* float4 (aka vec4), not just half4
effect.build("float4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
effect.build("vec4 main(float2 p) { return float4(p - 0.5, 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
// Mutating coords should work. (skbug.com/10918)
effect.build("vec4 main(vec2 p) { p -= 0.5; return vec4(p, 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
effect.build("void moveCoords(inout vec2 p) { p -= 0.5; }"
"vec4 main(vec2 p) { moveCoords(p); return vec4(p, 0, 1); }");
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
//
// Sampling children
//
// Sampling a null child should return the paint color
effect.build("uniform shader child;"
"half4 main() { return sample(child); }");
effect.child("child") = nullptr;
effect.test(0xFF00FFFF,
[](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); });
sk_sp<SkShader> rgbwShader = make_RGBW_shader();
// Sampling a simple child at our coordinates (implicitly)
effect.build("uniform shader child;"
"half4 main() { return sample(child); }");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF);
// Sampling with explicit coordinates (reflecting about the diagonal)
effect.build("uniform shader child;"
"half4 main(float2 p) { return sample(child, p.yx); }");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
// Sampling with a matrix (again, reflecting about the diagonal)
effect.build("uniform shader child;"
"half4 main() { return sample(child, float3x3(0, 1, 0, 1, 0, 0, 0, 0, 1)); }");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF);
// Legacy behavior - shaders can be declared 'in' rather than 'uniform'
effect.build("in shader child;"
"half4 main() { return sample(child); }");
effect.child("child") = rgbwShader;
effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF);
//
// Helper functions
//
// Test case for inlining in the pipeline-stage and fragment-shader passes (skbug.com/10526):
effect.build("float2 helper(float2 x) { return x + 1; }"
"half4 main(float2 p) { float2 v = helper(p); return half4(half2(v), 0, 1); }");
effect.test(0xFF00FFFF);
}
DEF_TEST(SkRuntimeEffectSimple, r) {
test_RuntimeEffect_Shaders(r, nullptr);
}
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) {
test_RuntimeEffect_Shaders(r, ctxInfo.directContext());
}
DEF_TEST(SkRuntimeShaderBuilderReuse, r) {
const char* kSource = R"(
uniform half x;
half4 main() { return half4(x); }
)";
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::Make(SkString(kSource)).effect;
REPORTER_ASSERT(r, effect);
// Test passes if this sequence doesn't assert. skbug.com/10667
SkRuntimeShaderBuilder b(std::move(effect));
b.uniform("x") = 0.0f;
auto shader_0 = b.makeShader(nullptr, false);
b.uniform("x") = 1.0f;
auto shader_1 = b.makeShader(nullptr, true);
}
DEF_TEST(SkRuntimeShaderBuilderSetUniforms, r) {
const char* kSource = R"(
uniform half x;
uniform vec2 offset;
half4 main() { return half4(x); }
)";
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::Make(SkString(kSource)).effect;
REPORTER_ASSERT(r, effect);
SkRuntimeShaderBuilder b(std::move(effect));
// Test passes if this sequence doesn't assert.
float x = 1.0f;
REPORTER_ASSERT(r, b.uniform("x").set(&x, 1));
// add extra value to ensure that set doesn't try to use sizeof(array)
float origin[] = { 2.0f, 3.0f, 4.0f };
REPORTER_ASSERT(r, b.uniform("offset").set<float>(origin, 2));
#ifndef SK_DEBUG
REPORTER_ASSERT(r, !b.uniform("offset").set<float>(origin, 1));
REPORTER_ASSERT(r, !b.uniform("offset").set<float>(origin, 3));
#endif
auto shader = b.makeShader(nullptr, false);
}
DEF_TEST(SkRuntimeEffectThreaded, r) {
// SkRuntimeEffect uses a single compiler instance, but it's mutex locked.
// This tests that we can safely use it from more than one thread, and also
// that programs don't refer to shared structures owned by the compiler.
// skbug.com/10589
static constexpr char kSource[] = "half4 main() { return sk_FragCoord.xyxy; }";
std::thread threads[16];
for (auto& thread : threads) {
thread = std::thread([r]() {
auto [effect, error] = SkRuntimeEffect::Make(SkString(kSource));
REPORTER_ASSERT(r, effect);
});
}
for (auto& thread : threads) {
thread.join();
}
}
DEF_TEST(SkRuntimeColorFilterSingleColor, r) {
// Test runtime colorfilters support filterColor4f().
auto [effect, err] = SkRuntimeEffect::Make(SkString{
"uniform shader input; half4 main() { half4 c = sample(input); return c*c; }"});
REPORTER_ASSERT(r, effect);
REPORTER_ASSERT(r, err.isEmpty());
sk_sp<SkColorFilter> input = nullptr;
sk_sp<SkColorFilter> cf = effect->makeColorFilter(SkData::MakeEmpty(), &input, 1);
REPORTER_ASSERT(r, cf);
SkColor4f c = cf->filterColor4f({0.25, 0.5, 0.75, 1.0},
sk_srgb_singleton(), sk_srgb_singleton());
REPORTER_ASSERT(r, c.fR == 0.0625f);
REPORTER_ASSERT(r, c.fG == 0.25f);
REPORTER_ASSERT(r, c.fB == 0.5625f);
REPORTER_ASSERT(r, c.fA == 1.0f);
}
static void test_RuntimeEffectStructNameReuse(skiatest::Reporter* r, GrRecordingContext* rContext) {
// Test that two different runtime effects can reuse struct names in a single paint operation
auto [childEffect, err] = SkRuntimeEffect::Make(SkString(
"uniform shader paint;"
"struct S { half4 rgba; };"
"void process(inout S s) { s.rgba.rgb *= 0.5; }"
"half4 main() { S s; s.rgba = sample(paint); process(s); return s.rgba; }"
));
REPORTER_ASSERT(r, childEffect, "%s\n", err.c_str());
sk_sp<SkShader> nullChild = nullptr;
sk_sp<SkShader> child = childEffect->makeShader(/*uniforms=*/nullptr, &nullChild,
/*childCount=*/1, /*localMatrix=*/nullptr,
/*isOpaque=*/false);
SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
sk_sp<SkSurface> surface = rContext
? SkSurface::MakeRenderTarget(rContext, SkBudgeted::kNo, info)
: SkSurface::MakeRaster(info);
REPORTER_ASSERT(r, surface);
TestEffect effect(r, surface);
effect.build(
"uniform shader child;"
"struct S { float2 coord; };"
"void process(inout S s) { s.coord = s.coord.yx; }"
"half4 main(float2 p) { S s; s.coord = p; process(s); return sample(child, s.coord); "
"}");
effect.child("child") = child;
effect.test(0xFF00407F, [](SkCanvas*, SkPaint* paint) {
paint->setColor4f({0.99608f, 0.50196f, 0.0f, 1.0f});
});
}
DEF_TEST(SkRuntimeStructNameReuse, r) {
test_RuntimeEffectStructNameReuse(r, nullptr);
}
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeStructNameReuse_GPU, r, ctxInfo) {
test_RuntimeEffectStructNameReuse(r, ctxInfo.directContext());
}
DEF_TEST(SkRuntimeColorFilterFlags, r) {
{ // Here's a non-trivial filter that doesn't change alpha.
auto [effect, err] = SkRuntimeEffect::Make(SkString{
"uniform shader input; half4 main() { return sample(input) + half4(1,1,1,0); }"});
REPORTER_ASSERT(r, effect && err.isEmpty());
sk_sp<SkColorFilter> input = nullptr,
filter = effect->makeColorFilter(SkData::MakeEmpty(), &input, 1);
REPORTER_ASSERT(r, filter && filter->isAlphaUnchanged());
}
{ // Here's one that definitely changes alpha.
auto [effect, err] = SkRuntimeEffect::Make(SkString{
"uniform shader input; half4 main() { return sample(input) + half4(0,0,0,4); }"});
REPORTER_ASSERT(r, effect && err.isEmpty());
sk_sp<SkColorFilter> input = nullptr,
filter = effect->makeColorFilter(SkData::MakeEmpty(), &input, 1);
REPORTER_ASSERT(r, filter && !filter->isAlphaUnchanged());
}
}