blob: 9c2938315e31e94c91a37415492a8f98608a4ab7 [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/SkBlender.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/SkColorSpacePriv.h"
#include "src/core/SkRuntimeEffectPriv.h"
#include "src/core/SkTLazy.h"
#include "src/gpu/GrColor.h"
#include "src/gpu/GrDirectContextPriv.h"
#include "src/gpu/GrFragmentProcessor.h"
#include "src/gpu/effects/GrSkSLFP.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::MakeForShader(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(float2 p) { return half4(0); }"
DEF_TEST(SkRuntimeEffectInvalid_FPOnly, r) {
// Features that are only allowed in .fp files (key, in uniform, ctype, when).
// 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");
}
DEF_TEST(SkRuntimeEffectInvalid_LimitedUniformTypes, r) {
// Runtime SkSL supports a limited set of uniform types. No bool, for example:
test_invalid_effect(r, "uniform bool b;" 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_UndefinedFunction, r) {
test_invalid_effect(r, "half4 missing(); half4 main(float2 p) { 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_SkCapsDisallowed, r) {
// sk_Caps is an internal system. It should not be visible to runtime effects
test_invalid_effect(
r,
"half4 main(float2 p) { return sk_Caps.integerSupport ? half4(1) : half4(0); }",
"unknown identifier 'sk_Caps'");
}
DEF_TEST(SkRuntimeEffectCanDisableES2Restrictions, r) {
auto test_valid_es3 = [](skiatest::Reporter* r, const char* sksl) {
SkRuntimeEffect::Options opt;
opt.enforceES2Restrictions = false;
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl), opt);
REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
};
test_invalid_effect(r, "float f[2] = float[2](0, 1);" EMPTY_MAIN, "construction of array type");
test_valid_es3 (r, "float f[2] = float[2](0, 1);" EMPTY_MAIN);
}
DEF_TEST(SkRuntimeEffectForColorFilter, r) {
// Tests that the color filter factory rejects or accepts certain SkSL constructs
auto test_valid = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl));
REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
};
auto test_invalid = [r](const char* sksl, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::MakeForColorFilter(SkString(sksl));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r,
errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected,
errorText.c_str());
};
// Color filters must use the 'half4 main(half4)' signature. Either color can be float4/vec4
test_valid("half4 main(half4 c) { return c; }");
test_valid("float4 main(half4 c) { return c; }");
test_valid("half4 main(float4 c) { return c; }");
test_valid("float4 main(float4 c) { return c; }");
test_valid("vec4 main(half4 c) { return c; }");
test_valid("half4 main(vec4 c) { return c; }");
test_valid("vec4 main(vec4 c) { return c; }");
// Invalid return types
test_invalid("void main(half4 c) {}", "'main' must return");
test_invalid("half3 main(half4 c) { return c.rgb; }", "'main' must return");
// Invalid argument types (some are valid as shaders, but not color filters)
test_invalid("half4 main() { return half4(1); }", "'main' parameter");
test_invalid("half4 main(float2 p) { return half4(1); }", "'main' parameter");
test_invalid("half4 main(float2 p, half4 c) { return c; }", "'main' parameter");
// sk_FragCoord should not be available
test_invalid("half4 main(half4 c) { return sk_FragCoord.xy01; }", "unknown identifier");
// Sampling a child shader requires that we pass explicit coords
test_valid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c.rg); }");
// Trying to pass a color as well. (Works internally with FPs, but not in runtime effects).
test_invalid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c.rg, c); }",
"no match for sample(shader, half2, half4)");
// Shader with just a color
test_invalid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c); }",
"no match for sample(shader, half4)");
// Coords and color in a different order
test_invalid("uniform shader child;"
"half4 main(half4 c) { return sample(child, c, c.rg); }",
"no match for sample(shader, half4, half2)");
// Older variants that are no longer allowed
test_invalid(
"uniform shader child;"
"half4 main(half4 c) { return sample(child); }",
"no match for sample(shader)");
test_invalid(
"uniform shader child;"
"half4 main(half4 c) { return sample(child, float3x3(1)); }",
"no match for sample(shader, float3x3)");
// Sampling a colorFilter requires a color. No other signatures are valid.
test_valid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child, c); }");
test_invalid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child); }",
"sample(colorFilter)");
test_invalid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child, c.rg); }",
"sample(colorFilter, half2)");
test_invalid("uniform colorFilter child;"
"half4 main(half4 c) { return sample(child, c.rg, c); }",
"sample(colorFilter, half2, half4)");
}
DEF_TEST(SkRuntimeEffectForBlender, r) {
// Tests that the blender factory rejects or accepts certain SkSL constructs
auto test_valid = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::MakeForBlender(SkString(sksl));
REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
};
auto test_invalid = [r](const char* sksl, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::MakeForBlender(SkString(sksl));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r,
errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected,
errorText.c_str());
};
// Color filters must use the 'half4 main(half4, half4)' signature. Any mixture of
// float4/vec4/half4 is allowed.
test_valid("half4 main(half4 s, half4 d) { return s; }");
test_valid("float4 main(float4 s, float4 d) { return d; }");
test_valid("float4 main(half4 s, float4 d) { return s; }");
test_valid("half4 main(float4 s, half4 d) { return d; }");
test_valid("vec4 main(half4 s, half4 d) { return s; }");
test_valid("half4 main(vec4 s, vec4 d) { return d; }");
test_valid("vec4 main(vec4 s, vec4 d) { return s; }");
// Invalid return types
test_invalid("void main(half4 s, half4 d) {}", "'main' must return");
test_invalid("half3 main(half4 s, half4 d) { return s.rgb; }", "'main' must return");
// Invalid argument types (some are valid as shaders/color filters)
test_invalid("half4 main() { return half4(1); }", "'main' parameter");
test_invalid("half4 main(half4 c) { return c; }", "'main' parameter");
test_invalid("half4 main(float2 p) { return half4(1); }", "'main' parameter");
test_invalid("half4 main(float2 p, half4 c) { return c; }", "'main' parameter");
test_invalid("half4 main(float2 p, half4 a, half4 b) { return a; }", "'main' parameter");
test_invalid("half4 main(half4 a, half4 b, half4 c) { return a; }", "'main' parameter");
// sk_FragCoord should not be available
test_invalid("half4 main(half4 s, half4 d) { return sk_FragCoord.xy01; }",
"unknown identifier");
// Child shaders are currently unsupported in blends
test_invalid("uniform shader sh; half4 main(half4 s, half4 d) { return s; }",
"'shader' is not allowed in runtime blend");
test_invalid("uniform shader sh; half4 main(half4 s, half4 d) { return sample(sh, s.rg); }",
"unknown identifier 'sample'");
}
DEF_TEST(SkRuntimeEffectForShader, r) {
// Tests that the shader factory rejects or accepts certain SkSL constructs
auto test_valid = [r](const char* sksl) {
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl));
REPORTER_ASSERT(r, effect, "%s", errorText.c_str());
};
auto test_invalid = [r](const char* sksl, const char* expected) {
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl));
REPORTER_ASSERT(r, !effect);
REPORTER_ASSERT(r,
errorText.contains(expected),
"Expected error message to contain \"%s\". Actual message: \"%s\"",
expected,
errorText.c_str());
};
// Shaders must use either the 'half4 main(float2)' or 'half4 main(float2, half4)' signature
// Either color can be half4/float4/vec4, but the coords must be float2/vec2
test_valid("half4 main(float2 p) { return p.xyxy; }");
test_valid("float4 main(float2 p) { return p.xyxy; }");
test_valid("vec4 main(float2 p) { return p.xyxy; }");
test_valid("half4 main(vec2 p) { return p.xyxy; }");
test_valid("vec4 main(vec2 p) { return p.xyxy; }");
test_valid("half4 main(float2 p, half4 c) { return c; }");
test_valid("half4 main(float2 p, float4 c) { return c; }");
test_valid("half4 main(float2 p, vec4 c) { return c; }");
test_valid("float4 main(float2 p, half4 c) { return c; }");
test_valid("vec4 main(float2 p, half4 c) { return c; }");
test_valid("vec4 main(vec2 p, vec4 c) { return c; }");
// Invalid return types
test_invalid("void main(float2 p) {}", "'main' must return");
test_invalid("half3 main(float2 p) { return p.xy1; }", "'main' must return");
// Invalid argument types (some are valid as color filters, but not shaders)
test_invalid("half4 main() { return half4(1); }", "'main' parameter");
test_invalid("half4 main(half4 c) { return c; }", "'main' parameter");
// sk_FragCoord should be available
test_valid("half4 main(float2 p) { return sk_FragCoord.xy01; }");
// Sampling a child shader requires that we pass explicit coords
test_valid("uniform shader child;"
"half4 main(float2 p) { return sample(child, p); }");
// Trying to pass a color as well. (Works internally with FPs, but not in runtime effects).
test_invalid("uniform shader child;"
"half4 main(float2 p, half4 c) { return sample(child, p, c); }",
"no match for sample(shader, float2, half4)");
// Shader with just a color
test_invalid("uniform shader child;"
"half4 main(float2 p, half4 c) { return sample(child, c); }",
"no match for sample(shader, half4)");
// Coords and color in a different order
test_invalid("uniform shader child;"
"half4 main(float2 p, half4 c) { return sample(child, c, p); }",
"no match for sample(shader, half4, float2)");
// Older variants that are no longer allowed
test_invalid(
"uniform shader child;"
"half4 main(float2 p) { return sample(child); }",
"no match for sample(shader)");
test_invalid(
"uniform shader child;"
"half4 main(float2 p) { return sample(child, float3x3(1)); }",
"no match for sample(shader, float3x3)");
// Sampling a colorFilter requires a color. No other signatures are valid.
test_valid("uniform colorFilter child;"
"half4 main(float2 p, half4 c) { return sample(child, c); }");
test_invalid("uniform colorFilter child;"
"half4 main(float2 p) { return sample(child); }",
"sample(colorFilter)");
test_invalid("uniform colorFilter child;"
"half4 main(float2 p) { return sample(child, p); }",
"sample(colorFilter, float2)");
test_invalid("uniform colorFilter child;"
"half4 main(float2 p, half4 c) { return sample(child, p, c); }",
"sample(colorFilter, float2, half4)");
}
using PreTestFn = std::function<void(SkCanvas*, SkPaint*)>;
void paint_canvas(SkCanvas* canvas, SkPaint* paint, const PreTestFn& preTestCallback) {
canvas->save();
if (preTestCallback) {
preTestCallback(canvas, paint);
}
canvas->drawPaint(*paint);
canvas->restore();
}
static void verify_2x2_surface_results(skiatest::Reporter* r,
const SkRuntimeEffect* effect,
SkSurface* surface,
std::array<GrColor, 4> expected) {
std::array<GrColor, 4> actual;
SkImageInfo info = surface->imageInfo();
if (!surface->readPixels(info, actual.data(), info.minRowBytes(), /*srcX=*/0, /*srcY=*/0)) {
REPORT_FAILURE(r, "readPixels", SkString("readPixels failed"));
return;
}
if (actual != expected) {
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",
expected[0], expected[1], expected[2], expected[3],
actual[0], actual[1], actual[2], actual[3],
effect->source().c_str()));
}
}
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::MakeForShader(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);
}
void test(std::array<GrColor, 4> expected, PreTestFn preTestCallback = nullptr) {
auto shader = fBuilder->makeShader(/*localMatrix=*/nullptr, /*isOpaque=*/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);
paint_canvas(canvas, &paint, preTestCallback);
verify_2x2_surface_results(fReporter, fBuilder->effect(), fSurface.get(), expected);
}
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;
};
class TestBlend {
public:
TestBlend(skiatest::Reporter* r, sk_sp<SkSurface> surface)
: fReporter(r), fSurface(std::move(surface)) {}
void build(const char* src) {
auto [effect, errorText] = SkRuntimeEffect::MakeForBlender(SkString(src));
if (!effect) {
REPORT_FAILURE(fReporter, "effect",
SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
return;
}
fBuilder.init(std::move(effect));
}
SkRuntimeBlendBuilder::BuilderUniform uniform(const char* name) {
return fBuilder->uniform(name);
}
void test(std::array<GrColor, 4> expected, PreTestFn preTestCallback = nullptr) {
auto blender = fBuilder->makeBlender();
if (!blender) {
REPORT_FAILURE(fReporter, "blender", SkString("Effect didn't produce a blender"));
return;
}
SkCanvas* canvas = fSurface->getCanvas();
SkPaint paint;
paint.experimental_setBlender(std::move(blender));
paint.setColor(SK_ColorGRAY);
paint_canvas(canvas, &paint, preTestCallback);
verify_2x2_surface_results(fReporter, fBuilder->effect(), fSurface.get(), expected);
}
void test(GrColor expected, PreTestFn preTestCallback = nullptr) {
this->test({expected, expected, expected, expected}, preTestCallback);
}
private:
skiatest::Reporter* fReporter;
sk_sp<SkSurface> fSurface;
SkTLazy<SkRuntimeBlendBuilder> 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>;
using int4 = std::array<int, 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(float2 p) { 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
// Same, with integer uniforms
effect.build("uniform int4 gColor; half4 main(float2 p) { return half4(gColor) / 255.0; }");
effect.uniform("gColor") = int4{ 0x00, 0x40, 0xBF, 0xFF };
effect.test(0xFFBF4000);
effect.uniform("gColor") = int4{ 0xFF, 0x00, 0x00, 0x7F };
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(float2 p) { 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 *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(float2 p) { return sample(child, p); }");
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
effect.build("uniform shader child;"
"half4 main(float2 p) { return sample(child, p); }");
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});
//
// 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());
}
static void test_RuntimeEffect_Blenders(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);
TestBlend effect(r, surface);
using float4 = std::array<float, 4>;
using int4 = std::array<int, 4>;
// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
effect.build("uniform float4 gColor; half4 main(half4 s, half4 d) { 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(0x7F0000FF); // Unlike SkShaders, we don't clamp here
// Same, with integer uniforms
effect.build("uniform int4 gColor;"
"half4 main(half4 s, half4 d) { return half4(gColor) / 255.0; }");
effect.uniform("gColor") = int4{ 0x00, 0x40, 0xBF, 0xFF };
effect.test(0xFFBF4000);
effect.uniform("gColor") = int4{ 0xFF, 0x00, 0x00, 0x7F };
effect.test(0x7F0000FF); // Unlike SkShaders, we don't clamp here
// Verify that mutating the source and destination colors is allowed
effect.build("half4 main(half4 s, half4 d) { s += d; d += s; return half4(1); }");
effect.test(0xFFFFFFFF);
// Verify that we can write out the source color (ignoring the dest color)
// This is equivalent to the kSrc blend mode.
effect.build("half4 main(half4 s, half4 d) { return s; }");
effect.test(0xFF888888);
// Fill the destination with a variety of colors (using the RGBW shader)
SkPaint paint;
paint.setShader(make_RGBW_shader());
paint.setBlendMode(SkBlendMode::kSrc);
surface->getCanvas()->drawPaint(paint);
// Verify that we can read back the dest color exactly as-is (ignoring the source color)
// This is equivalent to the kDst blend mode.
effect.build("half4 main(half4 s, half4 d) { return d; }");
effect.test({0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF});
// Verify that we can invert the destination color (including the alpha channel).
// The expected outputs are the exact inverse of the previous test.
effect.build("half4 main(half4 s, half4 d) { return half4(1) - d; }");
effect.test({0x00FFFF00, 0x00FF00FF, 0x0000FFFF, 0x00000000});
// Verify that color values are clamped to 0 and 1.
effect.build("half4 main(half4 s, half4 d) { return half4(-1); }");
effect.test(0x00000000);
effect.build("half4 main(half4 s, half4 d) { return half4(2); }");
effect.test(0xFFFFFFFF);
}
DEF_TEST(SkRuntimeEffect_Blender_CPU, r) {
test_RuntimeEffect_Blenders(r, /*rContext=*/nullptr);
}
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffect_Blender_GPU, r, ctxInfo) {
test_RuntimeEffect_Blenders(r, ctxInfo.directContext());
}
DEF_TEST(SkRuntimeShaderBuilderReuse, r) {
const char* kSource = R"(
uniform half x;
half4 main(float2 p) { return half4(x); }
)";
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForShader(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(/*localMatrix=*/nullptr, /*isOpaque=*/false);
b.uniform("x") = 1.0f;
auto shader_1 = b.makeShader(/*localMatrix=*/nullptr, /*isOpaque=*/true);
}
DEF_TEST(SkRuntimeBlendBuilderReuse, r) {
const char* kSource = R"(
uniform half x;
half4 main(half4 s, half4 d) { return half4(x); }
)";
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForBlender(SkString(kSource)).effect;
REPORTER_ASSERT(r, effect);
// We should be able to construct multiple SkBlenders in a row without asserting.
SkRuntimeBlendBuilder b(std::move(effect));
for (float x = 0.0f; x <= 2.0f; x += 2.0f) {
b.uniform("x") = x;
sk_sp<SkBlender> blender = b.makeBlender();
}
}
DEF_TEST(SkRuntimeShaderBuilderSetUniforms, r) {
const char* kSource = R"(
uniform half x;
uniform vec2 offset;
half4 main(float2 p) { return half4(x); }
)";
sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForShader(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(/*localMatrix=*/nullptr, /*isOpaque=*/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(float2 p) { return sk_FragCoord.xyxy; }";
std::thread threads[16];
for (auto& thread : threads) {
thread = std::thread([r]() {
auto [effect, error] = SkRuntimeEffect::MakeForShader(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::MakeForColorFilter(SkString{"half4 main(half4 c) { return c*c; }"});
REPORTER_ASSERT(r, effect);
REPORTER_ASSERT(r, err.isEmpty());
sk_sp<SkColorFilter> cf = effect->makeColorFilter(SkData::MakeEmpty());
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::MakeForShader(SkString(
"uniform shader paint;"
"struct S { half4 rgba; };"
"void process(inout S s) { s.rgba.rgb *= 0.5; }"
"half4 main(float2 p) { S s; s.rgba = sample(paint, p); 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::MakeForColorFilter(SkString{
"half4 main(half4 color) { return color + half4(1,1,1,0); }"});
REPORTER_ASSERT(r, effect && err.isEmpty());
sk_sp<SkColorFilter> filter = effect->makeColorFilter(SkData::MakeEmpty());
REPORTER_ASSERT(r, filter && filter->isAlphaUnchanged());
}
{ // Here's one that definitely changes alpha.
auto [effect, err] = SkRuntimeEffect::MakeForColorFilter(SkString{
"half4 main(half4 color) { return color + half4(0,0,0,4); }"});
REPORTER_ASSERT(r, effect && err.isEmpty());
sk_sp<SkColorFilter> filter = effect->makeColorFilter(SkData::MakeEmpty());
REPORTER_ASSERT(r, filter && !filter->isAlphaUnchanged());
}
}
DEF_TEST(SkRuntimeShaderSampleCoords, r) {
// This test verifies that we detect calls to sample where the coords are the same as those
// passed to main. In those cases, it's safe to turn the "explicit" sampling into "passthrough"
// sampling. This optimization is implemented very conservatively.
//
// It also checks that we correctly set the "referencesSampleCoords" bit on the runtime effect
// FP, depending on how the coords parameter to main is used.
auto test = [&](const char* src, bool expectExplicit, bool expectReferencesSampleCoords) {
auto [effect, err] =
SkRuntimeEffect::MakeForShader(SkStringPrintf("uniform shader child; %s", src));
REPORTER_ASSERT(r, effect);
auto child = GrFragmentProcessor::MakeColor({ 1, 1, 1, 1 });
auto fp = GrSkSLFP::Make(effect, "test_fp", /*inputFP=*/nullptr, GrSkSLFP::OptFlags::kNone,
"child", std::move(child));
REPORTER_ASSERT(r, fp);
REPORTER_ASSERT(r, fp->childProcessor(0)->isSampledWithExplicitCoords() == expectExplicit);
REPORTER_ASSERT(r, fp->referencesSampleCoords() == expectReferencesSampleCoords);
};
// Cases where our optimization is valid, and works:
// Direct use of passed-in coords. Here, the only use of sample coords is for a sample call
// converted to passthrough, so referenceSampleCoords is *false*, despite appearing in main.
test("half4 main(float2 xy) { return sample(child, xy); }", false, false);
// Sample with passed-in coords, read (but don't write) sample coords elsewhere
test("half4 main(float2 xy) { return sample(child, xy) + sin(xy.x); }", false, true);
// Cases where our optimization is not valid, and does not happen:
// Sampling with values completely unrelated to passed-in coords
test("half4 main(float2 xy) { return sample(child, float2(0, 0)); }", true, false);
// Use of expression involving passed in coords
test("half4 main(float2 xy) { return sample(child, xy * 0.5); }", true, true);
// Use of coords after modification
test("half4 main(float2 xy) { xy *= 2; return sample(child, xy); }", true, true);
// Use of coords after modification via out-param call
test("void adjust(inout float2 xy) { xy *= 2; }"
"half4 main(float2 xy) { adjust(xy); return sample(child, xy); }", true, true);
// There should (must) not be any false-positive cases. There are false-negatives.
// In all of these cases, our optimization would be valid, but does not happen:
// Direct use of passed-in coords, modified after use
test("half4 main(float2 xy) { half4 c = sample(child, xy); xy *= 2; return c; }", true, true);
// Passed-in coords copied to a temp variable
test("half4 main(float2 xy) { float2 p = xy; return sample(child, p); }", true, true);
// Use of coords passed to helper function
test("half4 helper(float2 xy) { return sample(child, xy); }"
"half4 main(float2 xy) { return helper(xy); }", true, true);
}
DEF_GPUTEST_FOR_ALL_CONTEXTS(GrSkSLFP_Specialized, r, ctxInfo) {
struct FpAndKey {
std::unique_ptr<GrFragmentProcessor> fp;
SkTArray<uint32_t, true> key;
};
// Constant color, but with a similar option to GrFragmentProcessor::OverrideInput
// specialize decides if the color is inserted in the SkSL as a literal, or left as a uniform
auto make_color_fp = [&](SkPMColor4f color, bool specialize) {
auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
uniform half4 color;
half4 main(float2 xy) { return color; }
)");
FpAndKey result;
result.fp = GrSkSLFP::Make(std::move(effect), "color_fp", /*inputFP=*/nullptr,
GrSkSLFP::OptFlags::kNone,
"color", GrSkSLFP::SpecializeIf(specialize, color));
GrProcessorKeyBuilder builder(&result.key);
result.fp->getGLSLProcessorKey(*ctxInfo.directContext()->priv().caps()->shaderCaps(),
&builder);
builder.flush();
return result;
};
FpAndKey uRed = make_color_fp({1, 0, 0, 1}, false),
uGreen = make_color_fp({0, 1, 0, 1}, false),
sRed = make_color_fp({1, 0, 0, 1}, true),
sGreen = make_color_fp({0, 1, 0, 1}, true);
// uRed and uGreen should have the same key - they just have different uniforms
SkASSERT(uRed.key == uGreen.key);
// sRed and sGreen should have keys that are different from the uniform case, and each other
SkASSERT(sRed.key != uRed.key);
SkASSERT(sGreen.key != uRed.key);
SkASSERT(sRed.key != sGreen.key);
}