blob: 42bfaf6df7c8495b3c209b5efa2dfc91d8c1b260 [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 "include/sksl/DSLRuntimeEffects.h"
#include "src/core/SkTLazy.h"
#include "src/gpu/GrColor.h"
#include "src/sksl/SkSLCompiler.h"
#include "tests/Test.h"
#include <algorithm>
#include <thread>
using namespace SkSL::dsl;
class DSLTestEffect {
public:
DSLTestEffect(skiatest::Reporter* r, sk_sp<SkSurface> surface)
: fReporter(r)
, fCaps(SkSL::ShaderCapsFactory::Standalone())
, fCompiler(std::make_unique<SkSL::Compiler>(fCaps.get()))
, fSurface(std::move(surface)) {}
void start() {
StartRuntimeShader(fCompiler.get());
}
void end(bool expectSuccess = true) {
sk_sp<SkRuntimeEffect> effect = EndRuntimeShader();
REPORTER_ASSERT(fReporter, effect ? expectSuccess : !expectSuccess);
if (effect) {
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;
SkSL::ShaderCapsPointer fCaps;
std::unique_ptr<SkSL::Compiler> fCompiler;
sk_sp<SkSurface> fSurface;
SkTLazy<SkRuntimeShaderBuilder> fBuilder;
};
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);
using float4 = std::array<float, 4>;
using int4 = std::array<int, 4>;
DSLTestEffect effect(r, surface);
// Local coords
{
effect.start();
Var p(kFloat2_Type, "p");
Function(kHalf4_Type, "main", p).define(
Return(Half4(Half2(p - 0.5), 0, 1))
);
effect.end();
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
}
// Use of a simple uniform. (Draw twice with two values to ensure it's updated).
{
effect.start();
Var gColor(kUniform_Modifier, kFloat4_Type);
DeclareGlobal(gColor);
Var p(kFloat2_Type, "p");
Function(kHalf4_Type, "main", p).define(
Return(Half4(gColor))
);
effect.end();
effect.uniform(gColor.name()) = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
effect.test(0xFFBF4000);
effect.uniform(gColor.name()) = float4{ 1.0f, 0.0f, 0.0f, 0.498f };
effect.test(0x7F00007F); // Tests that we clamp to valid premul
}
// Same, with integer uniforms
{
effect.start();
Var gColor(kUniform_Modifier, kInt4_Type);
DeclareGlobal(gColor);
Var p(kFloat2_Type, "p");
Function(kHalf4_Type, "main", p).define(
Return(Half4(gColor) / 255)
);
effect.end();
effect.uniform(gColor.name()) = int4{ 0x00, 0x40, 0xBF, 0xFF };
effect.test(0xFFBF4000);
effect.uniform(gColor.name()) = 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.start();
Var p(kFloat2_Type, "p");
Function(kHalf4_Type, "main", p).define(
Return(Half4(0.498 * (Half2(Swizzle(sk_FragCoord(), X, Y)) - 0.5), 0, 1))
);
effect.end();
effect.test(0xFF000000, 0xFF00007F, 0xFF007F00, 0xFF007F7F,
[](SkCanvas* canvas, SkPaint*) { canvas->rotate(45.0f); });
}
// Runtime effects should use relaxed precision rules by default
{
effect.start();
Var p(kFloat2_Type, "p");
Function(kHalf4_Type, "main", p).define(
Return(Float4(p - 0.5, 0, 1))
);
effect.end();
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
}
// ... and support *returning* float4, not just half4
{
effect.start();
Var p(kFloat2_Type, "p");
Function(kFloat4_Type, "main", p).define(
Return(Float4(p - 0.5, 0, 1))
);
effect.end();
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
}
// Test error reporting. We put this before a couple of successful tests to ensure that a
// failure doesn't leave us in a broken state.
{
class SimpleErrorHandler : public ErrorHandler {
public:
void handleError(const char* msg, PositionInfo* pos) override {
fMsg = msg;
}
SkSL::String fMsg;
} errorHandler;
effect.start();
SetErrorHandler(&errorHandler);
Var p(kFloat2_Type, "p");
Function(kHalf4_Type, "main", p).define(
Return(1) // Error, type mismatch
);
effect.end(false);
REPORTER_ASSERT(r, errorHandler.fMsg == "error: expected 'half4', but found 'int'\n");
}
// Mutating coords should work. (skbug.com/10918)
{
effect.start();
Var p(kFloat2_Type, "p");
Function(kFloat4_Type, "main", p).define(
p -= 0.5,
Return(Float4(p, 0, 1))
);
effect.end();
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
}
{
effect.start();
Var p1(kInOut_Modifier, kFloat2_Type, "p");
Function moveCoords(kVoid_Type, "moveCoords", p1);
moveCoords.define(
p1 -= 0.5
);
Var p2(kFloat2_Type, "p");
Function(kFloat4_Type, "main", p2).define(
moveCoords(p2),
Return(Float4(p2, 0, 1))
);
effect.end();
effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
}
//
// Sampling children
//
// Sampling a null child should return the paint color
{
effect.start();
Var child(kUniform_Modifier, kShader_Type, "child");
DeclareGlobal(child);
Var p2(kFloat2_Type, "p");
Function(kFloat4_Type, "main", p2).define(
Return(Sample(child, p2))
);
effect.end();
effect.child("child") = nullptr;
effect.test(0xFF00FFFF,
[](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); });
}
}
DEF_TEST(DSLRuntimeEffectSimple, r) {
test_RuntimeEffect_Shaders(r, nullptr);
}
DEF_GPUTEST_FOR_RENDERING_CONTEXTS(DSLRuntimeEffectSimple_GPU, r, ctxInfo) {
test_RuntimeEffect_Shaders(r, ctxInfo.directContext());
}