| /* |
| * 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(SkRuntimeEffectInvalid, r) { |
| auto test = [r](const char* hdr, const char* body, const char* expected) { |
| SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }", |
| hdr, body); |
| 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'"); |
| |
| test("half missing();", "color.r = missing();", "undefined function"); |
| } |
| |
| // 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(float2 p, 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(half2(p - 0.5), 0, 1);"); |
| xy.test(r, surface, 0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); |
| |
| using float4 = std::array<float, 4>; |
| |
| // 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"] = float4{ 0.0f, 0.25f, 0.75f, 1.0f }; |
| uniformColor.test(r, surface, 0xFFBF4000); |
| |
| uniformColor["gColor"] = float4{ 0.75f, 0.25f, 0.0f, 1.0f }; |
| uniformColor.test(r, surface, 0xFF0040BF); |
| |
| TestEffect pickColor(r, "in int flag; uniform half4 gColors[2];", "color = gColors[flag];"); |
| pickColor["gColors"] = |
| std::array<float4, 2>{float4{1.0f, 0.0f, 0.0f, 0.498f}, float4{0.0f, 1.0f, 0.0f, 1.0f}}; |
| pickColor["flag"] = 0; |
| pickColor.test(r, surface, 0x7F00007F); // Tests that we clamp to valid premul |
| pickColor["flag"] = 1; |
| pickColor.test(r, surface, 0xFF00FF00); |
| } |
| |
| DEF_TEST(SkRuntimeEffectSimple, r) { |
| test_RuntimeEffect_Shaders(r, nullptr); |
| } |
| |
| DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) { |
| test_RuntimeEffect_Shaders(r, ctxInfo.grContext()); |
| } |