Use MakeForShader/ColorFilter in runtime effect tests

Bug: skia:11813
Change-Id: I9748a2806fe4636111fbb5740a3ebdb0814cfc35
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401018
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
diff --git a/gm/fp_sample_chaining.cpp b/gm/fp_sample_chaining.cpp
index b16e9a9..38e9b1d 100644
--- a/gm/fp_sample_chaining.cpp
+++ b/gm/fp_sample_chaining.cpp
@@ -274,114 +274,3 @@
     draw({ kExplicit, kUniform }); // Scale Y by 2x and translate up by 16px
     draw({ kExplicit, kUniform, kVariable, kConstant }); // Scale XY by 2x and translate xy 16px
 }
-
-const char* gConstantMatrixSkSL = R"(
-    uniform shader child;
-    half4 main(float2 xy) {
-        return sample(child, float3x3(0.5, 0.0, 0.0,
-                                      0.0, 1.0, 0.0,
-                                      0.0, 0.0, 1.0));
-    }
-)";
-
-const char* gUniformMatrixSkSL = R"(
-    uniform shader child;
-    uniform float3x3 matrix;
-    half4 main(float2 xy) {
-        return sample(child, matrix);
-    }
-)";
-
-// This form (uniform * constant) is currently detected as variable, thanks to our limited analysis
-// when scanning for sample matrices. With that pulled into a separate local, it's highly unlikely
-// we'll ever treat this as anything else.
-const char* gVariableMatrixSkSL = R"(
-    uniform shader child;
-    uniform float3x3 matrix;
-    half4 main(float2 xy) {
-        float3x3 varMatrix = matrix * 0.5;
-        return sample(child, varMatrix);
-    }
-)";
-
-const char* gExplicitCoordSkSL = R"(
-    uniform shader child;
-    half4 main(float2 xy) {
-        return sample(child, xy + float2(0, 8));
-    }
-)";
-
-// Version of fp_sample_chaining that uses SkRuntimeEffect
-DEF_SIMPLE_GM(sksl_sample_chaining, canvas, 380, 306) {
-    SkBitmap bmp = make_test_bitmap();
-
-    sk_sp<SkRuntimeEffect> effects[4] = {
-        SkRuntimeEffect::Make(SkString(gConstantMatrixSkSL)).effect,
-        SkRuntimeEffect::Make(SkString(gUniformMatrixSkSL)).effect,
-        SkRuntimeEffect::Make(SkString(gVariableMatrixSkSL)).effect,
-        SkRuntimeEffect::Make(SkString(gExplicitCoordSkSL)).effect,
-    };
-
-    canvas->translate(10, 10);
-    canvas->save();
-    auto nextCol = [&] { canvas->translate(64 + 10, 0); };
-    auto nextRow = [&] { canvas->restore(); canvas->translate(0, 64 + 10); canvas->save(); };
-
-    auto draw = [&](std::initializer_list<EffectType> effectTypes) {
-        auto shader = bmp.makeShader(SkSamplingOptions());
-
-        for (EffectType effectType : effectTypes) {
-            SkRuntimeShaderBuilder builder(effects[effectType]);
-            builder.child("child") = shader;
-            switch (effectType) {
-                case kUniform:
-                    builder.uniform("matrix") = SkMatrix::Scale(1.0f, 0.5f);
-                    break;
-                case kVariable:
-                    builder.uniform("matrix") = SkMatrix::Translate(8, 0);
-                    break;
-                default:
-                    break;
-            }
-            shader = builder.makeShader(nullptr, true);
-        }
-        SkPaint paint;
-        paint.setShader(shader);
-        canvas->drawRect(SkRect::MakeWH(64, 64), paint);
-        nextCol();
-    };
-
-    // Reminder, in every case, the chain is more complicated than it seems, because the
-    // GrTextureEffect is wrapped in a GrMatrixEffect, which is subject to the same bugs that
-    // we're testing (particularly the bug about owner/base in UniformMatrixEffect).
-
-    // First row: no transform, then each one independently applied
-    draw({});             // Identity (4 rows and columns)
-    draw({ kConstant });  // Scale X axis by 2x (2 visible columns)
-    draw({ kUniform  });  // Scale Y axis by 2x (2 visible rows)
-    draw({ kVariable });  // Translate left by 8px
-    draw({ kExplicit });  // Translate up by 8px
-    nextRow();
-
-    // Second row: transform duplicated
-    draw({ kConstant, kUniform  });  // Scale XY by 2x (2 rows and columns)
-    draw({ kConstant, kConstant });  // Scale X axis by 4x (1 visible column)
-    draw({ kUniform,  kUniform  });  // Scale Y axis by 4x (1 visible row)
-    draw({ kVariable, kVariable });  // Translate left by 16px
-    draw({ kExplicit, kExplicit });  // Translate up by 16px
-    nextRow();
-
-    // Remember, these are applied inside out:
-    draw({ kConstant, kExplicit }); // Scale X by 2x and translate up by 8px
-    draw({ kConstant, kVariable }); // Scale X by 2x and translate left by 8px
-    draw({ kUniform,  kVariable }); // Scale Y by 2x and translate left by 8px
-    draw({ kUniform,  kExplicit }); // Scale Y by 2x and translate up by 8px
-    draw({ kVariable, kExplicit }); // Translate left and up by 8px
-    nextRow();
-
-    draw({ kExplicit, kExplicit, kConstant }); // Scale X by 2x and translate up by 16px
-    draw({ kVariable, kConstant }); // Scale X by 2x and translate left by 16px
-    draw({ kVariable, kVariable, kUniform }); // Scale Y by 2x and translate left by 16px
-    draw({ kExplicit, kUniform }); // Scale Y by 2x and translate up by 16px
-    draw({ kExplicit, kUniform, kVariable, kConstant }); // Scale XY by 2x and translate xy 16px
-}
diff --git a/tests/SkRuntimeEffectTest.cpp b/tests/SkRuntimeEffectTest.cpp
index b557546..edb4733 100644
--- a/tests/SkRuntimeEffectTest.cpp
+++ b/tests/SkRuntimeEffectTest.cpp
@@ -23,14 +23,14 @@
 #include <thread>
 
 void test_invalid_effect(skiatest::Reporter* r, const char* src, const char* expected) {
-    auto [effect, errorText] = SkRuntimeEffect::Make(SkString(src));
+    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() { return half4(0); }"
+#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, tracked).
@@ -57,7 +57,7 @@
 }
 
 DEF_TEST(SkRuntimeEffectInvalid_UndefinedFunction, r) {
-    test_invalid_effect(r, "half4 missing(); half4 main() { return missing(); }",
+    test_invalid_effect(r, "half4 missing(); half4 main(float2 p) { return missing(); }",
                            "undefined function");
 }
 
@@ -68,8 +68,10 @@
 
 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'");
+    test_invalid_effect(
+            r,
+            "half4 main(float2 p) { return sk_Caps.integerSupport ? half4(1) : half4(0); }",
+            "unknown identifier 'sk_Caps'");
 }
 
 DEF_TEST(SkRuntimeEffectInvalidColorFilters, r) {
@@ -203,7 +205,7 @@
             : fReporter(r), fSurface(std::move(surface)) {}
 
     void build(const char* src) {
-        auto [effect, errorText] = SkRuntimeEffect::Make(SkString(src));
+        auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(src));
         if (!effect) {
             REPORT_FAILURE(fReporter, "effect",
                            SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
@@ -300,14 +302,14 @@
     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.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() { return half4(gColor) / 255.0; }");
+    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 };
@@ -316,7 +318,8 @@
     // 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.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); });
 
@@ -343,16 +346,16 @@
 
     // Sampling a null child should return the paint color
     effect.build("uniform shader child;"
-                 "half4 main() { return sample(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 (implicitly)
+    // Sampling a simple child at our coordinates
     effect.build("uniform shader child;"
-                 "half4 main() { return sample(child); }");
+                 "half4 main(float2 p) { return sample(child, p); }");
     effect.child("child") = rgbwShader;
     effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF);
 
@@ -362,12 +365,6 @@
     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);
-
     //
     // Helper functions
     //
@@ -389,10 +386,10 @@
 DEF_TEST(SkRuntimeShaderBuilderReuse, r) {
     const char* kSource = R"(
         uniform half x;
-        half4 main() { return half4(x); }
+        half4 main(float2 p) { return half4(x); }
     )";
 
-    sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::Make(SkString(kSource)).effect;
+    sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForShader(SkString(kSource)).effect;
     REPORTER_ASSERT(r, effect);
 
     // Test passes if this sequence doesn't assert.  skbug.com/10667
@@ -408,10 +405,10 @@
     const char* kSource = R"(
         uniform half x;
         uniform vec2 offset;
-        half4 main() { return half4(x); }
+        half4 main(float2 p) { return half4(x); }
     )";
 
-    sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::Make(SkString(kSource)).effect;
+    sk_sp<SkRuntimeEffect> effect = SkRuntimeEffect::MakeForShader(SkString(kSource)).effect;
     REPORTER_ASSERT(r, effect);
 
     SkRuntimeShaderBuilder b(std::move(effect));
@@ -438,12 +435,12 @@
     // 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; }";
+    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::Make(SkString(kSource));
+            auto [effect, error] = SkRuntimeEffect::MakeForShader(SkString(kSource));
             REPORTER_ASSERT(r, effect);
         });
     }
@@ -455,13 +452,12 @@
 
 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; }"});
+    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> input = nullptr;
-    sk_sp<SkColorFilter> cf = effect->makeColorFilter(SkData::MakeEmpty(), &input, 1);
+    sk_sp<SkColorFilter> cf = effect->makeColorFilter(SkData::MakeEmpty());
     REPORTER_ASSERT(r, cf);
 
     SkColor4f c = cf->filterColor4f({0.25, 0.5, 0.75, 1.0},
@@ -474,11 +470,11 @@
 
 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(
+    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() { S s; s.rgba = sample(paint); process(s); return s.rgba; }"
+        "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;
@@ -515,7 +511,7 @@
 
 DEF_TEST(SkRuntimeColorFilterFlags, r) {
     {   // Here's a non-trivial filter that doesn't change alpha.
-        auto [effect, err] = SkRuntimeEffect::Make(SkString{
+        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());
@@ -523,7 +519,7 @@
     }
 
     {  // Here's one that definitely changes alpha.
-        auto [effect, err] = SkRuntimeEffect::Make(SkString{
+        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());