| /* |
| * 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/GrCaps.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_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(); }", |
| "function 'half4 missing()' is not defined"); |
| } |
| |
| 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 = SkRuntimeEffectPriv::ES3Options(); |
| 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()); |
| }; |
| |
| // Blenders 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"); |
| |
| // Sampling a child shader requires that we pass explicit coords |
| test_valid("uniform shader child;" |
| "half4 main(half4 s, half4 d) { return sample(child, s.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 s, half4 d) { return sample(child, s.rg, d); }", |
| "no match for sample(shader, half2, half4)"); |
| |
| // Shader with just a color |
| test_invalid("uniform shader child;" |
| "half4 main(half4 s, half4 d) { return sample(child, s); }", |
| "no match for sample(shader, half4)"); |
| // Coords and color in a different order |
| test_invalid("uniform shader child;" |
| "half4 main(half4 s, half4 d) { return sample(child, s, d.rg); }", |
| "no match for sample(shader, half4, half2)"); |
| |
| // Older variants that are no longer allowed |
| test_invalid("uniform shader child;" |
| "half4 main(half4 s, half4 d) { return sample(child); }", |
| "no match for sample(shader)"); |
| test_invalid("uniform shader child;" |
| "half4 main(half4 s, half4 d) { 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 s, half4 d) { return sample(child, d); }"); |
| |
| test_invalid("uniform colorFilter child;" |
| "half4 main(half4 s, half4 d) { return sample(child); }", |
| "sample(colorFilter)"); |
| test_invalid("uniform colorFilter child;" |
| "half4 main(half4 s, half4 d) { return sample(child, d.rg); }", |
| "sample(colorFilter, half2)"); |
| test_invalid("uniform colorFilter child;" |
| "half4 main(half4 s, half4 d) { return sample(child, d.rg, s); }", |
| "sample(colorFilter, half2, half4)"); |
| } |
| |
| DEF_TEST(SkRuntimeEffectForShader, r) { |
| // Tests that the shader factory rejects or accepts certain SkSL constructs |
| auto test_valid = [r](const char* sksl, SkRuntimeEffect::Options options = {}) { |
| auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(sksl), options); |
| REPORTER_ASSERT(r, effect, "%s", errorText.c_str()); |
| }; |
| |
| auto test_invalid = [r](const char* sksl, |
| const char* expected, |
| SkRuntimeEffect::Options options = {}) { |
| 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, but only if we've enabled it via Options |
| test_invalid("half4 main(float2 p) { return sk_FragCoord.xy01; }", |
| "unknown identifier 'sk_FragCoord'"); |
| |
| SkRuntimeEffect::Options optionsWithFragCoord; |
| SkRuntimeEffectPriv::EnableFragCoord(&optionsWithFragCoord); |
| test_valid("half4 main(float2 p) { return sk_FragCoord.xy01; }", optionsWithFragCoord); |
| |
| // 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) { |
| SkRuntimeEffect::Options options; |
| SkRuntimeEffectPriv::EnableFragCoord(&options); |
| auto [effect, errorText] = SkRuntimeEffect::MakeForShader(SkString(src), options); |
| 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); |
| } |
| |
| SkRuntimeBlendBuilder::BuilderChild child(const char* name) { |
| return fBuilder->child(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.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 float2 = std::array<float, 2>; |
| 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); |
| |
| // |
| // Sampling children |
| // |
| |
| // Sampling a null child should return the paint color |
| effect.build("uniform shader child;" |
| "half4 main(half4 s, half4 d) { return sample(child, s.rg); }"); |
| effect.child("child") = nullptr; |
| effect.test(0xFF00FFFF, |
| [](SkCanvas*, SkPaint* paint) { paint->setColor4f({1.0f, 1.0f, 0.0f, 1.0f}); }); |
| |
| // Sampling a shader at various coordinates |
| effect.build("uniform shader child;" |
| "uniform half2 pos;" |
| "half4 main(half4 s, half4 d) { return sample(child, pos); }"); |
| effect.child("child") = make_RGBW_shader(); |
| effect.uniform("pos") = float2{0, 0}; |
| effect.test(0xFF0000FF); |
| |
| effect.uniform("pos") = float2{1, 0}; |
| effect.test(0xFF00FF00); |
| |
| effect.uniform("pos") = float2{0, 1}; |
| effect.test(0xFFFF0000); |
| |
| effect.uniform("pos") = float2{1, 1}; |
| effect.test(0xFFFFFFFF); |
| |
| // Sampling a color filter |
| effect.build("uniform colorFilter child;" |
| "half4 main(half4 s, half4 d) { return sample(child, half4(1)); }"); |
| effect.child("child") = SkColorFilters::Blend(0xFF012345, SkBlendMode::kSrc); |
| effect.test(0xFF452301); |
| } |
| |
| 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]() { |
| SkRuntimeEffect::Options options; |
| SkRuntimeEffectPriv::EnableFragCoord(&options); |
| auto [effect, error] = SkRuntimeEffect::MakeForShader(SkString(kSource), options); |
| 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); |
| } |