| /* |
| * 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 "src/core/SkTLazy.h" |
| #include "src/gpu/GrColor.h" |
| #include "tests/Test.h" |
| |
| #include <algorithm> |
| #include <thread> |
| |
| DEF_TEST(SkRuntimeEffectInvalid, r) { |
| auto test = [r](const char* hdr, const char* body, const char* expected) { |
| SkString src = SkStringPrintf("%s half4 main(float2 p) { %s return half4(0); }", |
| 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, bool, or int, for example: |
| test("uniform sampler2D s;", "", "uniform"); |
| test("uniform bool b;", "", "uniform"); |
| test("uniform int i;", "", "uniform"); |
| |
| // 'in' variables aren't allowed at all: |
| test("in bool b;", "", "'in'"); |
| test("in float f;", "", "'in'"); |
| test("in float2 v;", "", "'in'"); |
| test("in half3x3 m;", "", "'in'"); |
| |
| // 'marker' is only permitted on float4x4 uniforms |
| test("layout(marker=local_to_world) uniform float3x3 localToWorld;", "", "float4x4"); |
| |
| test("float missing();", "p.x = missing();", "undefined function"); |
| |
| // Shouldn't be possible to create an SkRuntimeEffect without "main" |
| test("//", "", "main"); |
| |
| // Various places that shaders (fragmentProcessors) should not be allowed |
| test("", |
| "shader child;", |
| "must be global"); |
| test("in shader child; half4 helper(shader fp) { return sample(fp); }", |
| "half4 color = helper(child);", |
| "parameter"); |
| test("in shader child; shader get_child() { return child; }", |
| "half4 color = sample(get_child());", |
| "return"); |
| test("in shader child;", |
| "half4 color = sample(shader(child));", |
| "construct"); |
| test("in shader child1; in shader child2;", |
| "half4 color = sample(p.x > 10 ? child1 : child2);", |
| "expression"); |
| |
| // Errors that aren't caught until later in the compilation process (during optimize()) |
| test("", "return half4(1);", "unreachable"); |
| test("half badFunc() { }", "", "without returning"); |
| } |
| |
| DEF_TEST(SkRuntimeEffectInvalidColorFilters, r) { |
| auto test = [r](const char* sksl) { |
| auto [effect, errorText] = SkRuntimeEffect::Make(SkString(sksl)); |
| REPORTER_ASSERT(r, effect); |
| |
| sk_sp<SkData> uniforms = SkData::MakeUninitialized(effect->uniformSize()); |
| |
| REPORTER_ASSERT(r, effect->makeShader(uniforms, nullptr, 0, nullptr, false)); |
| REPORTER_ASSERT(r, !effect->makeColorFilter(uniforms)); |
| }; |
| |
| // Runtime effects that use sample coords or sk_FragCoord are valid shaders, |
| // but not valid color filters |
| test("half4 main(float2 p) { return half2(p).xy01; }"); |
| test("half4 main(float2 p) { return half2(sk_FragCoord.xy).xy01; }"); |
| |
| // We also can't use layout(marker), which would give the runtime color filter CTM information |
| test("layout(marker=ctm) uniform float4x4 ctm;" |
| "half4 main(float2 p) { return half4(half(ctm[0][0]), 0, 0, 1); }"); |
| } |
| |
| class TestEffect { |
| public: |
| TestEffect(skiatest::Reporter* r, sk_sp<SkSurface> surface) |
| : fReporter(r), fSurface(std::move(surface)) {} |
| |
| void build(const char* header, const char* body) { |
| SkString src = SkStringPrintf("%s half4 main(float2 p) { %s }", |
| header, body); |
| auto[effect, errorText] = SkRuntimeEffect::Make(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); |
| } |
| |
| 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; |
| sk_sp<SkSurface> fSurface; |
| SkTLazy<SkRuntimeShaderBuilder> 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(); |
| } |
| |
| 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>; |
| |
| // Local coords |
| effect.build("", "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;", |
| "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 |
| |
| // 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("", "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("", "return float4(p - 0.5, 0, 1);"); |
| effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); |
| |
| // ... and support GLSL type names |
| effect.build("", "return vec4(p - 0.5, 0, 1);"); |
| effect.test(0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF); |
| |
| // |
| // Sampling children |
| // |
| |
| // Sampling a null child should return the paint color |
| effect.build("in shader child;", |
| "return sample(child);"); |
| 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) |
| effect.build("in shader child;", |
| "return sample(child);"); |
| effect.child("child") = rgbwShader; |
| effect.test(0xFF0000FF, 0xFF00FF00, 0xFFFF0000, 0xFFFFFFFF); |
| |
| // Sampling with explicit coordinates (reflecting about the diagonal) |
| effect.build("in shader child;", |
| "return sample(child, p.yx);"); |
| effect.child("child") = rgbwShader; |
| effect.test(0xFF0000FF, 0xFFFF0000, 0xFF00FF00, 0xFFFFFFFF); |
| |
| // Sampling with a matrix (again, reflecting about the diagonal) |
| effect.build("in shader child;", |
| "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 |
| // |
| |
| // Test case for inlining in the pipeline-stage and fragment-shader passes (skbug.com/10526): |
| effect.build("float2 helper(float2 x) { return x + 1; }", |
| "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()); |
| } |
| |
| DEF_TEST(SkRuntimeShaderBuilderReuse, r) { |
| const char* kSource = R"( |
| uniform half x; |
| half4 main() { return half4(x); } |
| )"; |
| |
| sk_sp<SkRuntimeEffect> effect = std::get<0>(SkRuntimeEffect::Make(SkString(kSource))); |
| 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(nullptr, false); |
| |
| b.uniform("x") = 1.0f; |
| auto shader_1 = b.makeShader(nullptr, true); |
| } |
| |
| 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() { return sk_FragCoord.xyxy; }"; |
| |
| std::thread threads[16]; |
| for (auto& thread : threads) { |
| thread = std::thread([r]() { |
| auto [effect, error] = SkRuntimeEffect::Make(SkString(kSource)); |
| REPORTER_ASSERT(r, effect); |
| }); |
| } |
| |
| for (auto& thread : threads) { |
| thread.join(); |
| } |
| } |