1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2022 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "tests/Test.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlendMode.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkArenaAlloc.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/Swizzle.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ContextPriv.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ContextUtils.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/PaintParamsKey.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RendererProvider.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ShaderCodeDictionary.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ShaderInfo.h"
19*c8dee2aaSAndroid Build Coastguard Worker
20*c8dee2aaSAndroid Build Coastguard Worker using namespace skgpu::graphite;
21*c8dee2aaSAndroid Build Coastguard Worker
22*c8dee2aaSAndroid Build Coastguard Worker namespace {
23*c8dee2aaSAndroid Build Coastguard Worker
add_block(PaintParamsKeyBuilder * builder,int snippetID)24*c8dee2aaSAndroid Build Coastguard Worker void add_block(PaintParamsKeyBuilder* builder, int snippetID) {
25*c8dee2aaSAndroid Build Coastguard Worker builder->beginBlock(snippetID);
26*c8dee2aaSAndroid Build Coastguard Worker builder->endBlock();
27*c8dee2aaSAndroid Build Coastguard Worker }
28*c8dee2aaSAndroid Build Coastguard Worker
create_key(const ShaderCodeDictionary * dict,int snippetID,SkArenaAlloc * arena)29*c8dee2aaSAndroid Build Coastguard Worker PaintParamsKey create_key(const ShaderCodeDictionary* dict, int snippetID, SkArenaAlloc* arena) {
30*c8dee2aaSAndroid Build Coastguard Worker PaintParamsKeyBuilder builder{dict};
31*c8dee2aaSAndroid Build Coastguard Worker add_block(&builder, snippetID);
32*c8dee2aaSAndroid Build Coastguard Worker
33*c8dee2aaSAndroid Build Coastguard Worker AutoLockBuilderAsKey keyView{&builder};
34*c8dee2aaSAndroid Build Coastguard Worker return keyView->clone(arena);
35*c8dee2aaSAndroid Build Coastguard Worker }
36*c8dee2aaSAndroid Build Coastguard Worker
coeff_equal(SkBlendModeCoeff skCoeff,skgpu::BlendCoeff gpuCoeff)37*c8dee2aaSAndroid Build Coastguard Worker bool coeff_equal(SkBlendModeCoeff skCoeff, skgpu::BlendCoeff gpuCoeff) {
38*c8dee2aaSAndroid Build Coastguard Worker switch(skCoeff) {
39*c8dee2aaSAndroid Build Coastguard Worker case SkBlendModeCoeff::kZero: return skgpu::BlendCoeff::kZero == gpuCoeff;
40*c8dee2aaSAndroid Build Coastguard Worker case SkBlendModeCoeff::kOne: return skgpu::BlendCoeff::kOne == gpuCoeff;
41*c8dee2aaSAndroid Build Coastguard Worker case SkBlendModeCoeff::kSC: return skgpu::BlendCoeff::kSC == gpuCoeff;
42*c8dee2aaSAndroid Build Coastguard Worker case SkBlendModeCoeff::kISC: return skgpu::BlendCoeff::kISC == gpuCoeff;
43*c8dee2aaSAndroid Build Coastguard Worker case SkBlendModeCoeff::kDC: return skgpu::BlendCoeff::kDC == gpuCoeff;
44*c8dee2aaSAndroid Build Coastguard Worker case SkBlendModeCoeff::kIDC: return skgpu::BlendCoeff::kIDC == gpuCoeff;
45*c8dee2aaSAndroid Build Coastguard Worker case SkBlendModeCoeff::kSA: return skgpu::BlendCoeff::kSA == gpuCoeff;
46*c8dee2aaSAndroid Build Coastguard Worker case SkBlendModeCoeff::kISA: return skgpu::BlendCoeff::kISA == gpuCoeff;
47*c8dee2aaSAndroid Build Coastguard Worker case SkBlendModeCoeff::kDA: return skgpu::BlendCoeff::kDA == gpuCoeff;
48*c8dee2aaSAndroid Build Coastguard Worker case SkBlendModeCoeff::kIDA: return skgpu::BlendCoeff::kIDA == gpuCoeff;
49*c8dee2aaSAndroid Build Coastguard Worker default: return false;
50*c8dee2aaSAndroid Build Coastguard Worker }
51*c8dee2aaSAndroid Build Coastguard Worker }
52*c8dee2aaSAndroid Build Coastguard Worker
53*c8dee2aaSAndroid Build Coastguard Worker } // anonymous namespace
54*c8dee2aaSAndroid Build Coastguard Worker
55*c8dee2aaSAndroid Build Coastguard Worker // These are intended to be unit tests of the PaintParamsKeyBuilder and PaintParamsKey.
DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(KeyWithInvalidCodeSnippetIDTest,reporter,context,CtsEnforcement::kApiLevel_V)56*c8dee2aaSAndroid Build Coastguard Worker DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(KeyWithInvalidCodeSnippetIDTest, reporter, context,
57*c8dee2aaSAndroid Build Coastguard Worker CtsEnforcement::kApiLevel_V) {
58*c8dee2aaSAndroid Build Coastguard Worker SkArenaAlloc arena{256};
59*c8dee2aaSAndroid Build Coastguard Worker ShaderCodeDictionary* dict = context->priv().shaderCodeDictionary();
60*c8dee2aaSAndroid Build Coastguard Worker
61*c8dee2aaSAndroid Build Coastguard Worker // A builder without any data is invalid. The Builder and the PaintParamKeys can include
62*c8dee2aaSAndroid Build Coastguard Worker // invalid IDs without themselves becoming invalid. Normally adding an invalid ID triggers an
63*c8dee2aaSAndroid Build Coastguard Worker // assert in debug builds, since the properly functioning key system should never encounter an
64*c8dee2aaSAndroid Build Coastguard Worker // invalid ID.
65*c8dee2aaSAndroid Build Coastguard Worker PaintParamsKeyBuilder builder(dict);
66*c8dee2aaSAndroid Build Coastguard Worker AutoLockBuilderAsKey keyView{&builder};
67*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, !keyView->isValid());
68*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, !PaintParamsKey::Invalid().isValid());
69*c8dee2aaSAndroid Build Coastguard Worker
70*c8dee2aaSAndroid Build Coastguard Worker // However, if the program gets in a malformed state on release builds, the key
71*c8dee2aaSAndroid Build Coastguard Worker // could contain an invalid ID. In that case the invalid snippet IDs are detected when
72*c8dee2aaSAndroid Build Coastguard Worker // reconstructing the key into an effect tree for SkSL generation. To test this, we manually
73*c8dee2aaSAndroid Build Coastguard Worker // construct an invalid span and test that it returns a null shader node tree when treated as
74*c8dee2aaSAndroid Build Coastguard Worker // a PaintParamsKey.
75*c8dee2aaSAndroid Build Coastguard Worker // NOTE: This is intentionally abusing memory to create a corrupt scenario and is dependent on
76*c8dee2aaSAndroid Build Coastguard Worker // the structure of PaintParamsKey (just SkSpan<const int32_t>).
77*c8dee2aaSAndroid Build Coastguard Worker int32_t invalidKeyData[3] = {(int32_t) BuiltInCodeSnippetID::kSolidColorShader,
78*c8dee2aaSAndroid Build Coastguard Worker SkKnownRuntimeEffects::kSkiaBuiltInReservedCnt - 1,
79*c8dee2aaSAndroid Build Coastguard Worker (int32_t) BuiltInCodeSnippetID::kFixedBlend_Src};
80*c8dee2aaSAndroid Build Coastguard Worker SkSpan<const int32_t> invalidKeySpan{invalidKeyData, std::size(invalidKeyData)*sizeof(int32_t)};
81*c8dee2aaSAndroid Build Coastguard Worker const PaintParamsKey* fakeKey = reinterpret_cast<const PaintParamsKey*>(&invalidKeySpan);
82*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, fakeKey->getRootNodes(dict, &arena).empty());
83*c8dee2aaSAndroid Build Coastguard Worker }
84*c8dee2aaSAndroid Build Coastguard Worker
DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(KeyEqualityChecksSnippetID,reporter,context,CtsEnforcement::kApiLevel_V)85*c8dee2aaSAndroid Build Coastguard Worker DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(KeyEqualityChecksSnippetID, reporter, context,
86*c8dee2aaSAndroid Build Coastguard Worker CtsEnforcement::kApiLevel_V) {
87*c8dee2aaSAndroid Build Coastguard Worker SkArenaAlloc arena{256};
88*c8dee2aaSAndroid Build Coastguard Worker ShaderCodeDictionary* dict = context->priv().shaderCodeDictionary();
89*c8dee2aaSAndroid Build Coastguard Worker
90*c8dee2aaSAndroid Build Coastguard Worker PaintParamsKey keyA = create_key(dict, (int) BuiltInCodeSnippetID::kSolidColorShader, &arena);
91*c8dee2aaSAndroid Build Coastguard Worker PaintParamsKey keyB = create_key(dict, (int) BuiltInCodeSnippetID::kSolidColorShader, &arena);
92*c8dee2aaSAndroid Build Coastguard Worker PaintParamsKey keyC = create_key(dict, (int) BuiltInCodeSnippetID::kRGBPaintColor, &arena);
93*c8dee2aaSAndroid Build Coastguard Worker
94*c8dee2aaSAndroid Build Coastguard Worker // Verify that keyA matches keyB, and that it does not match keyC.
95*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, keyA == keyB);
96*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, keyA != keyC);
97*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, !(keyA == keyC));
98*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, !(keyA != keyB));
99*c8dee2aaSAndroid Build Coastguard Worker }
100*c8dee2aaSAndroid Build Coastguard Worker
DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(ShaderInfoDetectsFixedFunctionBlend,reporter,context,CtsEnforcement::kApiLevel_V)101*c8dee2aaSAndroid Build Coastguard Worker DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(ShaderInfoDetectsFixedFunctionBlend, reporter, context,
102*c8dee2aaSAndroid Build Coastguard Worker CtsEnforcement::kApiLevel_V) {
103*c8dee2aaSAndroid Build Coastguard Worker ShaderCodeDictionary* dict = context->priv().shaderCodeDictionary();
104*c8dee2aaSAndroid Build Coastguard Worker
105*c8dee2aaSAndroid Build Coastguard Worker for (int bm = 0; bm <= (int) SkBlendMode::kLastCoeffMode; ++bm) {
106*c8dee2aaSAndroid Build Coastguard Worker PaintParamsKeyBuilder builder(dict);
107*c8dee2aaSAndroid Build Coastguard Worker // Use a solid color as the 1st root node; the 2nd root node represents the final blend.
108*c8dee2aaSAndroid Build Coastguard Worker add_block(&builder, (int) BuiltInCodeSnippetID::kSolidColorShader);
109*c8dee2aaSAndroid Build Coastguard Worker add_block(&builder, bm + kFixedBlendIDOffset);
110*c8dee2aaSAndroid Build Coastguard Worker UniquePaintParamsID paintID = dict->findOrCreate(&builder);
111*c8dee2aaSAndroid Build Coastguard Worker
112*c8dee2aaSAndroid Build Coastguard Worker const RenderStep* renderStep = &context->priv().rendererProvider()->nonAABounds()->step(0);
113*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<ShaderInfo> shaderInfo = ShaderInfo::Make(context->priv().caps(),
114*c8dee2aaSAndroid Build Coastguard Worker dict,
115*c8dee2aaSAndroid Build Coastguard Worker /*rteDict=*/nullptr,
116*c8dee2aaSAndroid Build Coastguard Worker renderStep,
117*c8dee2aaSAndroid Build Coastguard Worker paintID,
118*c8dee2aaSAndroid Build Coastguard Worker /*useStorageBuffers=*/false,
119*c8dee2aaSAndroid Build Coastguard Worker skgpu::Swizzle::RGBA());
120*c8dee2aaSAndroid Build Coastguard Worker
121*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode expectedBM = static_cast<SkBlendMode>(bm);
122*c8dee2aaSAndroid Build Coastguard Worker if (expectedBM == SkBlendMode::kPlus) {
123*c8dee2aaSAndroid Build Coastguard Worker // The kPlus "coefficient" blend mode always triggers shader blending to add a clamping
124*c8dee2aaSAndroid Build Coastguard Worker // step that was originally elided in Porter-Duff due to automatic saturation to 8-bit
125*c8dee2aaSAndroid Build Coastguard Worker // color values. Shader-based blending always uses kSrc HW blending.
126*c8dee2aaSAndroid Build Coastguard Worker expectedBM = SkBlendMode::kSrc;
127*c8dee2aaSAndroid Build Coastguard Worker }
128*c8dee2aaSAndroid Build Coastguard Worker SkBlendModeCoeff expectedSrc, expectedDst;
129*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, SkBlendMode_AsCoeff(expectedBM, &expectedSrc, &expectedDst));
130*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, coeff_equal(expectedSrc, shaderInfo->blendInfo().fSrcBlend));
131*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, coeff_equal(expectedDst, shaderInfo->blendInfo().fDstBlend));
132*c8dee2aaSAndroid Build Coastguard Worker
133*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, shaderInfo->blendInfo().fEquation == skgpu::BlendEquation::kAdd);
134*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter,
135*c8dee2aaSAndroid Build Coastguard Worker shaderInfo->blendInfo().fBlendConstant == SK_PMColor4fTRANSPARENT);
136*c8dee2aaSAndroid Build Coastguard Worker
137*c8dee2aaSAndroid Build Coastguard Worker bool expectedWriteColor = BlendModifiesDst(skgpu::BlendEquation::kAdd,
138*c8dee2aaSAndroid Build Coastguard Worker shaderInfo->blendInfo().fSrcBlend,
139*c8dee2aaSAndroid Build Coastguard Worker shaderInfo->blendInfo().fDstBlend);
140*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, shaderInfo->blendInfo().fWritesColor == expectedWriteColor);
141*c8dee2aaSAndroid Build Coastguard Worker }
142*c8dee2aaSAndroid Build Coastguard Worker }
143*c8dee2aaSAndroid Build Coastguard Worker
144*c8dee2aaSAndroid Build Coastguard Worker // TODO: Add unit tests for converting a complex key to a ShaderInfo
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