1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2021 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 "include/core/SkAlphaType.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorSpace.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorType.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImageInfo.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPath.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPathTypes.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurface.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/GpuTypes.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkSurfaceGanesh.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkAutoPixmapStorage.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "tests/CtsEnforcement.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "tests/Test.h"
28*c8dee2aaSAndroid Build Coastguard Worker
29*c8dee2aaSAndroid Build Coastguard Worker #include <initializer_list>
30*c8dee2aaSAndroid Build Coastguard Worker
31*c8dee2aaSAndroid Build Coastguard Worker struct GrContextOptions;
32*c8dee2aaSAndroid Build Coastguard Worker
DEF_GANESH_TEST_FOR_RENDERING_CONTEXTS(crbug_1271431,reporter,context_info,CtsEnforcement::kApiLevel_T)33*c8dee2aaSAndroid Build Coastguard Worker DEF_GANESH_TEST_FOR_RENDERING_CONTEXTS(crbug_1271431,
34*c8dee2aaSAndroid Build Coastguard Worker reporter,
35*c8dee2aaSAndroid Build Coastguard Worker context_info,
36*c8dee2aaSAndroid Build Coastguard Worker CtsEnforcement::kApiLevel_T) {
37*c8dee2aaSAndroid Build Coastguard Worker GrDirectContext* dc = context_info.directContext();
38*c8dee2aaSAndroid Build Coastguard Worker
39*c8dee2aaSAndroid Build Coastguard Worker // Make sure we don't get recycled render targets that already have stencil attachments.
40*c8dee2aaSAndroid Build Coastguard Worker dc->freeGpuResources();
41*c8dee2aaSAndroid Build Coastguard Worker
42*c8dee2aaSAndroid Build Coastguard Worker SkImageInfo ii = SkImageInfo::Make({100, 100},
43*c8dee2aaSAndroid Build Coastguard Worker kRGBA_8888_SkColorType,
44*c8dee2aaSAndroid Build Coastguard Worker kPremul_SkAlphaType,
45*c8dee2aaSAndroid Build Coastguard Worker nullptr);
46*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> surfs[2]{SkSurfaces::RenderTarget(dc, skgpu::Budgeted::kYes, ii, 1, nullptr),
47*c8dee2aaSAndroid Build Coastguard Worker SkSurfaces::RenderTarget(dc, skgpu::Budgeted::kYes, ii, 1, nullptr)};
48*c8dee2aaSAndroid Build Coastguard Worker
49*c8dee2aaSAndroid Build Coastguard Worker // Make sure the surfaces' proxies are instantiated without stencil. Creating textures lazily
50*c8dee2aaSAndroid Build Coastguard Worker // can invalidate the current tracked FBO since FBO state must be modified to during
51*c8dee2aaSAndroid Build Coastguard Worker // GrGLRenderTarget creation.
52*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < 2; ++i) {
53*c8dee2aaSAndroid Build Coastguard Worker surfs[i]->getCanvas()->clear(SK_ColorWHITE);
54*c8dee2aaSAndroid Build Coastguard Worker dc->flushAndSubmit(surfs[i].get(), GrSyncCpu::kNo);
55*c8dee2aaSAndroid Build Coastguard Worker }
56*c8dee2aaSAndroid Build Coastguard Worker
57*c8dee2aaSAndroid Build Coastguard Worker auto drawWithStencilClip = [&](SkSurface& surf, SkColor color) {
58*c8dee2aaSAndroid Build Coastguard Worker SkPath clip;
59*c8dee2aaSAndroid Build Coastguard Worker clip.addCircle(50, 50, 50);
60*c8dee2aaSAndroid Build Coastguard Worker clip.addCircle(50, 50, 10, SkPathDirection::kCCW);
61*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
62*c8dee2aaSAndroid Build Coastguard Worker paint.setColor(color);
63*c8dee2aaSAndroid Build Coastguard Worker surf.getCanvas()->clipPath(clip, false);
64*c8dee2aaSAndroid Build Coastguard Worker surf.getCanvas()->drawRect(SkRect::MakeLTRB(0,0, 100, 100), paint);
65*c8dee2aaSAndroid Build Coastguard Worker };
66*c8dee2aaSAndroid Build Coastguard Worker
67*c8dee2aaSAndroid Build Coastguard Worker // Use surfs[0] create to create a cached stencil buffer that is also sized for surfs[1].
68*c8dee2aaSAndroid Build Coastguard Worker drawWithStencilClip(*surfs[0], SK_ColorRED);
69*c8dee2aaSAndroid Build Coastguard Worker dc->flushAndSubmit(surfs[0].get(), GrSyncCpu::kNo);
70*c8dee2aaSAndroid Build Coastguard Worker
71*c8dee2aaSAndroid Build Coastguard Worker // Make sure surf[1]'s FBO is bound but without using draws that would attach stencil.
72*c8dee2aaSAndroid Build Coastguard Worker surfs[1]->getCanvas()->clear(SK_ColorGREEN);
73*c8dee2aaSAndroid Build Coastguard Worker dc->flushAndSubmit(surfs[1].get(), GrSyncCpu::kNo);
74*c8dee2aaSAndroid Build Coastguard Worker
75*c8dee2aaSAndroid Build Coastguard Worker // Now use stencil for clipping. We should now have the following properties:
76*c8dee2aaSAndroid Build Coastguard Worker // 1) surf[1]'s FBO is already bound
77*c8dee2aaSAndroid Build Coastguard Worker // 2) surf[1] doesn't have a stencil buffer
78*c8dee2aaSAndroid Build Coastguard Worker // 3) There is an appropriately sized stencil buffer in the cache (used with surf[0]). This is
79*c8dee2aaSAndroid Build Coastguard Worker // important because creating a new stencil buffer will invalidate the bound FBO tracking.
80*c8dee2aaSAndroid Build Coastguard Worker // The bug was that because the correct FBO was already bound we would not rebind and would
81*c8dee2aaSAndroid Build Coastguard Worker // skip the lazy stencil attachment in GrGLRenderTarget. This would cause the clip to fail.
82*c8dee2aaSAndroid Build Coastguard Worker drawWithStencilClip(*surfs[1], SK_ColorBLUE);
83*c8dee2aaSAndroid Build Coastguard Worker
84*c8dee2aaSAndroid Build Coastguard Worker // Check that four pixels that should have been clipped out of the blue draw are green.
85*c8dee2aaSAndroid Build Coastguard Worker SkAutoPixmapStorage rb;
86*c8dee2aaSAndroid Build Coastguard Worker rb.alloc(surfs[1]->imageInfo().makeWH(1, 1));
87*c8dee2aaSAndroid Build Coastguard Worker for (int x : {5, 95}) {
88*c8dee2aaSAndroid Build Coastguard Worker for (int y : {5, 95}) {
89*c8dee2aaSAndroid Build Coastguard Worker if (!surfs[1]->readPixels(rb, x, y)) {
90*c8dee2aaSAndroid Build Coastguard Worker ERRORF(reporter, "readback failed");
91*c8dee2aaSAndroid Build Coastguard Worker return;
92*c8dee2aaSAndroid Build Coastguard Worker }
93*c8dee2aaSAndroid Build Coastguard Worker if (*rb.addr32() != SK_ColorGREEN) {
94*c8dee2aaSAndroid Build Coastguard Worker ERRORF(reporter,
95*c8dee2aaSAndroid Build Coastguard Worker "Expected green at (%d, %d), instead got 0x%08x.",
96*c8dee2aaSAndroid Build Coastguard Worker x,
97*c8dee2aaSAndroid Build Coastguard Worker y,
98*c8dee2aaSAndroid Build Coastguard Worker *rb.addr32());
99*c8dee2aaSAndroid Build Coastguard Worker return;
100*c8dee2aaSAndroid Build Coastguard Worker }
101*c8dee2aaSAndroid Build Coastguard Worker }
102*c8dee2aaSAndroid Build Coastguard Worker }
103*c8dee2aaSAndroid Build Coastguard Worker }
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