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/effects/SkRuntimeEffect.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/Context.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkRuntimeEffectPriv.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ContextPriv.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/KeyHelpers.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ShaderCodeDictionary.h"
16*c8dee2aaSAndroid Build Coastguard Worker
17*c8dee2aaSAndroid Build Coastguard Worker using namespace skgpu::graphite;
18*c8dee2aaSAndroid Build Coastguard Worker
DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(Shader_FindOrCreateSnippetForRuntimeEffect,reporter,context,CtsEnforcement::kApiLevel_V)19*c8dee2aaSAndroid Build Coastguard Worker DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(Shader_FindOrCreateSnippetForRuntimeEffect, reporter, context,
20*c8dee2aaSAndroid Build Coastguard Worker CtsEnforcement::kApiLevel_V) {
21*c8dee2aaSAndroid Build Coastguard Worker ShaderCodeDictionary* dict = context->priv().shaderCodeDictionary();
22*c8dee2aaSAndroid Build Coastguard Worker
23*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<SkRuntimeEffect> testEffect(SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader,
24*c8dee2aaSAndroid Build Coastguard Worker "half4 main(float2 coords) {"
25*c8dee2aaSAndroid Build Coastguard Worker "return half4(coords.xy01);"
26*c8dee2aaSAndroid Build Coastguard Worker "}"
27*c8dee2aaSAndroid Build Coastguard Worker ));
28*c8dee2aaSAndroid Build Coastguard Worker
29*c8dee2aaSAndroid Build Coastguard Worker // Create a new runtime-effect snippet.
30*c8dee2aaSAndroid Build Coastguard Worker int snippetID = dict->findOrCreateRuntimeEffectSnippet(testEffect.get());
31*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippetID >= SkKnownRuntimeEffects::kUnknownRuntimeEffectIDStart);
32*c8dee2aaSAndroid Build Coastguard Worker
33*c8dee2aaSAndroid Build Coastguard Worker // Verify that it can be looked up and its name is 'RuntimeEffect'. (The name isn't meaningful,
34*c8dee2aaSAndroid Build Coastguard Worker // but this is an easy way to verify that we didn't get an unrelated snippet.)
35*c8dee2aaSAndroid Build Coastguard Worker const ShaderSnippet* snippet = dict->getEntry(snippetID);
36*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet);
37*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, std::string_view(snippet->fName) == "RuntimeEffect");
38*c8dee2aaSAndroid Build Coastguard Worker
39*c8dee2aaSAndroid Build Coastguard Worker // If we pass the same effect again, we should get the same snippet ID as before.
40*c8dee2aaSAndroid Build Coastguard Worker int foundSnippetID = dict->findOrCreateRuntimeEffectSnippet(testEffect.get());
41*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, foundSnippetID == snippetID);
42*c8dee2aaSAndroid Build Coastguard Worker }
43*c8dee2aaSAndroid Build Coastguard Worker
DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(ColorFilter_FindOrCreateSnippetForRuntimeEffect,reporter,context,CtsEnforcement::kApiLevel_V)44*c8dee2aaSAndroid Build Coastguard Worker DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(ColorFilter_FindOrCreateSnippetForRuntimeEffect,
45*c8dee2aaSAndroid Build Coastguard Worker reporter,
46*c8dee2aaSAndroid Build Coastguard Worker context,
47*c8dee2aaSAndroid Build Coastguard Worker CtsEnforcement::kApiLevel_V) {
48*c8dee2aaSAndroid Build Coastguard Worker ShaderCodeDictionary* dict = context->priv().shaderCodeDictionary();
49*c8dee2aaSAndroid Build Coastguard Worker
50*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<SkRuntimeEffect> testEffect(SkMakeRuntimeEffect(
51*c8dee2aaSAndroid Build Coastguard Worker SkRuntimeEffect::MakeForColorFilter,
52*c8dee2aaSAndroid Build Coastguard Worker "half4 main(half4 color) {"
53*c8dee2aaSAndroid Build Coastguard Worker "return color.gbra;"
54*c8dee2aaSAndroid Build Coastguard Worker "}"
55*c8dee2aaSAndroid Build Coastguard Worker ));
56*c8dee2aaSAndroid Build Coastguard Worker
57*c8dee2aaSAndroid Build Coastguard Worker // Create a new runtime-effect snippet.
58*c8dee2aaSAndroid Build Coastguard Worker int snippetID = dict->findOrCreateRuntimeEffectSnippet(testEffect.get());
59*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippetID >= SkKnownRuntimeEffects::kUnknownRuntimeEffectIDStart);
60*c8dee2aaSAndroid Build Coastguard Worker
61*c8dee2aaSAndroid Build Coastguard Worker // Verify that it can be looked up and its name is 'RuntimeEffect'. (The name isn't meaningful,
62*c8dee2aaSAndroid Build Coastguard Worker // but this is an easy way to verify that we didn't get an unrelated snippet.)
63*c8dee2aaSAndroid Build Coastguard Worker const ShaderSnippet* snippet = dict->getEntry(snippetID);
64*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet);
65*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, std::string_view(snippet->fName) == "RuntimeEffect");
66*c8dee2aaSAndroid Build Coastguard Worker
67*c8dee2aaSAndroid Build Coastguard Worker // If we pass the same effect again, we should get the same snippet ID as before.
68*c8dee2aaSAndroid Build Coastguard Worker int foundSnippetID = dict->findOrCreateRuntimeEffectSnippet(testEffect.get());
69*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, foundSnippetID == snippetID);
70*c8dee2aaSAndroid Build Coastguard Worker }
71*c8dee2aaSAndroid Build Coastguard Worker
DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(ShaderUniforms_FindOrCreateSnippetForRuntimeEffect,reporter,context,CtsEnforcement::kApiLevel_V)72*c8dee2aaSAndroid Build Coastguard Worker DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(ShaderUniforms_FindOrCreateSnippetForRuntimeEffect,
73*c8dee2aaSAndroid Build Coastguard Worker reporter, context, CtsEnforcement::kApiLevel_V) {
74*c8dee2aaSAndroid Build Coastguard Worker ShaderCodeDictionary* dict = context->priv().shaderCodeDictionary();
75*c8dee2aaSAndroid Build Coastguard Worker
76*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<SkRuntimeEffect> testEffect(SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader,
77*c8dee2aaSAndroid Build Coastguard Worker "uniform float3x3 MyFloat3x3Uniform;"
78*c8dee2aaSAndroid Build Coastguard Worker "uniform int4 MyInt4ArrayUniform[1];"
79*c8dee2aaSAndroid Build Coastguard Worker "uniform half2 MyHalf2ArrayUniform[99];"
80*c8dee2aaSAndroid Build Coastguard Worker "half4 main(float2 coords) {"
81*c8dee2aaSAndroid Build Coastguard Worker "return half4(coords.xy01);"
82*c8dee2aaSAndroid Build Coastguard Worker "}"
83*c8dee2aaSAndroid Build Coastguard Worker ));
84*c8dee2aaSAndroid Build Coastguard Worker
85*c8dee2aaSAndroid Build Coastguard Worker // Create a new runtime-effect snippet.
86*c8dee2aaSAndroid Build Coastguard Worker int snippetID = dict->findOrCreateRuntimeEffectSnippet(testEffect.get());
87*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippetID >= SkKnownRuntimeEffects::kUnknownRuntimeEffectIDStart);
88*c8dee2aaSAndroid Build Coastguard Worker
89*c8dee2aaSAndroid Build Coastguard Worker // Delete the test effect.
90*c8dee2aaSAndroid Build Coastguard Worker testEffect = nullptr;
91*c8dee2aaSAndroid Build Coastguard Worker
92*c8dee2aaSAndroid Build Coastguard Worker // Verify that it can be looked up by its snippet ID.
93*c8dee2aaSAndroid Build Coastguard Worker const ShaderSnippet* snippet = dict->getEntry(snippetID);
94*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet);
95*c8dee2aaSAndroid Build Coastguard Worker
96*c8dee2aaSAndroid Build Coastguard Worker // The uniform span should match our expectations even though the runtime effect was deleted.
97*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms.size() == 3);
98*c8dee2aaSAndroid Build Coastguard Worker
99*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter,
100*c8dee2aaSAndroid Build Coastguard Worker std::string_view(snippet->fUniforms[0].name()) == "MyFloat3x3Uniform");
101*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[0].type() == SkSLType::kFloat3x3);
102*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[0].count() == 0);
103*c8dee2aaSAndroid Build Coastguard Worker
104*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter,
105*c8dee2aaSAndroid Build Coastguard Worker std::string_view(snippet->fUniforms[1].name()) == "MyInt4ArrayUniform");
106*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[1].type() == SkSLType::kInt4);
107*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[1].count() == 1);
108*c8dee2aaSAndroid Build Coastguard Worker
109*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter,
110*c8dee2aaSAndroid Build Coastguard Worker std::string_view(snippet->fUniforms[2].name()) == "MyHalf2ArrayUniform");
111*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[2].type() == SkSLType::kHalf2);
112*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[2].count() == 99);
113*c8dee2aaSAndroid Build Coastguard Worker }
114*c8dee2aaSAndroid Build Coastguard Worker
DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(ColorFilterUniforms_FindOrCreateSnippetForRuntimeEffect,reporter,context,CtsEnforcement::kApiLevel_V)115*c8dee2aaSAndroid Build Coastguard Worker DEF_GRAPHITE_TEST_FOR_ALL_CONTEXTS(ColorFilterUniforms_FindOrCreateSnippetForRuntimeEffect,
116*c8dee2aaSAndroid Build Coastguard Worker reporter, context, CtsEnforcement::kApiLevel_V) {
117*c8dee2aaSAndroid Build Coastguard Worker ShaderCodeDictionary* dict = context->priv().shaderCodeDictionary();
118*c8dee2aaSAndroid Build Coastguard Worker
119*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<SkRuntimeEffect> testEffect(SkMakeRuntimeEffect(
120*c8dee2aaSAndroid Build Coastguard Worker SkRuntimeEffect::MakeForColorFilter,
121*c8dee2aaSAndroid Build Coastguard Worker "uniform float3x3 MyFloat3x3Uniform;"
122*c8dee2aaSAndroid Build Coastguard Worker "uniform int4 MyInt4ArrayUniform[1];"
123*c8dee2aaSAndroid Build Coastguard Worker "uniform half2 MyHalf2ArrayUniform[99];"
124*c8dee2aaSAndroid Build Coastguard Worker "half4 main(half4 color) {"
125*c8dee2aaSAndroid Build Coastguard Worker "return color.gbra;"
126*c8dee2aaSAndroid Build Coastguard Worker "}"
127*c8dee2aaSAndroid Build Coastguard Worker ));
128*c8dee2aaSAndroid Build Coastguard Worker
129*c8dee2aaSAndroid Build Coastguard Worker // Create a new runtime-effect snippet.
130*c8dee2aaSAndroid Build Coastguard Worker int snippetID = dict->findOrCreateRuntimeEffectSnippet(testEffect.get());
131*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippetID >= SkKnownRuntimeEffects::kUnknownRuntimeEffectIDStart);
132*c8dee2aaSAndroid Build Coastguard Worker
133*c8dee2aaSAndroid Build Coastguard Worker // Delete the test effect.
134*c8dee2aaSAndroid Build Coastguard Worker testEffect = nullptr;
135*c8dee2aaSAndroid Build Coastguard Worker
136*c8dee2aaSAndroid Build Coastguard Worker // Verify that it can be looked up by its snippet ID.
137*c8dee2aaSAndroid Build Coastguard Worker const ShaderSnippet* snippet = dict->getEntry(snippetID);
138*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet);
139*c8dee2aaSAndroid Build Coastguard Worker
140*c8dee2aaSAndroid Build Coastguard Worker // The uniform span should match our expectations even though the runtime effect was deleted.
141*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms.size() == 3);
142*c8dee2aaSAndroid Build Coastguard Worker
143*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter,
144*c8dee2aaSAndroid Build Coastguard Worker std::string_view(snippet->fUniforms[0].name()) == "MyFloat3x3Uniform");
145*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[0].type() == SkSLType::kFloat3x3);
146*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[0].count() == 0);
147*c8dee2aaSAndroid Build Coastguard Worker
148*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter,
149*c8dee2aaSAndroid Build Coastguard Worker std::string_view(snippet->fUniforms[1].name()) == "MyInt4ArrayUniform");
150*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[1].type() == SkSLType::kInt4);
151*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[1].count() == 1);
152*c8dee2aaSAndroid Build Coastguard Worker
153*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter,
154*c8dee2aaSAndroid Build Coastguard Worker std::string_view(snippet->fUniforms[2].name()) == "MyHalf2ArrayUniform");
155*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[2].type() == SkSLType::kHalf2);
156*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, snippet->fUniforms[2].count() == 99);
157*c8dee2aaSAndroid Build Coastguard Worker }
158