/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
// This is a GPU-backend specific test. It relies on static intializers to work
#include "SkTypes.h"
#if SK_SUPPORT_GPU && SK_ALLOW_STATIC_GLOBAL_INITIALIZERS
#include "gl/GrGpuGL.h"
#include "GrBackendEffectFactory.h"
#include "GrContextFactory.h"
#include "GrDrawEffect.h"
#include "effects/GrConfigConversionEffect.h"
#include "SkChecksum.h"
#include "SkRandom.h"
#include "Test.h"
void GrGLProgramDesc::setRandom(SkRandom* random,
const GrGpuGL* gpu,
const GrRenderTarget* dstRenderTarget,
const GrTexture* dstCopyTexture,
const GrEffectStage* stages[],
int numColorStages,
int numCoverageStages,
int currAttribIndex) {
int numEffects = numColorStages + numCoverageStages;
size_t keyLength = KeyLength(numEffects);
fKey.reset(keyLength);
*this->atOffset<uint32_t, kLengthOffset>() = static_cast<uint32_t>(keyLength);
memset(this->header(), 0, kHeaderSize);
KeyHeader* header = this->header();
header->fEmitsPointSize = random->nextBool();
header->fPositionAttributeIndex = 0;
// if the effects have used up all off the available attributes,
// don't try to use color or coverage attributes as input
do {
header->fColorInput = static_cast<GrGLProgramDesc::ColorInput>(
random->nextULessThan(kColorInputCnt));
} while (GrDrawState::kMaxVertexAttribCnt <= currAttribIndex &&
kAttribute_ColorInput == header->fColorInput);
header->fColorAttributeIndex = (header->fColorInput == kAttribute_ColorInput) ?
currAttribIndex++ :
-1;
do {
header->fCoverageInput = static_cast<GrGLProgramDesc::ColorInput>(
random->nextULessThan(kColorInputCnt));
} while (GrDrawState::kMaxVertexAttribCnt <= currAttribIndex &&
kAttribute_ColorInput == header->fCoverageInput);
header->fCoverageAttributeIndex = (header->fCoverageInput == kAttribute_ColorInput) ?
currAttribIndex++ :
-1;
#if GR_GL_EXPERIMENTAL_GS
header->fExperimentalGS = gpu->caps()->geometryShaderSupport() && random->nextBool();
#endif
header->fDiscardIfZeroCoverage = random->nextBool();
bool useLocalCoords = random->nextBool() && currAttribIndex < GrDrawState::kMaxVertexAttribCnt;
header->fLocalCoordAttributeIndex = useLocalCoords ? currAttribIndex++ : -1;
header->fColorEffectCnt = numColorStages;
header->fCoverageEffectCnt = numCoverageStages;
bool dstRead = false;
bool fragPos = false;
bool vertexCode = false;
int numStages = numColorStages + numCoverageStages;
for (int s = 0; s < numStages; ++s) {
const GrBackendEffectFactory& factory = (*stages[s]->getEffect())->getFactory();
GrDrawEffect drawEffect(*stages[s], useLocalCoords);
this->effectKeys()[s] = factory.glEffectKey(drawEffect, gpu->glCaps());
if ((*stages[s]->getEffect())->willReadDstColor()) {
dstRead = true;
}
if ((*stages[s]->getEffect())->willReadFragmentPosition()) {
fragPos = true;
}
if ((*stages[s]->getEffect())->hasVertexCode()) {
vertexCode = true;
}
}
if (dstRead) {
header->fDstReadKey = GrGLShaderBuilder::KeyForDstRead(dstCopyTexture, gpu->glCaps());
} else {
header->fDstReadKey = 0;
}
if (fragPos) {
header->fFragPosKey = GrGLShaderBuilder::KeyForFragmentPosition(dstRenderTarget,
gpu->glCaps());
} else {
header->fFragPosKey = 0;
}
header->fHasVertexCode = vertexCode ||
useLocalCoords ||
kAttribute_ColorInput == header->fColorInput ||
kAttribute_ColorInput == header->fCoverageInput;
CoverageOutput coverageOutput;
bool illegalCoverageOutput;
do {
coverageOutput = static_cast<CoverageOutput>(random->nextULessThan(kCoverageOutputCnt));
illegalCoverageOutput = (!gpu->caps()->dualSourceBlendingSupport() &&
CoverageOutputUsesSecondaryOutput(coverageOutput)) ||
(!dstRead && kCombineWithDst_CoverageOutput == coverageOutput);
} while (illegalCoverageOutput);
header->fCoverageOutput = coverageOutput;
*this->checksum() = 0;
*this->checksum() = SkChecksum::Compute(reinterpret_cast<uint32_t*>(fKey.get()), keyLength);
fInitialized = true;
}
bool GrGpuGL::programUnitTest(int maxStages) {
GrTextureDesc dummyDesc;
dummyDesc.fFlags = kRenderTarget_GrTextureFlagBit;
dummyDesc.fConfig = kSkia8888_GrPixelConfig;
dummyDesc.fWidth = 34;
dummyDesc.fHeight = 18;
SkAutoTUnref<GrTexture> dummyTexture1(this->createTexture(dummyDesc, NULL, 0));
dummyDesc.fFlags = kNone_GrTextureFlags;
dummyDesc.fConfig = kAlpha_8_GrPixelConfig;
dummyDesc.fWidth = 16;
dummyDesc.fHeight = 22;
SkAutoTUnref<GrTexture> dummyTexture2(this->createTexture(dummyDesc, NULL, 0));
static const int NUM_TESTS = 512;
SkRandom random;
for (int t = 0; t < NUM_TESTS; ++t) {
#if 0
GrPrintf("\nTest Program %d\n-------------\n", t);
static const int stop = -1;
if (t == stop) {
int breakpointhere = 9;
}
#endif
GrGLProgramDesc pdesc;
int currAttribIndex = 1; // we need to always leave room for position
int currTextureCoordSet = 0;
int attribIndices[2];
GrTexture* dummyTextures[] = {dummyTexture1.get(), dummyTexture2.get()};
int numStages = random.nextULessThan(maxStages + 1);
int numColorStages = random.nextULessThan(numStages + 1);
int numCoverageStages = numStages - numColorStages;
SkAutoSTMalloc<8, const GrEffectStage*> stages(numStages);
bool useFixedFunctionTexturing = this->shouldUseFixedFunctionTexturing();
for (int s = 0; s < numStages;) {
SkAutoTUnref<const GrEffectRef> effect(GrEffectTestFactory::CreateStage(
&random,
this->getContext(),
*this->caps(),
dummyTextures));
int numAttribs = (*effect)->numVertexAttribs();
// If adding this effect would exceed the max attrib count then generate a
// new random effect.
if (currAttribIndex + numAttribs > GrDrawState::kMaxVertexAttribCnt) {
continue;
}
// If adding this effect would exceed the max texture coord set count then generate a
// new random effect.
if (useFixedFunctionTexturing && !(*effect)->hasVertexCode()) {
int numTransforms = (*effect)->numTransforms();
if (currTextureCoordSet + numTransforms > this->glCaps().maxFixedFunctionTextureCoords()) {
continue;
}
currTextureCoordSet += numTransforms;
}
useFixedFunctionTexturing = useFixedFunctionTexturing && !(*effect)->hasVertexCode();
for (int i = 0; i < numAttribs; ++i) {
attribIndices[i] = currAttribIndex++;
}
GrEffectStage* stage = SkNEW_ARGS(GrEffectStage,
(effect.get(), attribIndices[0], attribIndices[1]));
stages[s] = stage;
++s;
}
const GrTexture* dstTexture = random.nextBool() ? dummyTextures[0] : dummyTextures[1];
pdesc.setRandom(&random,
this,
dummyTextures[0]->asRenderTarget(),
dstTexture,
stages.get(),
numColorStages,
numCoverageStages,
currAttribIndex);
SkAutoTUnref<GrGLProgram> program(GrGLProgram::Create(this,
pdesc,
stages,
stages + numColorStages));
for (int s = 0; s < numStages; ++s) {
SkDELETE(stages[s]);
}
if (NULL == program.get()) {
return false;
}
}
return true;
}
static void GLProgramsTest(skiatest::Reporter* reporter, GrContextFactory* factory) {
for (int type = 0; type < GrContextFactory::kLastGLContextType; ++type) {
GrContext* context = factory->get(static_cast<GrContextFactory::GLContextType>(type));
if (NULL != context) {
GrGpuGL* gpu = static_cast<GrGpuGL*>(context->getGpu());
int maxStages = 6;
#if SK_ANGLE
// Some long shaders run out of temporary registers in the D3D compiler on ANGLE.
if (type == GrContextFactory::kANGLE_GLContextType) {
maxStages = 3;
}
#endif
REPORTER_ASSERT(reporter, gpu->programUnitTest(maxStages));
}
}
}
#include "TestClassDef.h"
DEFINE_GPUTESTCLASS("GLPrograms", GLProgramsTestClass, GLProgramsTest)
// This is evil evil evil. The linker may throw away whole translation units as dead code if it
// thinks none of the functions are called. It will do this even if there are static initializers
// in the unit that could pass pointers to functions from the unit out to other translation units!
// We force some of the effects that would otherwise be discarded to link here.
#include "SkLightingImageFilter.h"
#include "SkMagnifierImageFilter.h"
#include "SkColorMatrixFilter.h"
#include "SkBitmapAlphaThresholdShader.h"
void forceLinking();
void forceLinking() {
SkLightingImageFilter::CreateDistantLitDiffuse(SkPoint3(0,0,0), 0, 0, 0);
SkMagnifierImageFilter mag(SkRect::MakeWH(SK_Scalar1, SK_Scalar1), SK_Scalar1);
GrConfigConversionEffect::Create(NULL,
false,
GrConfigConversionEffect::kNone_PMConversion,
SkMatrix::I());
SkScalar matrix[20];
SkColorMatrixFilter cmf(matrix);
SkBitmapAlphaThresholdShader::Create(SkBitmap(), SkRegion(), 0x80);
}
#endif