1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2024 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 #if defined(SK_GRAPHITE)
11*c8dee2aaSAndroid Build Coastguard Worker
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/Context.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/PrecompileContext.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/precompile/PaintOptions.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/precompile/Precompile.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/precompile/PrecompileColorFilter.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/precompile/PrecompileShader.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ContextPriv.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ContextUtils.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/GraphicsPipelineDesc.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/PrecompileContextPriv.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RenderPassDesc.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/RendererProvider.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "tools/graphite/UniqueKeyUtils.h"
25*c8dee2aaSAndroid Build Coastguard Worker
26*c8dee2aaSAndroid Build Coastguard Worker using namespace::skgpu::graphite;
27*c8dee2aaSAndroid Build Coastguard Worker
28*c8dee2aaSAndroid Build Coastguard Worker namespace {
29*c8dee2aaSAndroid Build Coastguard Worker
30*c8dee2aaSAndroid Build Coastguard Worker // "SolidColor SrcOver"
solid_srcover()31*c8dee2aaSAndroid Build Coastguard Worker PaintOptions solid_srcover() {
32*c8dee2aaSAndroid Build Coastguard Worker PaintOptions paintOptions;
33*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setBlendModes({ SkBlendMode::kSrcOver });
34*c8dee2aaSAndroid Build Coastguard Worker return paintOptions;
35*c8dee2aaSAndroid Build Coastguard Worker }
36*c8dee2aaSAndroid Build Coastguard Worker
37*c8dee2aaSAndroid Build Coastguard Worker // "SolidColor Src"
solid_src()38*c8dee2aaSAndroid Build Coastguard Worker PaintOptions solid_src() {
39*c8dee2aaSAndroid Build Coastguard Worker PaintOptions paintOptions;
40*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setBlendModes({ SkBlendMode::kSrc });
41*c8dee2aaSAndroid Build Coastguard Worker return paintOptions;
42*c8dee2aaSAndroid Build Coastguard Worker }
43*c8dee2aaSAndroid Build Coastguard Worker
44*c8dee2aaSAndroid Build Coastguard Worker // "LocalMatrix [ Compose [ HardwareImage(0) ColorSpaceTransform ] ] SrcOver"
image_srcover()45*c8dee2aaSAndroid Build Coastguard Worker PaintOptions image_srcover() {
46*c8dee2aaSAndroid Build Coastguard Worker PaintOptions paintOptions;
47*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setShaders({ PrecompileShaders::Image() });
48*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setBlendModes({ SkBlendMode::kSrcOver });
49*c8dee2aaSAndroid Build Coastguard Worker return paintOptions;
50*c8dee2aaSAndroid Build Coastguard Worker }
51*c8dee2aaSAndroid Build Coastguard Worker
52*c8dee2aaSAndroid Build Coastguard Worker // "LocalMatrix [ Compose [ HardwareImage(0) ColorSpaceTransform ] ] Src"
image_src()53*c8dee2aaSAndroid Build Coastguard Worker PaintOptions image_src() {
54*c8dee2aaSAndroid Build Coastguard Worker PaintOptions paintOptions;
55*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setShaders({ PrecompileShaders::Image() });
56*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setBlendModes({ SkBlendMode::kSrc });
57*c8dee2aaSAndroid Build Coastguard Worker return paintOptions;
58*c8dee2aaSAndroid Build Coastguard Worker }
59*c8dee2aaSAndroid Build Coastguard Worker
60*c8dee2aaSAndroid Build Coastguard Worker // "LocalMatrix [ Compose [ LinearGradient4 ColorSpaceTransform ] ] SrcOver"
lineargrad_srcover()61*c8dee2aaSAndroid Build Coastguard Worker PaintOptions lineargrad_srcover() {
62*c8dee2aaSAndroid Build Coastguard Worker PaintOptions paintOptions;
63*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setShaders({ PrecompileShaders::LinearGradient() });
64*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setBlendModes({ SkBlendMode::kSrcOver });
65*c8dee2aaSAndroid Build Coastguard Worker return paintOptions;
66*c8dee2aaSAndroid Build Coastguard Worker }
67*c8dee2aaSAndroid Build Coastguard Worker
68*c8dee2aaSAndroid Build Coastguard Worker // "Compose [ LocalMatrix [ Compose [ LinearGradient4 ColorSpaceTransform ] ] Dither ] SrcOver"
lineargrad_srcover_dithered()69*c8dee2aaSAndroid Build Coastguard Worker PaintOptions lineargrad_srcover_dithered() {
70*c8dee2aaSAndroid Build Coastguard Worker PaintOptions paintOptions;
71*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setShaders({ PrecompileShaders::LinearGradient() });
72*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setBlendModes({ SkBlendMode::kSrcOver });
73*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setDither(/* dither= */ true);
74*c8dee2aaSAndroid Build Coastguard Worker return paintOptions;
75*c8dee2aaSAndroid Build Coastguard Worker }
76*c8dee2aaSAndroid Build Coastguard Worker
77*c8dee2aaSAndroid Build Coastguard Worker // "Compose [ SolidColor Blend [ SolidColor Passthrough BlendModeBlender ] ] SrcOver"
blend_color_filter_srcover()78*c8dee2aaSAndroid Build Coastguard Worker [[maybe_unused]] PaintOptions blend_color_filter_srcover() {
79*c8dee2aaSAndroid Build Coastguard Worker PaintOptions paintOptions;
80*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setBlendModes({ SkBlendMode::kSrcOver });
81*c8dee2aaSAndroid Build Coastguard Worker paintOptions.setColorFilters({ PrecompileColorFilters::Blend() });
82*c8dee2aaSAndroid Build Coastguard Worker return paintOptions;
83*c8dee2aaSAndroid Build Coastguard Worker }
84*c8dee2aaSAndroid Build Coastguard Worker
85*c8dee2aaSAndroid Build Coastguard Worker // "RP(color: Dawn(f=23,s=1), resolve: {}, ds: Dawn(f=39,s=1), samples: 1, swizzle: rgba)"
86*c8dee2aaSAndroid Build Coastguard Worker // Single sampled BGRA w/ just depth
bgra_1_depth()87*c8dee2aaSAndroid Build Coastguard Worker RenderPassProperties bgra_1_depth() {
88*c8dee2aaSAndroid Build Coastguard Worker return { DepthStencilFlags::kDepth, kBGRA_8888_SkColorType, /* requiresMSAA= */ false };
89*c8dee2aaSAndroid Build Coastguard Worker }
90*c8dee2aaSAndroid Build Coastguard Worker
91*c8dee2aaSAndroid Build Coastguard Worker // "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=39,s=4), samples: 4, swizzle: rgba)"
92*c8dee2aaSAndroid Build Coastguard Worker // MSAA BGRA w/ just depth
bgra_4_depth()93*c8dee2aaSAndroid Build Coastguard Worker RenderPassProperties bgra_4_depth() {
94*c8dee2aaSAndroid Build Coastguard Worker return { DepthStencilFlags::kDepth, kBGRA_8888_SkColorType, /* requiresMSAA= */ true };
95*c8dee2aaSAndroid Build Coastguard Worker }
96*c8dee2aaSAndroid Build Coastguard Worker
97*c8dee2aaSAndroid Build Coastguard Worker // "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba)"
98*c8dee2aaSAndroid Build Coastguard Worker // MSAA BGRA w/ depth and stencil
bgra_4_depth_stencil()99*c8dee2aaSAndroid Build Coastguard Worker RenderPassProperties bgra_4_depth_stencil() {
100*c8dee2aaSAndroid Build Coastguard Worker return { DepthStencilFlags::kDepthStencil, kBGRA_8888_SkColorType, /* requiresMSAA= */ true };
101*c8dee2aaSAndroid Build Coastguard Worker }
102*c8dee2aaSAndroid Build Coastguard Worker
103*c8dee2aaSAndroid Build Coastguard Worker // Precompile with the provided paintOptions, drawType, and RenderPassSettings then verify that
104*c8dee2aaSAndroid Build Coastguard Worker // the expected string is in the generated set.
105*c8dee2aaSAndroid Build Coastguard Worker // Additionally, verify that overgeneration is within expected tolerances.
106*c8dee2aaSAndroid Build Coastguard Worker // If you add an additional RenderStep you may need to increase the tolerance values.
run_test(PrecompileContext * precompileContext,skiatest::Reporter * reporter,const char * expectedString,size_t caseID,const PaintOptions & paintOptions,DrawTypeFlags drawType,const RenderPassProperties & renderPassSettings,unsigned int allowedOvergeneration)107*c8dee2aaSAndroid Build Coastguard Worker void run_test(PrecompileContext* precompileContext,
108*c8dee2aaSAndroid Build Coastguard Worker skiatest::Reporter* reporter,
109*c8dee2aaSAndroid Build Coastguard Worker const char* expectedString, size_t caseID,
110*c8dee2aaSAndroid Build Coastguard Worker const PaintOptions& paintOptions,
111*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags drawType,
112*c8dee2aaSAndroid Build Coastguard Worker const RenderPassProperties& renderPassSettings,
113*c8dee2aaSAndroid Build Coastguard Worker unsigned int allowedOvergeneration) {
114*c8dee2aaSAndroid Build Coastguard Worker
115*c8dee2aaSAndroid Build Coastguard Worker precompileContext->priv().globalCache()->resetGraphicsPipelines();
116*c8dee2aaSAndroid Build Coastguard Worker
117*c8dee2aaSAndroid Build Coastguard Worker Precompile(precompileContext, paintOptions, drawType, { &renderPassSettings, 1 });
118*c8dee2aaSAndroid Build Coastguard Worker
119*c8dee2aaSAndroid Build Coastguard Worker std::vector<std::string> generated;
120*c8dee2aaSAndroid Build Coastguard Worker
121*c8dee2aaSAndroid Build Coastguard Worker {
122*c8dee2aaSAndroid Build Coastguard Worker const RendererProvider* rendererProvider = precompileContext->priv().rendererProvider();
123*c8dee2aaSAndroid Build Coastguard Worker const ShaderCodeDictionary* dict = precompileContext->priv().shaderCodeDictionary();
124*c8dee2aaSAndroid Build Coastguard Worker
125*c8dee2aaSAndroid Build Coastguard Worker std::vector<skgpu::UniqueKey> generatedKeys;
126*c8dee2aaSAndroid Build Coastguard Worker
127*c8dee2aaSAndroid Build Coastguard Worker UniqueKeyUtils::FetchUniqueKeys(precompileContext, &generatedKeys);
128*c8dee2aaSAndroid Build Coastguard Worker
129*c8dee2aaSAndroid Build Coastguard Worker for (const skgpu::UniqueKey& key : generatedKeys) {
130*c8dee2aaSAndroid Build Coastguard Worker GraphicsPipelineDesc pipelineDesc;
131*c8dee2aaSAndroid Build Coastguard Worker RenderPassDesc renderPassDesc;
132*c8dee2aaSAndroid Build Coastguard Worker UniqueKeyUtils::ExtractKeyDescs(precompileContext, key, &pipelineDesc, &renderPassDesc);
133*c8dee2aaSAndroid Build Coastguard Worker
134*c8dee2aaSAndroid Build Coastguard Worker const RenderStep* renderStep = rendererProvider->lookup(pipelineDesc.renderStepID());
135*c8dee2aaSAndroid Build Coastguard Worker generated.push_back(GetPipelineLabel(dict, renderPassDesc, renderStep,
136*c8dee2aaSAndroid Build Coastguard Worker pipelineDesc.paintParamsID()));
137*c8dee2aaSAndroid Build Coastguard Worker }
138*c8dee2aaSAndroid Build Coastguard Worker }
139*c8dee2aaSAndroid Build Coastguard Worker
140*c8dee2aaSAndroid Build Coastguard Worker bool correctGenerationAmt = generated.size() == allowedOvergeneration;
141*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, correctGenerationAmt,
142*c8dee2aaSAndroid Build Coastguard Worker "case %zu overgenerated - %zu > %d\n",
143*c8dee2aaSAndroid Build Coastguard Worker caseID, generated.size(), allowedOvergeneration);
144*c8dee2aaSAndroid Build Coastguard Worker
145*c8dee2aaSAndroid Build Coastguard Worker const size_t len = strlen(expectedString);
146*c8dee2aaSAndroid Build Coastguard Worker
147*c8dee2aaSAndroid Build Coastguard Worker bool foundIt = false;
148*c8dee2aaSAndroid Build Coastguard Worker for (size_t i = 0; i < generated.size(); ++i) {
149*c8dee2aaSAndroid Build Coastguard Worker // The generated strings have trailing whitespace
150*c8dee2aaSAndroid Build Coastguard Worker if (!strncmp(expectedString, generated[i].c_str(), len)) {
151*c8dee2aaSAndroid Build Coastguard Worker foundIt = true;
152*c8dee2aaSAndroid Build Coastguard Worker break;
153*c8dee2aaSAndroid Build Coastguard Worker }
154*c8dee2aaSAndroid Build Coastguard Worker }
155*c8dee2aaSAndroid Build Coastguard Worker
156*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, foundIt);
157*c8dee2aaSAndroid Build Coastguard Worker
158*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DEBUG
159*c8dee2aaSAndroid Build Coastguard Worker if (foundIt && correctGenerationAmt) {
160*c8dee2aaSAndroid Build Coastguard Worker return;
161*c8dee2aaSAndroid Build Coastguard Worker }
162*c8dee2aaSAndroid Build Coastguard Worker
163*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("Expected string:\n%s\n%s in %zu strings:\n",
164*c8dee2aaSAndroid Build Coastguard Worker expectedString,
165*c8dee2aaSAndroid Build Coastguard Worker foundIt ? "found" : "NOT found",
166*c8dee2aaSAndroid Build Coastguard Worker generated.size());
167*c8dee2aaSAndroid Build Coastguard Worker
168*c8dee2aaSAndroid Build Coastguard Worker for (size_t i = 0; i < generated.size(); ++i) {
169*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("%zu: %s\n", i, generated[i].c_str());
170*c8dee2aaSAndroid Build Coastguard Worker }
171*c8dee2aaSAndroid Build Coastguard Worker #endif
172*c8dee2aaSAndroid Build Coastguard Worker }
173*c8dee2aaSAndroid Build Coastguard Worker
174*c8dee2aaSAndroid Build Coastguard Worker // The pipeline strings were created using the Dawn Metal backend so that is the only viable
175*c8dee2aaSAndroid Build Coastguard Worker // comparison
is_dawn_metal_context_type(skgpu::ContextType type)176*c8dee2aaSAndroid Build Coastguard Worker bool is_dawn_metal_context_type(skgpu::ContextType type) {
177*c8dee2aaSAndroid Build Coastguard Worker return type == skgpu::ContextType::kDawn_Metal;
178*c8dee2aaSAndroid Build Coastguard Worker }
179*c8dee2aaSAndroid Build Coastguard Worker
180*c8dee2aaSAndroid Build Coastguard Worker } // anonymous namespace
181*c8dee2aaSAndroid Build Coastguard Worker
182*c8dee2aaSAndroid Build Coastguard Worker
183*c8dee2aaSAndroid Build Coastguard Worker DEF_GRAPHITE_TEST_FOR_CONTEXTS(ChromePrecompileTest, is_dawn_metal_context_type,
184*c8dee2aaSAndroid Build Coastguard Worker reporter, context, /* testContext */, CtsEnforcement::kNever) {
185*c8dee2aaSAndroid Build Coastguard Worker
186*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<PrecompileContext> precompileContext = context->makePrecompileContext();
187*c8dee2aaSAndroid Build Coastguard Worker const skgpu::graphite::Caps* caps = precompileContext->priv().caps();
188*c8dee2aaSAndroid Build Coastguard Worker
189*c8dee2aaSAndroid Build Coastguard Worker TextureInfo textureInfo = caps->getDefaultSampledTextureInfo(kBGRA_8888_SkColorType,
190*c8dee2aaSAndroid Build Coastguard Worker skgpu::Mipmapped::kNo,
191*c8dee2aaSAndroid Build Coastguard Worker skgpu::Protected::kNo,
192*c8dee2aaSAndroid Build Coastguard Worker skgpu::Renderable::kYes);
193*c8dee2aaSAndroid Build Coastguard Worker
194*c8dee2aaSAndroid Build Coastguard Worker TextureInfo msaaTex = caps->getDefaultMSAATextureInfo(textureInfo, Discardable::kYes);
195*c8dee2aaSAndroid Build Coastguard Worker
196*c8dee2aaSAndroid Build Coastguard Worker if (msaaTex.numSamples() <= 1) {
197*c8dee2aaSAndroid Build Coastguard Worker // The following pipelines rely on having MSAA
198*c8dee2aaSAndroid Build Coastguard Worker return;
199*c8dee2aaSAndroid Build Coastguard Worker }
200*c8dee2aaSAndroid Build Coastguard Worker
201*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_ENABLE_VELLO_SHADERS
202*c8dee2aaSAndroid Build Coastguard Worker if (caps->computeSupport()) {
203*c8dee2aaSAndroid Build Coastguard Worker // The following pipelines rely on not utilizing Vello
204*c8dee2aaSAndroid Build Coastguard Worker return;
205*c8dee2aaSAndroid Build Coastguard Worker }
206*c8dee2aaSAndroid Build Coastguard Worker #endif
207*c8dee2aaSAndroid Build Coastguard Worker
208*c8dee2aaSAndroid Build Coastguard Worker // In the following, here is the Dawn mapping from surface type to ID
209*c8dee2aaSAndroid Build Coastguard Worker // RGBA8Unorm = 18
210*c8dee2aaSAndroid Build Coastguard Worker // BGRA8Unorm = 23
211*c8dee2aaSAndroid Build Coastguard Worker // Depth16Unorm = 39
212*c8dee2aaSAndroid Build Coastguard Worker // Depth24PlusStencil8 = 41
213*c8dee2aaSAndroid Build Coastguard Worker
214*c8dee2aaSAndroid Build Coastguard Worker const char* kCases[] = {
215*c8dee2aaSAndroid Build Coastguard Worker // Wikipedia 2018 - these are reordered from the spreadsheet
216*c8dee2aaSAndroid Build Coastguard Worker /* 0 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba) + "
217*c8dee2aaSAndroid Build Coastguard Worker "TessellateWedgesRenderStep[winding] + "
218*c8dee2aaSAndroid Build Coastguard Worker "(empty)",
219*c8dee2aaSAndroid Build Coastguard Worker /* 1 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba) + "
220*c8dee2aaSAndroid Build Coastguard Worker "TessellateWedgesRenderStep[evenodd] + "
221*c8dee2aaSAndroid Build Coastguard Worker "(empty)",
222*c8dee2aaSAndroid Build Coastguard Worker /* 2 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba) + "
223*c8dee2aaSAndroid Build Coastguard Worker "CoverBoundsRenderStep[non-aa-fill] + "
224*c8dee2aaSAndroid Build Coastguard Worker "SolidColor SrcOver",
225*c8dee2aaSAndroid Build Coastguard Worker /* 3 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba) + "
226*c8dee2aaSAndroid Build Coastguard Worker "CoverBoundsRenderStep[non-aa-fill] + "
227*c8dee2aaSAndroid Build Coastguard Worker "SolidColor Src",
228*c8dee2aaSAndroid Build Coastguard Worker /* 4 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba) + "
229*c8dee2aaSAndroid Build Coastguard Worker "PerEdgeAAQuadRenderStep + "
230*c8dee2aaSAndroid Build Coastguard Worker "LocalMatrix [ Compose [ Image(0) ColorSpaceTransform ] ] SrcOver",
231*c8dee2aaSAndroid Build Coastguard Worker /* 5 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba) + "
232*c8dee2aaSAndroid Build Coastguard Worker "PerEdgeAAQuadRenderStep + "
233*c8dee2aaSAndroid Build Coastguard Worker "LocalMatrix [ Compose [ HardwareImage(0) ColorSpaceTransform ] ] SrcOver",
234*c8dee2aaSAndroid Build Coastguard Worker /* 6 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba) + "
235*c8dee2aaSAndroid Build Coastguard Worker "CoverBoundsRenderStep[non-aa-fill] + "
236*c8dee2aaSAndroid Build Coastguard Worker "LocalMatrix [ Compose [ HardwareImage(0) ColorSpaceTransform ] ] SrcOver",
237*c8dee2aaSAndroid Build Coastguard Worker /* 7 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba) + "
238*c8dee2aaSAndroid Build Coastguard Worker "AnalyticRRectRenderStep + "
239*c8dee2aaSAndroid Build Coastguard Worker "Compose [ LocalMatrix [ Compose [ LinearGradient4 ColorSpaceTransform ] ] Dither ] SrcOver",
240*c8dee2aaSAndroid Build Coastguard Worker /* 8 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba) + "
241*c8dee2aaSAndroid Build Coastguard Worker "CoverBoundsRenderStep[non-aa-fill] + "
242*c8dee2aaSAndroid Build Coastguard Worker "Compose [ LocalMatrix [ Compose [ LinearGradient4 ColorSpaceTransform ] ] Dither ] SrcOver",
243*c8dee2aaSAndroid Build Coastguard Worker /* 9 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba) + "
244*c8dee2aaSAndroid Build Coastguard Worker "BitmapTextRenderStep[mask] + "
245*c8dee2aaSAndroid Build Coastguard Worker "LocalMatrix [ Compose [ LinearGradient4 ColorSpaceTransform ] ] SrcOver",
246*c8dee2aaSAndroid Build Coastguard Worker /* 10 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=41,s=4), samples: 4, swizzle: rgba) + "
247*c8dee2aaSAndroid Build Coastguard Worker "BitmapTextRenderStep[mask] + "
248*c8dee2aaSAndroid Build Coastguard Worker "SolidColor SrcOver",
249*c8dee2aaSAndroid Build Coastguard Worker /* 11 */ "RP(color: Dawn(f=23,s=1), resolve: {}, ds: Dawn(f=39,s=1), samples: 1, swizzle: rgba) + "
250*c8dee2aaSAndroid Build Coastguard Worker "AnalyticRRectRenderStep + "
251*c8dee2aaSAndroid Build Coastguard Worker "SolidColor SrcOver",
252*c8dee2aaSAndroid Build Coastguard Worker /* 12 */ "RP(color: Dawn(f=23,s=1), resolve: {}, ds: Dawn(f=39,s=1), samples: 1, swizzle: rgba) + "
253*c8dee2aaSAndroid Build Coastguard Worker "CoverBoundsRenderStep[non-aa-fill] + "
254*c8dee2aaSAndroid Build Coastguard Worker "SolidColor SrcOver",
255*c8dee2aaSAndroid Build Coastguard Worker /* 13 */ "RP(color: Dawn(f=23,s=1), resolve: {}, ds: Dawn(f=39,s=1), samples: 1, swizzle: rgba) + "
256*c8dee2aaSAndroid Build Coastguard Worker "PerEdgeAAQuadRenderStep + "
257*c8dee2aaSAndroid Build Coastguard Worker "LocalMatrix [ Compose [ HardwareImage(0) ColorSpaceTransform ] ] Src",
258*c8dee2aaSAndroid Build Coastguard Worker /* 14 */ "RP(color: Dawn(f=23,s=1), resolve: {}, ds: Dawn(f=39,s=1), samples: 1, swizzle: rgba) + "
259*c8dee2aaSAndroid Build Coastguard Worker "CoverBoundsRenderStep[non-aa-fill] + "
260*c8dee2aaSAndroid Build Coastguard Worker "LocalMatrix [ Compose [ HardwareImage(0) ColorSpaceTransform ] ] SrcOver",
261*c8dee2aaSAndroid Build Coastguard Worker /* 15 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=39,s=4), samples: 4, swizzle: rgba) + "
262*c8dee2aaSAndroid Build Coastguard Worker "TessellateWedgesRenderStep[convex] + "
263*c8dee2aaSAndroid Build Coastguard Worker "SolidColor SrcOver",
264*c8dee2aaSAndroid Build Coastguard Worker /* 16 */ "RP(color: Dawn(f=23,s=4), resolve: Dawn(f=23,s=1), ds: Dawn(f=39,s=4), samples: 4, swizzle: rgba) + "
265*c8dee2aaSAndroid Build Coastguard Worker "TessellateStrokesRenderStep + "
266*c8dee2aaSAndroid Build Coastguard Worker "SolidColor SrcOver",
267*c8dee2aaSAndroid Build Coastguard Worker /* 17 */ "RP(color: Dawn(f=23,s=1), resolve: {}, ds: Dawn(f=39,s=1), samples: 1, swizzle: rgba) + "
268*c8dee2aaSAndroid Build Coastguard Worker "AnalyticBlurRenderStep + "
269*c8dee2aaSAndroid Build Coastguard Worker "Compose [ SolidColor Blend [ SolidColor Passthrough BlendModeBlender ] ] SrcOver",
270*c8dee2aaSAndroid Build Coastguard Worker /* 18 */ "RP(color: Dawn(f=23,s=1), resolve: {}, ds: Dawn(f=39,s=1), samples: 1, swizzle: rgba) + "
271*c8dee2aaSAndroid Build Coastguard Worker "CoverBoundsRenderStep[non-aa-fill] + "
272*c8dee2aaSAndroid Build Coastguard Worker "SolidColor Src",
273*c8dee2aaSAndroid Build Coastguard Worker /* 19 */ "RP(color: Dawn(f=23,s=1), resolve: {}, ds: Dawn(f=39,s=1), samples: 1, swizzle: rgba) + "
274*c8dee2aaSAndroid Build Coastguard Worker "CoverBoundsRenderStep[non-aa-fill] + "
275*c8dee2aaSAndroid Build Coastguard Worker "Compose [ LocalMatrix [ Compose [ LinearGradient4 ColorSpaceTransform ] ] Dither ] SrcOver",
276*c8dee2aaSAndroid Build Coastguard Worker };
277*c8dee2aaSAndroid Build Coastguard Worker
278*c8dee2aaSAndroid Build Coastguard Worker for (size_t i = 0; i < std::size(kCases); ++i) {
279*c8dee2aaSAndroid Build Coastguard Worker PaintOptions paintOptions;
280*c8dee2aaSAndroid Build Coastguard Worker DrawTypeFlags drawTypeFlags = DrawTypeFlags::kSimpleShape;
281*c8dee2aaSAndroid Build Coastguard Worker RenderPassProperties renderPassSettings;
282*c8dee2aaSAndroid Build Coastguard Worker unsigned int allowedOvergeneration = 0;
283*c8dee2aaSAndroid Build Coastguard Worker
284*c8dee2aaSAndroid Build Coastguard Worker switch (i) {
285*c8dee2aaSAndroid Build Coastguard Worker case 0: [[fallthrough]];
286*c8dee2aaSAndroid Build Coastguard Worker case 1:
287*c8dee2aaSAndroid Build Coastguard Worker paintOptions = solid_srcover();
288*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kNonSimpleShape;
289*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_4_depth_stencil();
290*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 11;
291*c8dee2aaSAndroid Build Coastguard Worker break;
292*c8dee2aaSAndroid Build Coastguard Worker case 2:
293*c8dee2aaSAndroid Build Coastguard Worker paintOptions = solid_srcover();
294*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kSimpleShape;
295*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_4_depth_stencil();
296*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 5;
297*c8dee2aaSAndroid Build Coastguard Worker break;
298*c8dee2aaSAndroid Build Coastguard Worker case 3: // only differs from 18 by MSAA and depth vs depth-stencil
299*c8dee2aaSAndroid Build Coastguard Worker paintOptions = solid_src();
300*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kSimpleShape;
301*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_4_depth_stencil();
302*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 5; // a lot for a rectangle clear - all RenderSteps
303*c8dee2aaSAndroid Build Coastguard Worker break;
304*c8dee2aaSAndroid Build Coastguard Worker case 4: // 4 is part of an AA image rect draw that can't use HW tiling
305*c8dee2aaSAndroid Build Coastguard Worker case 5: // 5 & 6 together make up an AA image rect draw w/ a filled center
306*c8dee2aaSAndroid Build Coastguard Worker case 6:
307*c8dee2aaSAndroid Build Coastguard Worker paintOptions = image_srcover();
308*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kSimpleShape;
309*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_4_depth_stencil();
310*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 30;
311*c8dee2aaSAndroid Build Coastguard Worker break;
312*c8dee2aaSAndroid Build Coastguard Worker case 7: // 7 & 8 are combined pair
313*c8dee2aaSAndroid Build Coastguard Worker case 8:
314*c8dee2aaSAndroid Build Coastguard Worker paintOptions = lineargrad_srcover_dithered();
315*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kSimpleShape;
316*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_4_depth_stencil();
317*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 15; // 3x from gradient, 12x from RenderSteps
318*c8dee2aaSAndroid Build Coastguard Worker break;
319*c8dee2aaSAndroid Build Coastguard Worker case 9:
320*c8dee2aaSAndroid Build Coastguard Worker paintOptions = lineargrad_srcover();
321*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kBitmapText_Mask;
322*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_4_depth_stencil();
323*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 3; // from the 3 internal gradient alternatives
324*c8dee2aaSAndroid Build Coastguard Worker break;
325*c8dee2aaSAndroid Build Coastguard Worker case 10:
326*c8dee2aaSAndroid Build Coastguard Worker paintOptions = solid_srcover();
327*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kBitmapText_Mask;
328*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_4_depth_stencil();
329*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 1;
330*c8dee2aaSAndroid Build Coastguard Worker break;
331*c8dee2aaSAndroid Build Coastguard Worker case 11: // 11 & 12 are a pair - an RRect draw w/ a non-aa-fill center
332*c8dee2aaSAndroid Build Coastguard Worker case 12:
333*c8dee2aaSAndroid Build Coastguard Worker paintOptions = solid_srcover();
334*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kSimpleShape;
335*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_1_depth();
336*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 5; // all from RenderSteps
337*c8dee2aaSAndroid Build Coastguard Worker break;
338*c8dee2aaSAndroid Build Coastguard Worker case 13:
339*c8dee2aaSAndroid Build Coastguard Worker paintOptions = image_src();
340*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kSimpleShape;
341*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_1_depth();
342*c8dee2aaSAndroid Build Coastguard Worker // This is a lot for a kSrc image draw:
343*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 30; // 3x of this are the paint combos,
344*c8dee2aaSAndroid Build Coastguard Worker // the rest are the RenderSteps!!
345*c8dee2aaSAndroid Build Coastguard Worker break;
346*c8dee2aaSAndroid Build Coastguard Worker case 14:
347*c8dee2aaSAndroid Build Coastguard Worker paintOptions = image_srcover();
348*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kSimpleShape;
349*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_1_depth();
350*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 30; // !!!! - a lot for just a non-aa image rect draw
351*c8dee2aaSAndroid Build Coastguard Worker break;
352*c8dee2aaSAndroid Build Coastguard Worker case 15:
353*c8dee2aaSAndroid Build Coastguard Worker case 16:
354*c8dee2aaSAndroid Build Coastguard Worker paintOptions = solid_srcover();
355*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kNonSimpleShape;
356*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_4_depth();
357*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 11;
358*c8dee2aaSAndroid Build Coastguard Worker break;
359*c8dee2aaSAndroid Build Coastguard Worker case 17:
360*c8dee2aaSAndroid Build Coastguard Worker // After https://skia-review.googlesource.com/c/skia/+/887476 ([graphite] Split up
361*c8dee2aaSAndroid Build Coastguard Worker // universal blend shader snippet) this case no longer exists/is reproducible.
362*c8dee2aaSAndroid Build Coastguard Worker //
363*c8dee2aaSAndroid Build Coastguard Worker // paintOptions = blend_color_filter_srcover();
364*c8dee2aaSAndroid Build Coastguard Worker // drawTypeFlags = DrawTypeFlags::kSimpleShape;
365*c8dee2aaSAndroid Build Coastguard Worker // renderPassSettings = bgra_1_depth();
366*c8dee2aaSAndroid Build Coastguard Worker // allowedOvergeneration = 4;
367*c8dee2aaSAndroid Build Coastguard Worker continue;
368*c8dee2aaSAndroid Build Coastguard Worker case 18: // only differs from 3 by MSAA and depth vs depth-stencil
369*c8dee2aaSAndroid Build Coastguard Worker paintOptions = solid_src();
370*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kSimpleShape;
371*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_1_depth();
372*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 5; // a lot for a rectangle clear - all RenderSteps
373*c8dee2aaSAndroid Build Coastguard Worker break;
374*c8dee2aaSAndroid Build Coastguard Worker case 19:
375*c8dee2aaSAndroid Build Coastguard Worker paintOptions = lineargrad_srcover_dithered();
376*c8dee2aaSAndroid Build Coastguard Worker drawTypeFlags = DrawTypeFlags::kSimpleShape;
377*c8dee2aaSAndroid Build Coastguard Worker renderPassSettings = bgra_1_depth();
378*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration = 15; // 3x from gradient, rest from RenderSteps
379*c8dee2aaSAndroid Build Coastguard Worker break;
380*c8dee2aaSAndroid Build Coastguard Worker default:
381*c8dee2aaSAndroid Build Coastguard Worker continue;
382*c8dee2aaSAndroid Build Coastguard Worker }
383*c8dee2aaSAndroid Build Coastguard Worker
384*c8dee2aaSAndroid Build Coastguard Worker if (renderPassSettings.fRequiresMSAA && caps->loadOpAffectsMSAAPipelines()) {
385*c8dee2aaSAndroid Build Coastguard Worker allowedOvergeneration *= 2; // due to ExpandResolveTextureLoadOp
386*c8dee2aaSAndroid Build Coastguard Worker }
387*c8dee2aaSAndroid Build Coastguard Worker
388*c8dee2aaSAndroid Build Coastguard Worker run_test(precompileContext.get(), reporter,
389*c8dee2aaSAndroid Build Coastguard Worker kCases[i], i,
390*c8dee2aaSAndroid Build Coastguard Worker paintOptions, drawTypeFlags, renderPassSettings, allowedOvergeneration);
391*c8dee2aaSAndroid Build Coastguard Worker }
392*c8dee2aaSAndroid Build Coastguard Worker }
393*c8dee2aaSAndroid Build Coastguard Worker
394*c8dee2aaSAndroid Build Coastguard Worker #endif // SK_GRAPHITE
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