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Side by Side Diff: tests/GLProgramsTest.cpp

Issue 1314923002: GLProgramsTest can now randomly create a tree of GrFragmentProcessors instead of a linear pipeline (Closed) Base URL: https://skia.googlesource.com/skia@cs3_testcreate
Patch Set: nits by Josh Created 5 years, 3 months ago
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1 1
2 /* 2 /*
3 * Copyright 2011 Google Inc. 3 * Copyright 2011 Google Inc.
4 * 4 *
5 * Use of this source code is governed by a BSD-style license that can be 5 * Use of this source code is governed by a BSD-style license that can be
6 * found in the LICENSE file. 6 * found in the LICENSE file.
7 */ 7 */
8 8
9 // This is a GPU-backend specific test. It relies on static intializers to work 9 // This is a GPU-backend specific test. It relies on static intializers to work
10 10
11 #include "SkTypes.h" 11 #include "SkTypes.h"
12 12
13 #if SK_SUPPORT_GPU && SK_ALLOW_STATIC_GLOBAL_INITIALIZERS 13 #if SK_SUPPORT_GPU && SK_ALLOW_STATIC_GLOBAL_INITIALIZERS
14 14
15 #include "GrAutoLocaleSetter.h" 15 #include "GrAutoLocaleSetter.h"
16 #include "GrBatchTest.h" 16 #include "GrBatchTest.h"
17 #include "GrContextFactory.h" 17 #include "GrContextFactory.h"
18 #include "GrInvariantOutput.h" 18 #include "GrInvariantOutput.h"
19 #include "GrPipeline.h" 19 #include "GrPipeline.h"
20 #include "GrResourceProvider.h" 20 #include "GrResourceProvider.h"
21 #include "GrTest.h" 21 #include "GrTest.h"
22 #include "GrXferProcessor.h" 22 #include "GrXferProcessor.h"
23 #include "SkChecksum.h" 23 #include "SkChecksum.h"
24 #include "SkRandom.h" 24 #include "SkRandom.h"
25 #include "SkComposeShader.h"
25 #include "Test.h" 26 #include "Test.h"
26 27
27 #include "batches/GrDrawBatch.h" 28 #include "batches/GrDrawBatch.h"
28 29
29 #include "effects/GrConfigConversionEffect.h" 30 #include "effects/GrConfigConversionEffect.h"
30 #include "effects/GrPorterDuffXferProcessor.h" 31 #include "effects/GrPorterDuffXferProcessor.h"
31 32
32 #include "gl/GrGLGpu.h" 33 #include "gl/GrGLGpu.h"
33 #include "gl/GrGLPathRendering.h" 34 #include "gl/GrGLPathRendering.h"
34 #include "gl/builders/GrGLProgramBuilder.h" 35 #include "gl/builders/GrGLProgramBuilder.h"
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129 } 130 }
130 return texture ? texture->asRenderTarget() : NULL; 131 return texture ? texture->asRenderTarget() : NULL;
131 } 132 }
132 133
133 static void set_random_xpf(GrPipelineBuilder* pipelineBuilder, GrProcessorTestDa ta* d) { 134 static void set_random_xpf(GrPipelineBuilder* pipelineBuilder, GrProcessorTestDa ta* d) {
134 SkAutoTUnref<const GrXPFactory> xpf(GrProcessorTestFactory<GrXPFactory>::Cre ateStage(d)); 135 SkAutoTUnref<const GrXPFactory> xpf(GrProcessorTestFactory<GrXPFactory>::Cre ateStage(d));
135 SkASSERT(xpf); 136 SkASSERT(xpf);
136 pipelineBuilder->setXPFactory(xpf.get()); 137 pipelineBuilder->setXPFactory(xpf.get());
137 } 138 }
138 139
140 static GrFragmentProcessor* create_random_proc_tree(GrProcessorTestData* d,
tomhudson 2015/08/25 19:29:24 So what's d really doing here? Looks like it's car
141 int minLevels, int maxLevels ) {
142 SkASSERT(1 <= minLevels);
143 SkASSERT(minLevels <= maxLevels);
144
145 // Return a leaf node if maxLevels is 1 or if we randomly chose to terminate .
146 // If returning a leaf node, make sure that it doesn't have children (e.g. a nother
147 // GrComposeEffect)
148 const float terminateProbability = 0.3f;
149 if (1 == minLevels) {
150 bool terminate = (1 == maxLevels) || (d->fRandom->nextF() < terminatePro bability);
151 if (terminate) {
152 GrFragmentProcessor* fp;
153 while (true) {
154 fp = GrProcessorTestFactory<GrFragmentProcessor>::CreateStage(d) ;
155 SkASSERT(fp);
156 if (0 == fp->numChildProcessors()) {
157 break;
158 }
159 fp->unref();
160 }
161 return fp;
162 }
163 }
164 // If we didn't terminate, choose either the left or right subtree to fulfil l
165 // the minLevels requirement of this tree; the other child can have as few l evels as it wants.
166 // Also choose a random xfer mode that's supported by GrComposeEffect.
167 if (minLevels > 1) {
168 --minLevels;
169 }
170 SkAutoTUnref<GrFragmentProcessor> minLevelsChild(
171 create_random_proc_tree(d, minLevels, maxLevels - 1));
172 SkAutoTUnref<GrFragmentProcessor> otherChild(
173 create_random_proc_tree(d, 1, maxLevels - 1));
174 SkXfermode::Mode mode;
175 do {
176 mode = static_cast<SkXfermode::Mode>(
177 d->fRandom->nextRangeU(0, SkXfermode::Mode::kLas tCoeffMode));
178 } while (mode == SkXfermode::Mode::kClear_Mode);
179
180 GrFragmentProcessor* fp;
181 if (d->fRandom->nextF() < 0.5f) {
182 fp = GrComposeEffect::Create(minLevelsChild, otherChild, mode);
183 } else {
184 fp = GrComposeEffect::Create(otherChild, minLevelsChild, mode);
185 }
186 return fp;
187 }
188
139 static void set_random_color_coverage_stages(GrPipelineBuilder* pipelineBuilder, 189 static void set_random_color_coverage_stages(GrPipelineBuilder* pipelineBuilder,
140 GrProcessorTestData* d, int maxStag es) { 190 GrProcessorTestData* d, int maxStag es) {
141 int numProcs = d->fRandom->nextULessThan(maxStages + 1); 191 // Randomly choose to either create a linear pipeline of procs, or create on e proc
142 int numColorProcs = d->fRandom->nextULessThan(numProcs + 1); 192 // tree.
193 const float procTreeProbability = 0.5f;
194 if (d->fRandom->nextF() < procTreeProbability) {
195 // A full tree with 5 levels (31 nodes) may exceed the max allowed lengt h of the gl
196 // processor key; maxTreeLevels should be a number from 1 to 4 inclusive .
tomhudson 2015/08/25 19:29:24 A one-level tree will just be a leaf node with no
wangyix 2015/08/25 19:48:01 Good point. It may be better to have create_random
197 const int maxTreeLevels = 4;
198 SkAutoTUnref<const GrFragmentProcessor> fp(
199 create_random_proc_tree(d, 1, maxTreeLev els));
200 pipelineBuilder->addColorProcessor(fp);
tomhudson 2015/08/25 19:29:24 No coverage? Or am I missing something?
201 } else {
202 int numProcs = d->fRandom->nextULessThan(maxStages + 1);
203 int numColorProcs = d->fRandom->nextULessThan(numProcs + 1);
143 204
144 for (int s = 0; s < numProcs;) { 205 for (int s = 0; s < numProcs;) {
145 SkAutoTUnref<const GrFragmentProcessor> fp( 206 SkAutoTUnref<const GrFragmentProcessor> fp(
146 GrProcessorTestFactory<GrFragmentProcessor>::CreateStage(d)); 207 GrProcessorTestFactory<GrFragmentProcessor>::CreateStage(d)) ;
147 SkASSERT(fp); 208 SkASSERT(fp);
148 209
149 // finally add the stage to the correct pipeline in the drawstate 210 // finally add the stage to the correct pipeline in the drawstate
150 if (s < numColorProcs) { 211 if (s < numColorProcs) {
151 pipelineBuilder->addColorProcessor(fp); 212 pipelineBuilder->addColorProcessor(fp);
152 } else { 213 } else {
153 pipelineBuilder->addCoverageProcessor(fp); 214 pipelineBuilder->addCoverageProcessor(fp);
215 }
216 ++s;
154 } 217 }
155 ++s;
156 } 218 }
157 } 219 }
158 220
159 static void set_random_state(GrPipelineBuilder* pipelineBuilder, SkRandom* rando m) { 221 static void set_random_state(GrPipelineBuilder* pipelineBuilder, SkRandom* rando m) {
160 int state = 0; 222 int state = 0;
161 for (int i = 1; i <= GrPipelineBuilder::kLast_Flag; i <<= 1) { 223 for (int i = 1; i <= GrPipelineBuilder::kLast_Flag; i <<= 1) {
162 state |= random->nextBool() * i; 224 state |= random->nextBool() * i;
163 } 225 }
164 226
165 // If we don't have an MSAA rendertarget then we have to disable useHWAA 227 // If we don't have an MSAA rendertarget then we have to disable useHWAA
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296 } 358 }
297 #endif 359 #endif
298 GrTestTarget target; 360 GrTestTarget target;
299 context->getTestTarget(&target); 361 context->getTestTarget(&target);
300 REPORTER_ASSERT(reporter, target.target()->programUnitTest(context, maxStages)); 362 REPORTER_ASSERT(reporter, target.target()->programUnitTest(context, maxStages));
301 } 363 }
302 } 364 }
303 } 365 }
304 366
305 #endif 367 #endif
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