text: /*
   * Copyright 2019 Google LLC
   *
   * Use of this source code is governed by a BSD-style license that can be
   * found in the LICENSE file.
   */
  
  #include "include/core/SkCanvas.h"
  #include "include/core/SkPaint.h"
  #include "include/core/SkSurface.h"
  #include "include/effects/SkRuntimeEffect.h"
  #include "include/gpu/GrContext.h"
  #include "src/core/SkTLazy.h"
  #include "tests/Test.h"
  
  #include <algorithm>
  
  DEF_TEST(SkRuntimeEffectInvalid, r) {
      auto test = [r](const char* hdr, const char* body, const char* expected) {
          SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }",
                                        hdr, body);
          auto[effect, errorText] = SkRuntimeEffect::Make(src);
          REPORTER_ASSERT(r, !effect);
          REPORTER_ASSERT(r, errorText.contains(expected),
                          "Expected error message to contain \"%s\". Actual message: \"%s\"",
                          expected, errorText.c_str());
      };
  
      // Features that are only allowed in .fp files (key, in uniform, ctype, when, tracked).
      // Ensure that these fail, and the error messages contain the relevant keyword.
      test("layout(key) in bool Input;", "", "key");
      test("in uniform float Input;", "", "in uniform");
      test("layout(ctype=SkRect) float4 Input;", "", "ctype");
      test("in bool Flag; layout(when=Flag) uniform float Input;", "", "when");
      test("layout(tracked) uniform float Input;", "", "tracked");
  
      // Runtime SkSL supports a limited set of uniform types. No samplers, for example:
      test("uniform sampler2D s;", "", "sampler2D");
  
      // 'in' variables can't be arrays
      test("in int Input[2];", "", "array");
  
      // Type specific restrictions:
  
      // 'bool', 'int' can't be 'uniform'
      test("uniform bool Input;", "", "'uniform'");
      test("uniform int Input;", "", "'uniform'");
  
      // vector and matrix types can't be 'in'
      test("in float2 Input;", "", "'in'");
      test("in half3x3 Input;", "", "'in'");
  
      test("half missing();", "color.r = missing();", "undefined function");
  }
  
  // Our packing rules and unit test code here relies on this:
  static_assert(sizeof(bool) == 1);
  
  class TestEffect {
  public:
      TestEffect(skiatest::Reporter* r, const char* hdr, const char* body) {
          SkString src = SkStringPrintf("%s void main(float2 p, inout half4 color) { %s }",
                                        hdr, body);
          auto[effect, errorText] = SkRuntimeEffect::Make(src);
          if (!effect) {
              REPORT_FAILURE(r, "effect",
                             SkStringPrintf("Effect didn't compile: %s", errorText.c_str()));
              return;
          }
  
          fBuilder.init(std::move(effect));
      }
  
      SkRuntimeShaderBuilder::BuilderInput operator[](const char* name) {
          return fBuilder->input(name);
      }
  
      void test(skiatest::Reporter* r, sk_sp<SkSurface> surface,
                uint32_t TL, uint32_t TR, uint32_t BL, uint32_t BR) {
          auto shader = fBuilder->makeShader(nullptr, false);
          if (!shader) {
              REPORT_FAILURE(r, "shader", SkString("Effect didn't produce a shader"));
              return;
          }
  
          SkPaint paint;
          paint.setShader(std::move(shader));
          paint.setBlendMode(SkBlendMode::kSrc);
          surface->getCanvas()->drawPaint(paint);
  
          uint32_t actual[4];
          SkImageInfo info = surface->imageInfo();
          if (!surface->readPixels(info, actual, info.minRowBytes(), 0, 0)) {
              REPORT_FAILURE(r, "readPixels", SkString("readPixels failed"));
              return;
          }
  
          uint32_t expected[4] = {TL, TR, BL, BR};
          if (memcmp(actual, expected, sizeof(actual)) != 0) {
              REPORT_FAILURE(r, "Runtime effect didn't match expectations",
                             SkStringPrintf("\n"
                                            "Expected: [ %08x %08x %08x %08x ]\n"
                                            "Got     : [ %08x %08x %08x %08x ]\n"
                                            "SkSL:\n%s\n",
                                            TL, TR, BL, BR, actual[0], actual[1], actual[2],
                                            actual[3], fBuilder->fEffect->source().c_str()));
          }
      }
  
      void test(skiatest::Reporter* r, sk_sp<SkSurface> surface, uint32_t expected) {
          this->test(r, surface, expected, expected, expected, expected);
      }
  
  private:
      SkTLazy<SkRuntimeShaderBuilder> fBuilder;
  };
  
  static void test_RuntimeEffect_Shaders(skiatest::Reporter* r, GrContext* context) {
      SkImageInfo info = SkImageInfo::Make(2, 2, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
      sk_sp<SkSurface> surface;
      if (context) {
          surface = SkSurface::MakeRenderTarget(context, SkBudgeted::kNo, info);
      } else {
          surface = SkSurface::MakeRaster(info);
      }
      REPORTER_ASSERT(r, surface);
  
      TestEffect xy(r, "", "color = half4(half2(p - 0.5), 0, 1);");
      xy.test(r, surface, 0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFF00FFFF);
  
      using float4 = std::array<float, 4>;
  
      // NOTE: For now, we always emit valid premul colors, until CPU and GPU agree on clamping
      TestEffect uniformColor(r, "uniform float4 gColor;", "color = half4(gColor);");
  
      uniformColor["gColor"] = float4{ 0.0f, 0.25f, 0.75f, 1.0f };
      uniformColor.test(r, surface, 0xFFBF4000);
  
      uniformColor["gColor"] = float4{ 0.75f, 0.25f, 0.0f, 1.0f };
      uniformColor.test(r, surface, 0xFF0040BF);
  
      TestEffect pickColor(r, "in int flag; uniform half4 gColors[2];", "color = gColors[flag];");
      pickColor["gColors"] =
              std::array<float4, 2>{float4{1.0f, 0.0f, 0.0f, 0.498f}, float4{0.0f, 1.0f, 0.0f, 1.0f}};
      pickColor["flag"] = 0;
      pickColor.test(r, surface, 0x7F00007F);  // Tests that we clamp to valid premul
      pickColor["flag"] = 1;
      pickColor.test(r, surface, 0xFF00FF00);
  }
  
  DEF_TEST(SkRuntimeEffectSimple, r) {
      test_RuntimeEffect_Shaders(r, nullptr);
  }
  
  DEF_GPUTEST_FOR_RENDERING_CONTEXTS(SkRuntimeEffectSimple_GPU, r, ctxInfo) {
      test_RuntimeEffect_Shaders(r, ctxInfo.grContext());
  }
  