| /* |
| * Copyright 2023 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "gm/gm.h" |
| #include "include/core/SkBitmap.h" |
| #include "include/core/SkCanvas.h" |
| #include "include/core/SkColor.h" |
| #include "include/core/SkColorSpace.h" |
| #include "include/core/SkData.h" |
| #include "include/core/SkPaint.h" |
| #include "include/core/SkString.h" |
| #include "include/effects/SkGradientShader.h" |
| #include "include/effects/SkRuntimeEffect.h" |
| #include "src/core/SkColorFilterPriv.h" |
| #include "src/shaders/SkWorkingColorSpaceShader.h" |
| |
| static sk_sp<SkShader> color_shader(SkColor4f color) { |
| // Why not use SkShaders::Color? We want a shader that inhibits any paint optimization by any |
| // backend. The CPU backend will ask the shader portion of the pipeline if it's constant. |
| // If so, that portion of the pipeline is executed to get the color, and the color filter is |
| // directly applied to the result. The only way to have the color filter run as part of the |
| // full CPU pipeline is to have a shader that returns false for isConstant: |
| SkBitmap bmp; |
| bmp.allocPixels(SkImageInfo::Make(1, 1, kRGBA_8888_SkColorType, kPremul_SkAlphaType)); |
| bmp.eraseColor(color); |
| return bmp.makeShader(SkFilterMode::kNearest); |
| } |
| |
| static sk_sp<SkShader> paint_color_shader() { |
| // This will return the paint color (unless it's a child of a runtime effect) |
| SkBitmap bmp; |
| bmp.allocPixels(SkImageInfo::MakeA8(1, 1)); |
| bmp.eraseColor(SkColors::kWhite); |
| return bmp.makeShader(SkFilterMode::kNearest); |
| } |
| |
| static sk_sp<SkShader> raw_shader(SkColor4f color) { |
| return SkRuntimeEffect::MakeForShader(SkString("uniform half4 c;" |
| "half4 main(float2 xy) { return c; }")) |
| .effect->makeShader(SkData::MakeWithCopy(&color, sizeof(SkColor4f)), {}); |
| } |
| |
| static sk_sp<SkShader> managed_shader(SkColor4f color) { |
| return SkRuntimeEffect::MakeForShader(SkString("layout(color) uniform half4 c;" |
| "half4 main(float2 xy) {" |
| "return half4(c.rgb*c.a, c.a);" |
| "}")) |
| .effect->makeShader(SkData::MakeWithCopy(&color, sizeof(SkColor4f)), {}); |
| } |
| |
| static sk_sp<SkShader> gradient_shader() { |
| const SkPoint pts[] = {{0, 0}, {40, 40}}; |
| const SkColor4f colors[] = {SkColors::kRed, SkColors::kGreen}; |
| return SkGradientShader::MakeLinear(pts, colors, nullptr, nullptr, 2, SkTileMode::kClamp); |
| } |
| |
| static sk_sp<SkColorFilter> raw_cf(SkColor4f color) { |
| return SkRuntimeEffect::MakeForColorFilter(SkString("uniform half4 c;" |
| "half4 main(half4 color) { return c; }")) |
| .effect->makeColorFilter(SkData::MakeWithCopy(&color, sizeof(SkColor4f))); |
| } |
| |
| static sk_sp<SkColorFilter> managed_cf(SkColor4f color) { |
| return SkRuntimeEffect::MakeForColorFilter(SkString("layout(color) uniform half4 c;" |
| "half4 main(half4 color) { return c; }")) |
| .effect->makeColorFilter(SkData::MakeWithCopy(&color, sizeof(SkColor4f))); |
| } |
| |
| static sk_sp<SkColorFilter> indirect_cf(SkColor4f color) { |
| SkRuntimeEffect::ChildPtr children[] = {color_shader(color)}; |
| return SkRuntimeEffect::MakeForColorFilter( |
| SkString("uniform shader s;" |
| "half4 main(half4 color) { return s.eval(float2(0)); }")) |
| .effect->makeColorFilter(nullptr, children); |
| } |
| |
| static sk_sp<SkColorFilter> mode_cf(SkColor4f color) { |
| return SkColorFilters::Blend(color, nullptr, SkBlendMode::kSrc); |
| } |
| |
| static sk_sp<SkColorFilter> spin(sk_sp<SkColorFilter> cf) { |
| return cf->makeWithWorkingColorSpace(SkColorSpace::MakeSRGB()->makeColorSpin()); |
| } |
| |
| static sk_sp<SkShader> spin(sk_sp<SkShader> shader) { |
| return shader->makeWithWorkingColorSpace(SkColorSpace::MakeSRGB()->makeColorSpin()); |
| } |
| |
| static sk_sp<SkShader> linear(sk_sp<SkShader> shader) { |
| return shader->makeWithWorkingColorSpace(SkColorSpace::MakeSRGBLinear()); |
| } |
| |
| DEF_SIMPLE_GM_CAN_FAIL(workingspace, canvas, errorMsg, 200, 350) { |
| if (!canvas->getSurface()) { |
| // The only backend that really fails is DDL (because the color filter fails to evaluate on |
| // the CPU when we do paint optimization). We can't identify DDL separate from other |
| // recording backends, so skip this GM for all of them: |
| *errorMsg = "Not supported in recording/DDL mode"; |
| return skiagm::DrawResult::kSkip; |
| } |
| |
| // This GM checks that changing the working color space of a color filter does the right thing. |
| // We create a variety of color filters that are sensitive to the working space, and test them |
| // with both fixed-input color (so that paint optimization can apply the filter on the CPU), |
| // and with a shader input (so they're forced to evaluate in the drawing pipeline). |
| // |
| // In all cases, the tests are designed to draw green if implemented correctly. Any other color |
| // (red or blue, most likely) is an error. |
| // |
| // The bottom row is the exception - it draws red-to-green gradients. The first two should be |
| // "ugly" (via brown). The last one should be "nice" (via yellow). |
| |
| canvas->translate(5, 5); |
| canvas->save(); |
| |
| auto cell = [&](sk_sp<SkShader> shader, |
| sk_sp<SkColorFilter> colorFilter, |
| SkColor4f paintColor = SkColors::kBlack) { |
| SkPaint paint; |
| paint.setColor(paintColor); |
| paint.setShader(shader); |
| paint.setColorFilter(colorFilter); |
| canvas->drawRect({0, 0, 40, 40}, paint); |
| canvas->translate(50, 0); |
| }; |
| |
| auto nextRow = [&]() { |
| canvas->restore(); |
| canvas->translate(0, 50); |
| canvas->save(); |
| }; |
| |
| auto blackShader = color_shader(SkColors::kBlack); |
| |
| cell(nullptr, raw_cf(SkColors::kGreen)); |
| cell(nullptr, managed_cf(SkColors::kGreen)); |
| cell(nullptr, indirect_cf(SkColors::kGreen)); |
| cell(nullptr, mode_cf(SkColors::kGreen)); |
| |
| nextRow(); |
| |
| cell(blackShader, raw_cf(SkColors::kGreen)); |
| cell(blackShader, managed_cf(SkColors::kGreen)); |
| cell(blackShader, indirect_cf(SkColors::kGreen)); |
| cell(blackShader, mode_cf(SkColors::kGreen)); |
| |
| nextRow(); |
| |
| cell(nullptr, spin(raw_cf(SkColors::kRed))); // Un-managed red turns into green |
| cell(nullptr, spin(managed_cf(SkColors::kGreen))); |
| cell(nullptr, spin(indirect_cf(SkColors::kGreen))); |
| cell(nullptr, spin(mode_cf(SkColors::kGreen))); |
| |
| nextRow(); |
| |
| cell(blackShader, spin(raw_cf(SkColors::kRed))); // Un-managed red turns into green |
| cell(blackShader, spin(managed_cf(SkColors::kGreen))); |
| cell(blackShader, spin(indirect_cf(SkColors::kGreen))); |
| cell(blackShader, spin(mode_cf(SkColors::kGreen))); |
| |
| nextRow(); |
| |
| cell(raw_shader(SkColors::kGreen), nullptr); |
| cell(managed_shader(SkColors::kGreen), nullptr); |
| cell(color_shader(SkColors::kGreen), nullptr); |
| cell(paint_color_shader(), nullptr, SkColors::kGreen); |
| |
| nextRow(); |
| |
| cell(spin(raw_shader(SkColors::kRed)), nullptr); // Un-managed red turns into green |
| cell(spin(managed_shader(SkColors::kGreen)), nullptr); |
| cell(spin(color_shader(SkColors::kGreen)), nullptr); |
| cell(spin(paint_color_shader()), nullptr, SkColors::kGreen); |
| |
| nextRow(); |
| |
| cell(gradient_shader(), nullptr); // Red to green, via ugly brown |
| cell(spin(gradient_shader()), nullptr); // Same (spin doesn't change anything) |
| cell(linear(gradient_shader()), nullptr); // Red to green, via bright yellow |
| |
| return skiagm::DrawResult::kOk; |
| } |
| |
| // When color conversion and alpha type is handled correctly from all input types (e.g. image, |
| // color, and runtime effect), this should produce a 2x3 grid of squares in the same green color. |
| // |
| // * For CPU/Ganesh, the bottom row (all workInUnpremul cases) render incorrectly because all inputs |
| // still produce premul values and the wrapped shader is assumed to produce a premul value. |
| // * For Graphite, solid color and image inputs correctly convert to unpremul alpha but other shader |
| // types produce premul values w/o any extra conversion to unpremul. Only the bottom-middle cell |
| // renders incorrectly. |
| DEF_SIMPLE_GM(workingspace_input_output, canvas, 256, 256) { |
| // unpremul, sRGB input color to the runtime shader that is then wrapped in a workingspace |
| SkColor4f inputColor = {0.2f, 0.4f, 0.7f, 0.5f}; |
| |
| // These should produce the same value, barring colortype encoding precision |
| sk_sp<SkShader> childColor = SkShaders::Color(inputColor, nullptr); |
| sk_sp<SkShader> childUniform = managed_shader(inputColor); |
| sk_sp<SkShader> childImage = color_shader(inputColor); |
| |
| // The input working space will be the linear space with the current surface's gamut |
| sk_sp<SkColorSpace> inputCS = canvas->imageInfo().refColorSpace(); |
| if (inputCS) { |
| inputCS = inputCS->makeLinearGamma(); |
| } else { |
| inputCS = SkColorSpace::MakeSRGBLinear(); |
| } |
| |
| // The output space will be a colorspin of the input gamut with a 2.2 gamma |
| sk_sp<SkColorSpace> outputCS = inputCS->makeColorSpin(); |
| skcms_Matrix3x3 outputGamut; |
| outputCS->toXYZD50(&outputGamut); |
| outputCS = SkColorSpace::MakeRGB(SkNamedTransferFn::k2Dot2, outputGamut); |
| |
| SkRect rect = {0.f, 0.f, 32.f, 32.f}; |
| const float padding = 4.f; |
| |
| canvas->translate(padding, padding); |
| for (bool workInUnpremul : {false, true}) { |
| const char* manualUnpremul = workInUnpremul ? "false" : "true"; |
| SkString sksl = SkStringPrintf( |
| "uniform shader child;" |
| "half4 main(float2 xy) {" |
| "half4 inRGBA = child.eval(xy);" // This is in inputCS w/ inputAlpha type |
| "if (%s) {" // do manual unpremul if not `workInUnpremul` |
| "inRGBA.rgb /= inRGBA.a + 0.00001;" |
| "}" |
| // the "effect" to apply in the linear unpremul working space |
| "half4 scaled = half4(saturate(inRGBA.rgb * 1.5), inRGBA.a);" |
| // manual color spin and 2.2 gamma to inline the conversion from |
| // inputCS to outputCS. |
| "half4 outRGBA = half4(pow(scaled.bgr, half3(2.2)), scaled.a);" |
| "if (%s) {" // do manual premul if not `workInUnpremul` |
| "outRGBA.rgb *= outRGBA.a;" |
| "}" |
| "return outRGBA;" |
| "}", |
| manualUnpremul, manualUnpremul); |
| |
| auto rte = SkRuntimeEffect::MakeForShader(sksl); |
| SkASSERTF(rte.effect, "Failed to create runtime effect: %s", rte.errorText.c_str()); |
| |
| canvas->save(); |
| for (auto&& child : {childColor, childUniform, childImage}) { |
| SkRuntimeShaderBuilder builder{rte.effect}; |
| builder.child("child") = child; |
| sk_sp<SkShader> rteShader = builder.makeShader(); |
| |
| SkPaint p; |
| p.setAntiAlias(true); |
| // The option that takes a workInUnpremul parameter isn't public yet |
| p.setShader(SkWorkingColorSpaceShader::Make(std::move(rteShader), |
| inputCS, |
| outputCS, |
| workInUnpremul)); |
| canvas->drawRect(rect, p); |
| canvas->translate(rect.width() + padding, 0.f); |
| } |
| canvas->restore(); |
| canvas->translate(0.f, rect.height() + padding); |
| } |
| } |