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/*
* 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);
}
}