| /* | |
| * 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 "gm/gm.h" | |
| #include "include/core/SkBitmap.h" | |
| #include "include/core/SkCanvas.h" | |
| #include "include/core/SkData.h" | |
| #include "include/core/SkPaint.h" | |
| #include "include/core/SkRRect.h" | |
| #include "include/core/SkSize.h" | |
| #include "include/core/SkString.h" | |
| #include "include/core/SkSurface.h" | |
| #include "include/effects/SkGradient.h" | |
| #include "include/effects/SkImageFilters.h" | |
| #include "include/effects/SkRuntimeEffect.h" | |
| #include "src/core/SkColorSpacePriv.h" | |
| #include "src/core/SkRandom.h" | |
| #include "src/core/SkRuntimeEffectPriv.h" | |
| #include "tools/DecodeUtils.h" | |
| #include "tools/Resources.h" | |
| #include "tools/ToolUtils.h" | |
| enum RT_Flags { | |
| kAnimate_RTFlag = 0x1, | |
| kBench_RTFlag = 0x2, | |
| kColorFilter_RTFlag = 0x4, | |
| }; | |
| class RuntimeShaderGM : public skiagm::GM { | |
| public: | |
| RuntimeShaderGM(const char* name, SkISize size, const char* sksl, uint32_t flags = 0) | |
| : fName(name), fSize(size), fFlags(flags), fSkSL(sksl) {} | |
| void onOnceBeforeDraw() override { | |
| auto [effect, error] = (fFlags & kColorFilter_RTFlag) | |
| ? SkRuntimeEffect::MakeForColorFilter(fSkSL) | |
| : SkRuntimeEffect::MakeForShader(fSkSL); | |
| if (!effect) { | |
| SkDebugf("RuntimeShader error: %s\n", error.c_str()); | |
| } | |
| fEffect = std::move(effect); | |
| } | |
| bool runAsBench() const override { return SkToBool(fFlags & kBench_RTFlag); } | |
| SkString getName() const override { return fName; } | |
| SkISize getISize() override { return fSize; } | |
| bool onAnimate(double nanos) override { | |
| fSecs = nanos / (1000 * 1000 * 1000); | |
| return SkToBool(fFlags & kAnimate_RTFlag); | |
| } | |
| protected: | |
| SkString fName; | |
| SkISize fSize; | |
| uint32_t fFlags; | |
| float fSecs = 0.0f; | |
| SkString fSkSL; | |
| sk_sp<SkRuntimeEffect> fEffect; | |
| }; | |
| class SimpleRT : public RuntimeShaderGM { | |
| public: | |
| SimpleRT() : RuntimeShaderGM("runtime_shader", {512, 256}, R"( | |
| uniform half4 gColor; | |
| half4 main(float2 p) { | |
| return half4(p*(1.0/255), gColor.b, 1); | |
| } | |
| )", kBench_RTFlag) {} | |
| void onDraw(SkCanvas* canvas) override { | |
| SkRuntimeShaderBuilder builder(fEffect); | |
| SkMatrix localM; | |
| localM.setRotate(90, 128, 128); | |
| builder.uniform("gColor") = SkColor4f{1, 0, 0, 1}; | |
| SkPaint p; | |
| p.setShader(builder.makeShader(&localM)); | |
| canvas->drawRect({0, 0, 256, 256}, p); | |
| } | |
| }; | |
| DEF_GM(return new SimpleRT;) | |
| static sk_sp<SkShader> make_shader(sk_sp<SkImage> img, SkISize size) { | |
| SkMatrix scale = SkMatrix::Scale(size.width() / (float)img->width(), | |
| size.height() / (float)img->height()); | |
| return img->makeShader(SkSamplingOptions(), scale); | |
| } | |
| static sk_sp<SkShader> make_threshold(SkISize size) { | |
| auto info = SkImageInfo::Make(size.width(), size.height(), kAlpha_8_SkColorType, | |
| kPremul_SkAlphaType); | |
| auto surf = SkSurfaces::Raster(info); | |
| auto canvas = surf->getCanvas(); | |
| const SkScalar rad = 50; | |
| const SkColor4f colors[] = {SkColors::kBlack, {0,0,0,0}}; | |
| SkPaint paint; | |
| paint.setAntiAlias(true); | |
| paint.setShader(SkShaders::RadialGradient({0,0}, rad, {{colors, {}, SkTileMode::kClamp}, {}})); | |
| SkPaint layerPaint; | |
| const SkScalar sigma = 16.0f; | |
| layerPaint.setImageFilter(SkImageFilters::Blur(sigma, sigma, nullptr)); | |
| canvas->saveLayer(nullptr, &layerPaint); | |
| SkRandom rand; | |
| for (int i = 0; i < 25; ++i) { | |
| SkScalar x = rand.nextF() * size.width(); | |
| SkScalar y = rand.nextF() * size.height(); | |
| canvas->save(); | |
| canvas->translate(x, y); | |
| canvas->drawCircle(0, 0, rad, paint); | |
| canvas->restore(); | |
| } | |
| canvas->restore(); // apply the blur | |
| return surf->makeImageSnapshot()->makeShader(SkSamplingOptions()); | |
| } | |
| class ThresholdRT : public RuntimeShaderGM { | |
| public: | |
| ThresholdRT() : RuntimeShaderGM("threshold_rt", {256, 256}, R"( | |
| uniform shader before_map; | |
| uniform shader after_map; | |
| uniform shader threshold_map; | |
| uniform float cutoff; | |
| uniform float slope; | |
| float smooth_cutoff(float x) { | |
| x = x * slope + (0.5 - slope * cutoff); | |
| return clamp(x, 0, 1); | |
| } | |
| half4 main(float2 xy) { | |
| half4 before = before_map.eval(xy); | |
| half4 after = after_map.eval(xy); | |
| float m = smooth_cutoff(threshold_map.eval(xy).a); | |
| return mix(before, after, m); | |
| } | |
| )", kAnimate_RTFlag | kBench_RTFlag) {} | |
| sk_sp<SkShader> fBefore, fAfter, fThreshold; | |
| void onOnceBeforeDraw() override { | |
| const SkISize size = {256, 256}; | |
| fThreshold = make_threshold(size); | |
| fBefore = make_shader(ToolUtils::GetResourceAsImage("images/mandrill_256.png"), size); | |
| fAfter = make_shader(ToolUtils::GetResourceAsImage("images/dog.jpg"), size); | |
| this->RuntimeShaderGM::onOnceBeforeDraw(); | |
| } | |
| void onDraw(SkCanvas* canvas) override { | |
| SkRuntimeShaderBuilder builder(fEffect); | |
| builder.uniform("cutoff") = sinf(fSecs) * 0.55f + 0.5f; | |
| builder.uniform("slope") = 10.0f; | |
| builder.child("before_map") = fBefore; | |
| builder.child("after_map") = fAfter; | |
| builder.child("threshold_map") = fThreshold; | |
| SkPaint paint; | |
| paint.setShader(builder.makeShader()); | |
| canvas->drawRect({0, 0, 256, 256}, paint); | |
| auto draw = [&](SkScalar x, SkScalar y, sk_sp<SkShader> shader) { | |
| paint.setShader(shader); | |
| canvas->save(); | |
| canvas->translate(x, y); | |
| canvas->drawRect({0, 0, 256, 256}, paint); | |
| canvas->restore(); | |
| }; | |
| draw(256, 0, fThreshold); | |
| draw( 0, 256, fBefore); | |
| draw(256, 256, fAfter); | |
| } | |
| }; | |
| DEF_GM(return new ThresholdRT;) | |
| class SpiralRT : public RuntimeShaderGM { | |
| public: | |
| SpiralRT() : RuntimeShaderGM("spiral_rt", {512, 512}, R"( | |
| uniform float rad_scale; | |
| uniform float2 in_center; | |
| layout(color) uniform float4 in_colors0; | |
| layout(color) uniform float4 in_colors1; | |
| half4 main(float2 p) { | |
| float2 pp = p - in_center; | |
| float radius = length(pp); | |
| radius = sqrt(radius); | |
| float angle = atan(pp.y / pp.x); | |
| float t = (angle + 3.1415926/2) / (3.1415926); | |
| t += radius * rad_scale; | |
| t = fract(t); | |
| return in_colors0 * (1-t) + in_colors1 * t; | |
| } | |
| )", kAnimate_RTFlag | kBench_RTFlag) {} | |
| void onDraw(SkCanvas* canvas) override { | |
| SkRuntimeShaderBuilder builder(fEffect); | |
| builder.uniform("rad_scale") = std::sin(fSecs * 0.5f + 2.0f) / 5; | |
| builder.uniform("in_center") = SkV2{256, 256}; | |
| builder.uniform("in_colors0") = SkColors::kRed; | |
| builder.uniform("in_colors1") = SkColors::kGreen; | |
| SkPaint paint; | |
| paint.setShader(builder.makeShader()); | |
| canvas->drawRect({0, 0, 512, 512}, paint); | |
| } | |
| }; | |
| DEF_GM(return new SpiralRT;) | |
| // Test case for sampling with both unmodified input coordinates, and explicit coordinates. | |
| // The first version of skbug.com/40042955 suffered a bug where all samples of a child were treated | |
| // as pass-through if *at least one* used the unmodified coordinates. This was detected & tracked | |
| // in b/181092919. This GM is similar, and demonstrates the bug before the fix was applied. | |
| class UnsharpRT : public RuntimeShaderGM { | |
| public: | |
| UnsharpRT() : RuntimeShaderGM("unsharp_rt", {512, 256}, R"( | |
| uniform shader child; | |
| half4 main(float2 xy) { | |
| half4 c = child.eval(xy) * 5; | |
| c -= child.eval(xy + float2( 1, 0)); | |
| c -= child.eval(xy + float2(-1, 0)); | |
| c -= child.eval(xy + float2( 0, 1)); | |
| c -= child.eval(xy + float2( 0, -1)); | |
| return c; | |
| } | |
| )") {} | |
| sk_sp<SkImage> fMandrill; | |
| void onOnceBeforeDraw() override { | |
| fMandrill = ToolUtils::GetResourceAsImage("images/mandrill_256.png"); | |
| this->RuntimeShaderGM::onOnceBeforeDraw(); | |
| } | |
| void onDraw(SkCanvas* canvas) override { | |
| // First we draw the unmodified image | |
| canvas->drawImage(fMandrill, 0, 0); | |
| // Now draw the image with our unsharp mask applied | |
| SkRuntimeShaderBuilder builder(fEffect); | |
| const SkSamplingOptions sampling(SkFilterMode::kNearest); | |
| builder.child("child") = fMandrill->makeShader(sampling); | |
| SkPaint paint; | |
| paint.setShader(builder.makeShader()); | |
| canvas->translate(256, 0); | |
| canvas->drawRect({ 0, 0, 256, 256 }, paint); | |
| } | |
| }; | |
| DEF_GM(return new UnsharpRT;) | |
| class ColorCubeRT : public RuntimeShaderGM { | |
| public: | |
| ColorCubeRT() : RuntimeShaderGM("color_cube_rt", {512, 512}, R"( | |
| uniform shader child; | |
| uniform shader color_cube; | |
| uniform float rg_scale; | |
| uniform float rg_bias; | |
| uniform float b_scale; | |
| uniform float inv_size; | |
| half4 main(float2 xy) { | |
| float4 c = unpremul(child.eval(xy)); | |
| // Map to cube coords: | |
| float3 cubeCoords = float3(c.rg * rg_scale + rg_bias, c.b * b_scale); | |
| // Compute slice coordinate | |
| float2 coords1 = float2((floor(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g); | |
| float2 coords2 = float2(( ceil(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g); | |
| // Two bilinear fetches, plus a manual lerp for the third axis: | |
| half4 color = mix(color_cube.eval(coords1), color_cube.eval(coords2), | |
| fract(cubeCoords.b)); | |
| // Premul again | |
| color.rgb *= color.a; | |
| return color; | |
| } | |
| )") {} | |
| sk_sp<SkImage> fMandrill, fMandrillSepia, fIdentityCube, fSepiaCube; | |
| void onOnceBeforeDraw() override { | |
| fMandrill = ToolUtils::GetResourceAsImage("images/mandrill_256.png"); | |
| fMandrillSepia = ToolUtils::GetResourceAsImage("images/mandrill_sepia.png"); | |
| fIdentityCube = ToolUtils::GetResourceAsImage("images/lut_identity.png"); | |
| fSepiaCube = ToolUtils::GetResourceAsImage("images/lut_sepia.png"); | |
| this->RuntimeShaderGM::onOnceBeforeDraw(); | |
| } | |
| void onDraw(SkCanvas* canvas) override { | |
| SkRuntimeShaderBuilder builder(fEffect); | |
| // First we draw the unmodified image, and a copy that was sepia-toned in Photoshop: | |
| canvas->drawImage(fMandrill, 0, 0); | |
| canvas->drawImage(fMandrillSepia, 0, 256); | |
| // LUT dimensions should be (kSize^2, kSize) | |
| constexpr float kSize = 16.0f; | |
| const SkSamplingOptions sampling(SkFilterMode::kLinear); | |
| builder.uniform("rg_scale") = (kSize - 1) / kSize; | |
| builder.uniform("rg_bias") = 0.5f / kSize; | |
| builder.uniform("b_scale") = kSize - 1; | |
| builder.uniform("inv_size") = 1.0f / kSize; | |
| builder.child("child") = fMandrill->makeShader(sampling); | |
| SkPaint paint; | |
| // TODO: Should we add SkImage::makeNormalizedShader() to handle this automatically? | |
| SkMatrix normalize = SkMatrix::Scale(1.0f / (kSize * kSize), 1.0f / kSize); | |
| // Now draw the image with an identity color cube - it should look like the original | |
| builder.child("color_cube") = fIdentityCube->makeShader(sampling, normalize); | |
| paint.setShader(builder.makeShader()); | |
| canvas->translate(256, 0); | |
| canvas->drawRect({ 0, 0, 256, 256 }, paint); | |
| // ... and with a sepia-tone color cube. This should match the sepia-toned image. | |
| builder.child("color_cube") = fSepiaCube->makeShader(sampling, normalize); | |
| paint.setShader(builder.makeShader()); | |
| canvas->translate(0, 256); | |
| canvas->drawRect({ 0, 0, 256, 256 }, paint); | |
| } | |
| }; | |
| DEF_GM(return new ColorCubeRT;) | |
| // Same as above, but demonstrating how to implement this as a runtime color filter (that samples | |
| // a shader child for the LUT). | |
| class ColorCubeColorFilterRT : public RuntimeShaderGM { | |
| public: | |
| ColorCubeColorFilterRT() : RuntimeShaderGM("color_cube_cf_rt", {512, 512}, R"( | |
| uniform shader color_cube; | |
| uniform float rg_scale; | |
| uniform float rg_bias; | |
| uniform float b_scale; | |
| uniform float inv_size; | |
| half4 main(half4 inColor) { | |
| float4 c = unpremul(inColor); | |
| // Map to cube coords: | |
| float3 cubeCoords = float3(c.rg * rg_scale + rg_bias, c.b * b_scale); | |
| // Compute slice coordinate | |
| float2 coords1 = float2((floor(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g); | |
| float2 coords2 = float2(( ceil(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g); | |
| // Two bilinear fetches, plus a manual lerp for the third axis: | |
| half4 color = mix(color_cube.eval(coords1), color_cube.eval(coords2), | |
| fract(cubeCoords.b)); | |
| // Premul again | |
| color.rgb *= color.a; | |
| return color; | |
| } | |
| )", kColorFilter_RTFlag) {} | |
| sk_sp<SkImage> fMandrill, fMandrillSepia, fIdentityCube, fSepiaCube; | |
| void onOnceBeforeDraw() override { | |
| fMandrill = ToolUtils::GetResourceAsImage("images/mandrill_256.png"); | |
| fMandrillSepia = ToolUtils::GetResourceAsImage("images/mandrill_sepia.png"); | |
| fIdentityCube = ToolUtils::GetResourceAsImage("images/lut_identity.png"); | |
| fSepiaCube = ToolUtils::GetResourceAsImage("images/lut_sepia.png"); | |
| this->RuntimeShaderGM::onOnceBeforeDraw(); | |
| } | |
| void onDraw(SkCanvas* canvas) override { | |
| SkRuntimeColorFilterBuilder builder(fEffect); | |
| // First we draw the unmodified image, and a copy that was sepia-toned in Photoshop: | |
| canvas->drawImage(fMandrill, 0, 0); | |
| canvas->drawImage(fMandrillSepia, 0, 256); | |
| // LUT dimensions should be (kSize^2, kSize) | |
| constexpr float kSize = 16.0f; | |
| const SkSamplingOptions sampling(SkFilterMode::kLinear); | |
| builder.uniform("rg_scale") = (kSize - 1) / kSize; | |
| builder.uniform("rg_bias") = 0.5f / kSize; | |
| builder.uniform("b_scale") = kSize - 1; | |
| builder.uniform("inv_size") = 1.0f / kSize; | |
| SkPaint paint; | |
| // TODO: Should we add SkImage::makeNormalizedShader() to handle this automatically? | |
| SkMatrix normalize = SkMatrix::Scale(1.0f / (kSize * kSize), 1.0f / kSize); | |
| // Now draw the image with an identity color cube - it should look like the original | |
| builder.child("color_cube") = fIdentityCube->makeShader(sampling, normalize); | |
| paint.setColorFilter(builder.makeColorFilter()); | |
| canvas->drawImage(fMandrill, 256, 0, sampling, &paint); | |
| // ... and with a sepia-tone color cube. This should match the sepia-toned image. | |
| builder.child("color_cube") = fSepiaCube->makeShader(sampling, normalize); | |
| paint.setColorFilter(builder.makeColorFilter()); | |
| canvas->drawImage(fMandrill, 256, 256, sampling, &paint); | |
| } | |
| }; | |
| DEF_GM(return new ColorCubeColorFilterRT;) | |
| // Emits coverage for a rounded rectangle whose corners are superellipses defined by the boundary: | |
| // | |
| // x^n + y^n == 1 | |
| // | |
| // Where x and y are normalized, clamped coordinates ranging from 0..1 inside the nearest corner's | |
| // bounding box. | |
| // | |
| // See: https://en.wikipedia.org/wiki/Superellipse | |
| class ClipSuperRRect : public RuntimeShaderGM { | |
| public: | |
| ClipSuperRRect(const char* name, float power) : RuntimeShaderGM(name, {500, 500}, R"( | |
| uniform float power_minus1; | |
| uniform float2 stretch_factor; | |
| uniform float2x2 derivatives; | |
| half4 main(float2 xy) { | |
| xy = max(abs(xy) + stretch_factor, 0); | |
| float2 exp_minus1 = pow(xy, power_minus1.xx); // If power == 3.5: xy * xy * sqrt(xy) | |
| float f = dot(exp_minus1, xy) - 1; // f = x^n + y^n - 1 | |
| float2 grad = exp_minus1 * derivatives; | |
| float fwidth = abs(grad.x) + abs(grad.y) + 1e-12; // 1e-12 to avoid a divide by zero. | |
| return half4(saturate(.5 - f/fwidth)); // Approx coverage by riding the gradient to f=0. | |
| } | |
| )"), fPower(power) {} | |
| void drawSuperRRect(SkCanvas* canvas, const SkRect& superRRect, float radX, float radY, | |
| SkColor color) { | |
| SkPaint paint; | |
| paint.setColor(color); | |
| if (fPower == 2) { | |
| // Draw a normal round rect for the sake of testing. | |
| SkRRect rrect = SkRRect::MakeRectXY(superRRect, radX, radY); | |
| paint.setAntiAlias(true); | |
| canvas->drawRRect(rrect, paint); | |
| return; | |
| } | |
| SkRuntimeShaderBuilder builder(fEffect); | |
| builder.uniform("power_minus1") = fPower - 1; | |
| // Size the corners such that the "apex" of our "super" rounded corner is in the same | |
| // location that the apex of a circular rounded corner would be with the given radii. We | |
| // define the apex as the point on the rounded corner that is 45 degrees between the | |
| // horizontal and vertical edges. | |
| float scale = (1 - SK_ScalarRoot2Over2) / (1 - exp2f(-1/fPower)); | |
| float cornerWidth = radX * scale; | |
| float cornerHeight = radY * scale; | |
| cornerWidth = std::min(cornerWidth, superRRect.width() * .5f); | |
| cornerHeight = std::min(cornerHeight, superRRect.height() * .5f); | |
| // The stretch factor controls how long the flat edge should be between rounded corners. | |
| builder.uniform("stretch_factor") = SkV2{1 - superRRect.width()*.5f / cornerWidth, | |
| 1 - superRRect.height()*.5f / cornerHeight}; | |
| // Calculate a 2x2 "derivatives" matrix that the shader will use to find the gradient. | |
| // | |
| // f = s^n + t^n - 1 [s,t are "super" rounded corner coords in normalized 0..1 space] | |
| // | |
| // gradient = [df/dx df/dy] = [ns^(n-1) nt^(n-1)] * |ds/dx ds/dy| | |
| // |dt/dx dt/dy| | |
| // | |
| // = [s^(n-1) t^(n-1)] * |n 0| * |ds/dx ds/dy| | |
| // |0 n| |dt/dx dt/dy| | |
| // | |
| // = [s^(n-1) t^(n-1)] * |2n/cornerWidth 0| * mat2x2(canvasMatrix)^-1 | |
| // |0 2n/cornerHeight| | |
| // | |
| // = [s^(n-1) t^(n-1)] * "derivatives" | |
| // | |
| const SkMatrix& M = canvas->getTotalMatrix(); | |
| float a=M.getScaleX(), b=M.getSkewX(), c=M.getSkewY(), d=M.getScaleY(); | |
| float determinant = a*d - b*c; | |
| float dx = fPower / (cornerWidth * determinant); | |
| float dy = fPower / (cornerHeight * determinant); | |
| builder.uniform("derivatives") = SkV4{d*dx, -c*dy, -b*dx, a*dy}; | |
| // This matrix will be inverted by the effect system, giving a matrix that converts local | |
| // coordinates to (almost) coner coordinates. To get the rest of the way to the nearest | |
| // corner's space, the shader will have to take the absolute value, add the stretch_factor, | |
| // then clamp above zero. | |
| SkMatrix cornerToLocal; | |
| cornerToLocal.setScaleTranslate(cornerWidth, cornerHeight, superRRect.centerX(), | |
| superRRect.centerY()); | |
| canvas->clipShader(builder.makeShader(&cornerToLocal)); | |
| // Bloat the outer edges of the rect we will draw so it contains all the antialiased pixels. | |
| // Bloat by a full pixel instead of half in case Skia is in a mode that draws this rect with | |
| // unexpected AA of its own. | |
| float inverseDet = 1 / fabsf(determinant); | |
| float bloatX = (fabsf(d) + fabsf(c)) * inverseDet; | |
| float bloatY = (fabsf(b) + fabsf(a)) * inverseDet; | |
| canvas->drawRect(superRRect.makeOutset(bloatX, bloatY), paint); | |
| } | |
| void onDraw(SkCanvas* canvas) override { | |
| SkRandom rand(2); | |
| canvas->save(); | |
| canvas->translate(canvas->imageInfo().width() / 2.f, canvas->imageInfo().height() / 2.f); | |
| canvas->save(); | |
| canvas->rotate(21); | |
| this->drawSuperRRect(canvas, SkRect::MakeXYWH(-5, 25, 175, 100), 50, 30, | |
| rand.nextU() | 0xff808080); | |
| canvas->restore(); | |
| canvas->save(); | |
| canvas->rotate(94); | |
| this->drawSuperRRect(canvas, SkRect::MakeXYWH(95, 75, 125, 100), 30, 30, | |
| rand.nextU() | 0xff808080); | |
| canvas->restore(); | |
| canvas->save(); | |
| canvas->rotate(132); | |
| this->drawSuperRRect(canvas, SkRect::MakeXYWH(0, 75, 150, 100), 40, 30, | |
| rand.nextU() | 0xff808080); | |
| canvas->restore(); | |
| canvas->save(); | |
| canvas->rotate(282); | |
| this->drawSuperRRect(canvas, SkRect::MakeXYWH(15, -20, 100, 100), 20, 20, | |
| rand.nextU() | 0xff808080); | |
| canvas->restore(); | |
| canvas->save(); | |
| canvas->rotate(0); | |
| this->drawSuperRRect(canvas, SkRect::MakeXYWH(140, -50, 90, 110), 25, 25, | |
| rand.nextU() | 0xff808080); | |
| canvas->restore(); | |
| canvas->save(); | |
| canvas->rotate(-35); | |
| this->drawSuperRRect(canvas, SkRect::MakeXYWH(160, -60, 60, 90), 18, 18, | |
| rand.nextU() | 0xff808080); | |
| canvas->restore(); | |
| canvas->save(); | |
| canvas->rotate(65); | |
| this->drawSuperRRect(canvas, SkRect::MakeXYWH(220, -120, 60, 90), 18, 18, | |
| rand.nextU() | 0xff808080); | |
| canvas->restore(); | |
| canvas->save(); | |
| canvas->rotate(265); | |
| this->drawSuperRRect(canvas, SkRect::MakeXYWH(150, -129, 80, 160), 24, 39, | |
| rand.nextU() | 0xff808080); | |
| canvas->restore(); | |
| canvas->restore(); | |
| } | |
| private: | |
| const float fPower; | |
| }; | |
| DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow2", 2);) | |
| // DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow3", 3);) | |
| DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow3.5", 3.5);) | |
| // DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow4", 4);) | |
| // DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow4.5", 4.5);) | |
| // DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow5", 5);) | |
| class LinearGradientRT : public RuntimeShaderGM { | |
| public: | |
| LinearGradientRT() : RuntimeShaderGM("linear_gradient_rt", {256 + 10, 128 + 15}, R"( | |
| layout(color) uniform vec4 in_colors0; | |
| layout(color) uniform vec4 in_colors1; | |
| vec4 main(vec2 p) { | |
| float t = p.x / 256; | |
| if (p.y < 32) { | |
| return mix(in_colors0, in_colors1, t); | |
| } else { | |
| vec3 linColor0 = toLinearSrgb(in_colors0.rgb); | |
| vec3 linColor1 = toLinearSrgb(in_colors1.rgb); | |
| vec3 linColor = mix(linColor0, linColor1, t); | |
| return fromLinearSrgb(linColor).rgb1; | |
| } | |
| } | |
| )") {} | |
| void onDraw(SkCanvas* canvas) override { | |
| // Colors chosen to use values other than 0 and 1 - so that it's obvious if the conversion | |
| // intrinsics are doing anything. (Most transfer functions map 0 -> 0 and 1 -> 1). | |
| SkRuntimeShaderBuilder builder(fEffect); | |
| builder.uniform("in_colors0") = SkColor4f{0.75f, 0.25f, 0.0f, 1.0f}; | |
| builder.uniform("in_colors1") = SkColor4f{0.0f, 0.75f, 0.25f, 1.0f}; | |
| SkPaint paint; | |
| paint.setShader(builder.makeShader()); | |
| canvas->save(); | |
| canvas->clear(SK_ColorWHITE); | |
| canvas->translate(5, 5); | |
| // We draw everything twice. First to a surface with no color management, where the | |
| // intrinsics should do nothing (eg, the top bar should look the same in the top and bottom | |
| // halves). Then to an sRGB surface, where they should produce linearly interpolated | |
| // gradients (the bottom half of the second bar should be brighter than the top half). | |
| for (auto cs : {static_cast<SkColorSpace*>(nullptr), sk_srgb_singleton()}) { | |
| SkImageInfo info = SkImageInfo::Make( | |
| 256, 64, kN32_SkColorType, kPremul_SkAlphaType, sk_ref_sp(cs)); | |
| auto surface = canvas->makeSurface(info); | |
| if (!surface) { | |
| surface = SkSurfaces::Raster(info); | |
| } | |
| surface->getCanvas()->drawRect({0, 0, 256, 64}, paint); | |
| canvas->drawImage(surface->makeImageSnapshot(), 0, 0); | |
| canvas->translate(0, 64 + 5); | |
| } | |
| canvas->restore(); | |
| } | |
| }; | |
| DEF_GM(return new LinearGradientRT;) | |
| DEF_SIMPLE_GM(child_sampling_rt, canvas, 256,256) { | |
| static constexpr char scale[] = | |
| "uniform shader child;" | |
| "half4 main(float2 xy) {" | |
| " return child.eval(xy*0.1);" | |
| "}"; | |
| SkPaint p; | |
| p.setColor(SK_ColorRED); | |
| p.setAntiAlias(true); | |
| p.setStyle(SkPaint::kStroke_Style); | |
| p.setStrokeWidth(1); | |
| auto surf = SkSurfaces::Raster(SkImageInfo::MakeN32Premul(100, 100)); | |
| surf->getCanvas()->drawLine(0, 0, 100, 100, p); | |
| auto shader = surf->makeImageSnapshot()->makeShader(SkSamplingOptions(SkFilterMode::kLinear)); | |
| SkRuntimeShaderBuilder builder(SkRuntimeEffect::MakeForShader(SkString(scale)).effect); | |
| builder.child("child") = shader; | |
| p.setShader(builder.makeShader()); | |
| canvas->drawPaint(p); | |
| } | |
| static sk_sp<SkShader> normal_map_shader() { | |
| // Produces a hemispherical normal: | |
| static const char* kSrc = R"( | |
| half4 main(vec2 p) { | |
| p = (p / 256) * 2 - 1; | |
| float p2 = dot(p, p); | |
| vec3 v = (p2 > 1) ? vec3(0, 0, 1) : vec3(p, sqrt(1 - p2)); | |
| return (v * 0.5 + 0.5).xyz1; | |
| } | |
| )"; | |
| auto effect = SkRuntimeEffect::MakeForShader(SkString(kSrc)).effect; | |
| return effect->makeShader(nullptr, {}); | |
| } | |
| static sk_sp<SkImage> normal_map_image() { | |
| // Above, baked into an image: | |
| auto info = SkImageInfo::Make(256, 256, kN32_SkColorType, kPremul_SkAlphaType); | |
| auto surface = SkSurfaces::Raster(info); | |
| SkPaint p; | |
| p.setShader(normal_map_shader()); | |
| surface->getCanvas()->drawPaint(p); | |
| return surface->makeImageSnapshot(); | |
| } | |
| static sk_sp<SkShader> normal_map_image_shader() { | |
| return normal_map_image()->makeShader(SkFilterMode::kNearest); | |
| } | |
| static sk_sp<SkShader> normal_map_raw_image_shader() { | |
| return normal_map_image()->makeRawShader(SkFilterMode::kNearest); | |
| } | |
| static sk_sp<SkImage> normal_map_unpremul_image() { | |
| auto image = normal_map_image(); | |
| SkPixmap pm; | |
| SkAssertResult(image->peekPixels(&pm)); | |
| SkBitmap bmp; | |
| bmp.allocPixels(image->imageInfo().makeAlphaType(kUnpremul_SkAlphaType)); | |
| // Copy all pixels over, but set alpha to 0 | |
| for (int y = 0; y < pm.height(); y++) { | |
| for (int x = 0; x < pm.width(); x++) { | |
| *bmp.getAddr32(x, y) = *pm.addr32(x, y) & 0x00FFFFFF; | |
| } | |
| } | |
| return bmp.asImage(); | |
| } | |
| static sk_sp<SkShader> normal_map_unpremul_image_shader() { | |
| return normal_map_unpremul_image()->makeShader(SkFilterMode::kNearest); | |
| } | |
| static sk_sp<SkShader> normal_map_raw_unpremul_image_shader() { | |
| return normal_map_unpremul_image()->makeRawShader(SkFilterMode::kNearest); | |
| } | |
| static sk_sp<SkShader> lit_shader(sk_sp<SkShader> normals) { | |
| // Simple N-dot-L against a fixed, directional light: | |
| static const char* kSrc = R"( | |
| uniform shader normals; | |
| half4 main(vec2 p) { | |
| vec3 n = normalize(normals.eval(p).xyz * 2 - 1); | |
| vec3 l = normalize(vec3(1, -1, 1)); | |
| return saturate(dot(n, l)).xxx1; | |
| } | |
| )"; | |
| auto effect = SkRuntimeEffect::MakeForShader(SkString(kSrc)).effect; | |
| return effect->makeShader(/* uniforms= */ nullptr, &normals, /* childCount= */ 1); | |
| } | |
| static sk_sp<SkShader> lit_shader_linear(sk_sp<SkShader> normals) { | |
| // Simple N-dot-L against a fixed, directional light, done in linear space: | |
| static const char* kSrc = R"( | |
| uniform shader normals; | |
| half4 main(vec2 p) { | |
| vec3 n = normalize(normals.eval(p).xyz * 2 - 1); | |
| vec3 l = normalize(vec3(1, -1, 1)); | |
| return fromLinearSrgb(saturate(dot(n, l)).xxx).xxx1; | |
| } | |
| )"; | |
| auto effect = SkRuntimeEffect::MakeForShader(SkString(kSrc)).effect; | |
| return effect->makeShader(/* uniforms= */ nullptr, &normals, /* childCount= */ 1); | |
| } | |
| DEF_SIMPLE_GM(paint_alpha_normals_rt, canvas, 512,512) { | |
| // Various draws, with non-opaque paint alpha. This demonstrates several issues around how | |
| // paint alpha is applied differently on CPU (globally, after all shaders) and GPU (per shader, | |
| // inconsistently). See: skbug.com/40043035 | |
| // | |
| // When this works, it will be a demo of applying paint alpha to fade out a complex effect. | |
| auto draw_shader = [=](int x, int y, sk_sp<SkShader> shader) { | |
| SkPaint p; | |
| p.setAlpha(164); | |
| p.setShader(shader); | |
| canvas->save(); | |
| canvas->translate(x, y); | |
| canvas->clipRect({0, 0, 256, 256}); | |
| canvas->drawPaint(p); | |
| canvas->restore(); | |
| }; | |
| draw_shader(0, 0, normal_map_shader()); | |
| draw_shader(0, 256, normal_map_image_shader()); | |
| draw_shader(256, 0, lit_shader(normal_map_shader())); | |
| draw_shader(256, 256, lit_shader(normal_map_image_shader())); | |
| } | |
| DEF_SIMPLE_GM(raw_image_shader_normals_rt, canvas, 768, 512) { | |
| // Demonstrates the utility of SkImage::makeRawShader, for non-color child shaders. | |
| // First, make an offscreen surface, so we can control the destination color space: | |
| auto surfInfo = SkImageInfo::Make(512, 512, | |
| kN32_SkColorType, | |
| kPremul_SkAlphaType, | |
| SkColorSpace::MakeSRGB()->makeColorSpin()); | |
| auto surface = canvas->makeSurface(surfInfo); | |
| if (!surface) { | |
| surface = SkSurfaces::Raster(surfInfo); | |
| } | |
| auto draw_shader = [](int x, int y, sk_sp<SkShader> shader, SkCanvas* canvas) { | |
| SkPaint p; | |
| p.setShader(shader); | |
| canvas->save(); | |
| canvas->translate(x, y); | |
| canvas->clipRect({0, 0, 256, 256}); | |
| canvas->drawPaint(p); | |
| canvas->restore(); | |
| }; | |
| sk_sp<SkShader> colorNormals = normal_map_image_shader(), | |
| rawNormals = normal_map_raw_image_shader(); | |
| // Draw our normal map as colors (will be color-rotated), and raw (untransformed) | |
| draw_shader(0, 0, colorNormals, surface->getCanvas()); | |
| draw_shader(0, 256, rawNormals, surface->getCanvas()); | |
| // Now draw our lighting shader using the normal and raw versions of the normals as children. | |
| // The top image will have the normals rotated (incorrectly), so the lighting is very dark. | |
| draw_shader(256, 0, lit_shader(colorNormals), surface->getCanvas()); | |
| draw_shader(256, 256, lit_shader(rawNormals), surface->getCanvas()); | |
| // Now draw the offscreen surface back to our original canvas. If we do this naively, the image | |
| // will be un-transformed back to the canvas' color space. That will have the effect of undoing | |
| // the color spin on the upper-left, and APPLYING a color-spin on the bottom left. To preserve | |
| // the intent of this GM (and make it draw consistently whether or not the original surface has | |
| // a color space attached), we reinterpret the offscreen image as being in sRGB: | |
| canvas->drawImage( | |
| surface->makeImageSnapshot()->reinterpretColorSpace(SkColorSpace::MakeSRGB()), 0, 0); | |
| // Finally, to demonstrate that raw unpremul image shaders don't premul, draw lighting two more | |
| // times, with an unpremul normal map (containing ZERO in the alpha channel). THe top will | |
| // premultiply the normals, resulting in totally dark lighting. The bottom will retain the RGB | |
| // encoded normals, even with zero alpha: | |
| draw_shader(512, 0, lit_shader(normal_map_unpremul_image_shader()), canvas); | |
| draw_shader(512, 256, lit_shader(normal_map_raw_unpremul_image_shader()), canvas); | |
| } | |
| DEF_SIMPLE_GM(lit_shader_linear_rt, canvas, 512, 256) { | |
| // First, make an offscreen surface, so we can control the destination color space: | |
| auto surfInfo = SkImageInfo::Make(512, 256, | |
| kN32_SkColorType, | |
| kPremul_SkAlphaType, | |
| SkColorSpace::MakeSRGB()); | |
| auto surface = canvas->makeSurface(surfInfo); | |
| if (!surface) { | |
| surface = SkSurfaces::Raster(surfInfo); | |
| } | |
| auto draw_shader = [](int x, int y, sk_sp<SkShader> shader, SkCanvas* canvas) { | |
| SkPaint p; | |
| p.setShader(shader); | |
| canvas->save(); | |
| canvas->translate(x, y); | |
| canvas->clipRect({0, 0, 256, 256}); | |
| canvas->drawPaint(p); | |
| canvas->restore(); | |
| }; | |
| // We draw two lit spheres - one does math in the working space (so gamma-encoded). The second | |
| // works in linear space, then converts to sRGB. This produces (more accurate) sharp falloff: | |
| draw_shader(0, 0, lit_shader(normal_map_shader()), surface->getCanvas()); | |
| draw_shader(256, 0, lit_shader_linear(normal_map_shader()), surface->getCanvas()); | |
| // Now draw the offscreen surface back to our original canvas: | |
| canvas->drawImage(surface->makeImageSnapshot(), 0, 0); | |
| } | |
| // skbug.com/40044685 GPU was double applying the local matrix. | |
| DEF_SIMPLE_GM(local_matrix_shader_rt, canvas, 256, 256) { | |
| SkString passthrough(R"( | |
| uniform shader s; | |
| half4 main(float2 p) { return s.eval(p); } | |
| )"); | |
| auto [rte, error] = SkRuntimeEffect::MakeForShader(passthrough, {}); | |
| if (!rte) { | |
| SkDebugf("%s\n", error.c_str()); | |
| return; | |
| } | |
| auto image = ToolUtils::GetResourceAsImage("images/mandrill_128.png"); | |
| auto imgShader = image->makeShader(SkFilterMode::kNearest); | |
| auto r = SkRect::MakeWH(image->width(), image->height()); | |
| auto lm = SkMatrix::RotateDeg(90.f, {image->width()/2.f, image->height()/2.f}); | |
| SkPaint paint; | |
| // image | |
| paint.setShader(imgShader); | |
| canvas->drawRect(r, paint); | |
| // passthrough(image) | |
| canvas->save(); | |
| canvas->translate(image->width(), 0); | |
| paint.setShader(rte->makeShader(/* uniforms= */ nullptr, &imgShader, /* childCount= */ 1)); | |
| canvas->drawRect(r, paint); | |
| canvas->restore(); | |
| // localmatrix(image) | |
| canvas->save(); | |
| canvas->translate(0, image->height()); | |
| paint.setShader(imgShader->makeWithLocalMatrix(lm)); | |
| canvas->drawRect(r, paint); | |
| canvas->restore(); | |
| // localmatrix(passthrough(image)) This was the bug. | |
| canvas->save(); | |
| canvas->translate(image->width(), image->height()); | |
| paint.setShader(rte->makeShader(/* uniforms= */ nullptr, &imgShader, /* childCount= */ 1) | |
| ->makeWithLocalMatrix(lm)); | |
| canvas->drawRect(r, paint); | |
| canvas->restore(); | |
| } | |
| DEF_SIMPLE_GM(null_child_rt, canvas, 150, 100) { | |
| using ChildPtr = SkRuntimeEffect::ChildPtr; | |
| // Every swatch should evaluate to the same shade of purple. | |
| // Paint with a shader evaluating a null shader. | |
| // Point passed to eval() is ignored; transparent black is returned. | |
| { | |
| const SkString kEvalShader{R"( | |
| uniform shader s; | |
| half4 main(float2 p) { return s.eval(p) + half4(0.5, 0, 0.5, 1); } | |
| )"}; | |
| auto [rtShader, error] = SkRuntimeEffect::MakeForShader(kEvalShader); | |
| SkASSERT(rtShader); | |
| SkPaint paint; | |
| ChildPtr children[1] = {ChildPtr{sk_sp<SkShader>{nullptr}}}; | |
| paint.setShader(rtShader->makeShader(/*uniforms=*/nullptr, children)); | |
| paint.setColor(SkColorSetARGB(0xFF, 0x00, 0xFF, 0x00)); // green (ignored) | |
| canvas->drawRect({0, 0, 48, 48}, paint); | |
| canvas->translate(50, 0); | |
| } | |
| // Paint with a shader evaluating a null color filter. | |
| // Color passed to eval() is returned; paint color is ignored. | |
| { | |
| const SkString kEvalColorFilter{R"( | |
| uniform colorFilter cf; | |
| half4 main(float2 p) { return cf.eval(half4(0.5, 0, 0.5, 1)); } | |
| )"}; | |
| auto [rtShader, error] = SkRuntimeEffect::MakeForShader(kEvalColorFilter); | |
| SkASSERT(rtShader); | |
| SkPaint paint; | |
| ChildPtr children[1] = {ChildPtr{sk_sp<SkColorFilter>{nullptr}}}; | |
| paint.setShader(rtShader->makeShader(/*uniforms=*/nullptr, children)); | |
| paint.setColor(SkColorSetARGB(0xFF, 0x00, 0x00, 0xFF)); // green (does not contribute) | |
| canvas->drawRect({0, 0, 48, 48}, paint); | |
| canvas->translate(50, 0); | |
| } | |
| // Paint with a shader evaluating a null blender. | |
| // Colors passed to eval() are blended via src-over; paint color is ignored. | |
| { | |
| const SkString kEvalBlender{R"( | |
| uniform blender b; | |
| half4 main(float2 p) { return b.eval(half4(0.5, 0, 0, 0.5), half4(0, 0, 1, 1)); } | |
| )"}; | |
| auto [rtShader, error] = SkRuntimeEffect::MakeForShader(kEvalBlender); | |
| SkASSERT(rtShader); | |
| SkPaint paint; | |
| ChildPtr children[1] = {ChildPtr{sk_sp<SkBlender>{nullptr}}}; | |
| paint.setShader(rtShader->makeShader(/*uniforms=*/nullptr, children)); | |
| paint.setColor(SkColorSetARGB(0xFF, 0x00, 0x00, 0xFF)); // green (does not contribute) | |
| canvas->drawRect({0, 0, 48, 48}, paint); | |
| canvas->translate(50, 0); | |
| } | |
| canvas->translate(-150, 50); | |
| // Paint with a color filter evaluating a null shader. | |
| // Point passed to eval() is ignored; transparent black is returned. | |
| { | |
| const SkString kEvalShader{R"( | |
| uniform shader s; | |
| half4 main(half4 c) { return s.eval(float2(0)) + half4(0.5, 0, 0.5, 1); } | |
| )"}; | |
| auto [rtFilter, error] = SkRuntimeEffect::MakeForColorFilter(kEvalShader); | |
| SkASSERT(rtFilter); | |
| SkPaint paint; | |
| ChildPtr children[1] = {ChildPtr{sk_sp<SkShader>{nullptr}}}; | |
| paint.setColorFilter(rtFilter->makeColorFilter(/*uniforms=*/nullptr, children)); | |
| paint.setColor(SkColorSetARGB(0xFF, 0x00, 0xFF, 0x00)); // green (ignored) | |
| canvas->drawRect({0, 0, 48, 48}, paint); | |
| canvas->translate(50, 0); | |
| } | |
| // Paint with a color filter evaluating a null color filter. | |
| // Color passed to eval() is returned; paint color is ignored. | |
| { | |
| const SkString kEvalColorFilter{R"( | |
| uniform colorFilter cf; | |
| half4 main(half4 c) { return cf.eval(half4(0.5, 0, 0.5, 1)); } | |
| )"}; | |
| auto [rtFilter, error] = SkRuntimeEffect::MakeForColorFilter(kEvalColorFilter); | |
| SkASSERT(rtFilter); | |
| SkPaint paint; | |
| ChildPtr children[1] = {ChildPtr{sk_sp<SkColorFilter>{nullptr}}}; | |
| paint.setColorFilter(rtFilter->makeColorFilter(/*uniforms=*/nullptr, children)); | |
| paint.setColor(SkColorSetARGB(0xFF, 0x00, 0x00, 0xFF)); // green (does not contribute) | |
| canvas->drawRect({0, 0, 48, 48}, paint); | |
| canvas->translate(50, 0); | |
| } | |
| // Paint with a color filter evaluating a null blender. | |
| // Colors passed to eval() are blended via src-over; paint color is ignored. | |
| { | |
| const SkString kEvalBlender{R"( | |
| uniform blender b; | |
| half4 main(half4 c) { return b.eval(half4(0.5, 0, 0, 0.5), half4(0, 0, 1, 1)); } | |
| )"}; | |
| auto [rtFilter, error] = SkRuntimeEffect::MakeForColorFilter(kEvalBlender); | |
| SkASSERT(rtFilter); | |
| SkPaint paint; | |
| ChildPtr children[1] = {ChildPtr{sk_sp<SkBlender>{nullptr}}}; | |
| paint.setColorFilter(rtFilter->makeColorFilter(/*uniforms=*/nullptr, children)); | |
| paint.setColor(SkColorSetARGB(0xFF, 0x00, 0x00, 0xFF)); // green (does not contribute) | |
| canvas->drawRect({0, 0, 48, 48}, paint); | |
| canvas->translate(50, 0); | |
| } | |
| } | |
| DEF_SIMPLE_GM_CAN_FAIL(deferred_shader_rt, canvas, errorMsg, 150, 50) { | |
| // Skip this GM on recording devices. It actually works okay on serialize-8888, but pic-8888 | |
| // does not. Ultimately, behavior on CPU is potentially strange (especially with SkRP), because | |
| // SkRP will build the shader more than once per draw. | |
| if (canvas->imageInfo().colorType() == kUnknown_SkColorType) { | |
| return skiagm::DrawResult::kSkip; | |
| } | |
| const SkString kShader{R"( | |
| uniform half4 color; | |
| half4 main(float2 p) { return color; } | |
| )"}; | |
| auto [effect, error] = SkRuntimeEffect::MakeForShader(kShader); | |
| SkASSERT(effect); | |
| SkColor4f color = SkColors::kRed; | |
| auto makeUniforms = [color](const SkRuntimeEffectPriv::UniformsCallbackContext&) mutable { | |
| auto result = SkData::MakeWithCopy(&color, sizeof(color)); | |
| color = {color.fB, color.fR, color.fG, color.fA}; | |
| return result; | |
| }; | |
| auto shader = | |
| SkRuntimeEffectPriv::MakeDeferredShader(effect.get(), makeUniforms, /*children=*/{}); | |
| SkASSERT(shader); | |
| SkPaint paint; | |
| paint.setShader(shader); | |
| for (int i = 0; i < 3; ++i) { | |
| canvas->drawRect({0, 0, 50, 50}, paint); | |
| canvas->translate(50, 0); | |
| } | |
| return skiagm::DrawResult::kOk; | |
| } | |
| sk_sp<SkShader> paint_color_shader() { | |
| SkBitmap bmp; | |
| bmp.allocPixels(SkImageInfo::Make(1, 1, kAlpha_8_SkColorType, kPremul_SkAlphaType)); | |
| bmp.eraseColor(SK_ColorWHITE); | |
| return bmp.makeShader(SkFilterMode::kNearest); | |
| } | |
| DEF_SIMPLE_GM_CAN_FAIL(alpha_image_shader_rt, canvas, errorMsg, 350, 50) { | |
| 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; | |
| } | |
| // Skia typically applies the paint color (or input color, for more complex GPU-FP trees) | |
| // to alpha-only images. This is useful in trivial cases, but surprising and inconsistent in | |
| // more complex situations, especially when using SkSL. | |
| // | |
| // This GM checks that we suppress the paint-color tinting from SkSL, and always get {0,0,0,a}. | |
| auto checkerboard = ToolUtils::create_checkerboard_shader(SK_ColorBLACK, SK_ColorWHITE, 4); | |
| auto paint_shader = paint_color_shader(); | |
| SkRuntimeEffect::ChildPtr children[1] = { paint_shader }; | |
| SkPaint paint; | |
| paint.setColor({0.5f, 0, 0.5f, 1.0f}); | |
| auto rect = [&]() { | |
| canvas->drawRect({0, 0, 48, 48}, paint); | |
| canvas->translate(50, 0); | |
| }; | |
| // Two simple cases: just paint color, then the "paint color" shader. | |
| // These should both be PURPLE | |
| rect(); | |
| paint.setShader(paint_shader); | |
| rect(); | |
| // All remaining cases should be BLACK | |
| // Shader that evaluates the "paint color" shader. | |
| // For color-filter and blender, we test them with and without an actual SkShader on the paint. | |
| // These should all be BLACK | |
| paint.setShader( | |
| SkRuntimeEffect::MakeForShader(SkString("uniform shader s;" | |
| "half4 main(float2 p) { return s.eval(p); }")) | |
| .effect->makeShader(/* uniforms= */ nullptr, children)); | |
| rect(); | |
| // Color-filter that evaluates the "paint color" shader, with and without a shader on the paint | |
| paint.setShader(nullptr); | |
| paint.setColorFilter(SkRuntimeEffect::MakeForColorFilter( | |
| SkString("uniform shader s;" | |
| "half4 main(half4 color) { return s.eval(float2(0)); }")) | |
| .effect->makeColorFilter(nullptr, children)); | |
| rect(); | |
| paint.setShader(checkerboard); | |
| rect(); | |
| // Blender that evaluates the "paint color" shader, with and without a shader on the paint | |
| paint.setShader(nullptr); | |
| paint.setColorFilter(nullptr); | |
| paint.setBlender( | |
| SkRuntimeEffect::MakeForBlender( | |
| SkString("uniform shader s;" | |
| "half4 main(half4 src, half4 dst) { return s.eval(float2(0)); }")) | |
| .effect->makeBlender(nullptr, children)); | |
| rect(); | |
| paint.setShader(checkerboard); | |
| rect(); | |
| return skiagm::DrawResult::kOk; | |
| } |