| /* |
| * 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" |
| |
| 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 c; }")) |
| .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; |
| } |