skia2/gm/imagefromyuvtextures.cpp

268 lines
11 KiB
C++
Raw Normal View History

/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
// This test only works with the GPU backend.
#include "gm/gm.h"
#include "include/core/SkBitmap.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColor.h"
#include "include/core/SkColorFilter.h"
#include "include/core/SkImage.h"
#include "include/core/SkImageInfo.h"
#include "include/core/SkPaint.h"
#include "include/core/SkPixmap.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkScalar.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
#include "include/core/SkTypes.h"
#include "include/core/SkYUVAIndex.h"
#include "include/gpu/GrBackendSurface.h"
#include "include/gpu/GrContext.h"
#include "include/gpu/GrTypes.h"
#include "include/private/SkTo.h"
#include "src/core/SkMathPriv.h"
#include "src/core/SkYUVMath.h"
#include "tools/Resources.h"
class GrRenderTargetContext;
namespace skiagm {
class ImageFromYUVTextures : public GpuGM {
public:
ImageFromYUVTextures() {
this->setBGColor(0xFFFFFFFF);
}
protected:
SkString onShortName() override {
return SkString("image_from_yuv_textures");
}
SkISize onISize() override { return {1420, 610}; }
void onOnceBeforeDraw() override {
fRGBABmp = this->createBmpAndPlanes("images/mandrill_32.png", fYUVABmps);
}
SkBitmap createBmpAndPlanes(const char* name, SkBitmap yuvaBmps[4]) {
SkBitmap bmp;
if (!GetResourceAsBitmap(name, &bmp)) {
return {};
}
auto ii = SkImageInfo::Make(bmp.dimensions(), kRGBA_8888_SkColorType, kPremul_SkAlphaType);
SkBitmap rgbaBmp;
rgbaBmp.allocPixels(ii);
bmp.readPixels(rgbaBmp.pixmap(), 0, 0);
SkImageInfo yaInfo = SkImageInfo::Make(rgbaBmp.dimensions(), kAlpha_8_SkColorType,
kUnpremul_SkAlphaType);
yuvaBmps[0].allocPixels(yaInfo);
SkISize uvSize = {rgbaBmp.width()/2, rgbaBmp.height()/2};
SkImageInfo uvInfo = SkImageInfo::Make(uvSize, kAlpha_8_SkColorType, kUnpremul_SkAlphaType);
yuvaBmps[1].allocPixels(uvInfo);
yuvaBmps[2].allocPixels(uvInfo);
yuvaBmps[3].allocPixels(yaInfo);
unsigned char* yuvPixels[] = {
static_cast<unsigned char*>(yuvaBmps[0].getPixels()),
static_cast<unsigned char*>(yuvaBmps[1].getPixels()),
static_cast<unsigned char*>(yuvaBmps[2].getPixels()),
static_cast<unsigned char*>(yuvaBmps[3].getPixels()),
};
float m[20];
SkColorMatrix_RGB2YUV(kJPEG_SkYUVColorSpace, m);
// Here we encode using the kJPEG_SkYUVColorSpace (i.e., full-swing Rec 601) even though
// we will draw it with all the supported yuv color spaces when converted back to RGB
for (int j = 0; j < yaInfo.height(); ++j) {
for (int i = 0; i < yaInfo.width(); ++i) {
auto rgba = *rgbaBmp.getAddr32(i, j);
auto r = (rgba & 0x000000ff) >> 0;
auto g = (rgba & 0x0000ff00) >> 8;
auto b = (rgba & 0x00ff0000) >> 16;
auto a = (rgba & 0xff000000) >> 24;
yuvPixels[0][j*yaInfo.width() + i] = SkToU8(
sk_float_round2int(m[0]*r + m[1]*g + m[2]*b + m[3]*a + 255*m[4]));
yuvPixels[3][j*yaInfo.width() + i] = SkToU8(sk_float_round2int(
m[15]*r + m[16]*g + m[17]*b + m[18]*a + 255*m[19]));
}
}
for (int j = 0; j < uvInfo.height(); ++j) {
for (int i = 0; i < uvInfo.width(); ++i) {
// Average together 4 pixels of RGB.
int rgba[] = {0, 0, 0, 0};
for (int y = 0; y < 2; ++y) {
for (int x = 0; x < 2; ++x) {
auto src = *rgbaBmp.getAddr32(2 * i + x, 2 * j + y);
rgba[0] += (src & 0x000000ff) >> 0;
rgba[1] += (src & 0x0000ff00) >> 8;
rgba[2] += (src & 0x00ff0000) >> 16;
rgba[3] += (src & 0xff000000) >> 24;
}
}
for (int c = 0; c < 4; ++c) {
rgba[c] /= 4;
}
int uvIndex = j*uvInfo.width() + i;
yuvPixels[1][uvIndex] = SkToU8(sk_float_round2int(
m[5]*rgba[0] + m[6]*rgba[1] + m[7]*rgba[2] + m[8]*rgba[3] + 255*m[9]));
yuvPixels[2][uvIndex] = SkToU8(sk_float_round2int(
m[10]*rgba[0] + m[11]*rgba[1] + m[12]*rgba[2] + m[13]*rgba[3] + 255*m[14]));
}
}
return rgbaBmp;
}
void createYUVTextures(SkBitmap bmps[4], GrContext* context, GrBackendTexture textures[4]) {
for (int i = 0; i < 4; ++i) {
textures[i] = context->createBackendTexture(bmps[i].pixmap(), GrRenderable::kNo,
GrProtected::kNo);
}
}
void createResultTexture(GrContext* context, SkISize size, GrBackendTexture* resultTexture) {
*resultTexture = context->createBackendTexture(
size.width(), size.height(), kRGBA_8888_SkColorType, SkColors::kTransparent,
GrMipMapped::kNo, GrRenderable::kYes, GrProtected::kNo);
}
void deleteBackendTextures(GrContext* context, GrBackendTexture textures[], int n) {
if (context->abandoned()) {
return;
}
GrFlushInfo flushInfo;
flushInfo.fFlags = kSyncCpu_GrFlushFlag;
context->flush(flushInfo);
for (int i = 0; i < n; ++i) {
context->deleteBackendTexture(textures[i]);
}
}
void onDraw(GrContext* context, GrRenderTargetContext*, SkCanvas* canvas) override {
GrBackendTexture yuvaTextures[4];
this->createYUVTextures(fYUVABmps, context, yuvaTextures);
SkYUVAIndex indices[4];
for (int i = 0; i < 4; ++i) {
if (!yuvaTextures[i].isValid()) {
return;
}
auto chanMask = yuvaTextures[i].getBackendFormat().channelMask();
// We expect the single channel bitmaps to produce single channel textures.
SkASSERT(chanMask && SkIsPow2(chanMask));
if (chanMask & kGray_SkColorChannelFlag) {
indices[i].fChannel = SkColorChannel::kR;
} else {
indices[i].fChannel = static_cast<SkColorChannel>(31 - SkCLZ(chanMask));
}
indices[i].fIndex = i;
}
// We remake this image before each draw because if any draw flattens it to RGBA then
// all subsequent draws use the RGBA texture.
auto makeImage1 = [&]() {
return SkImage::MakeFromYUVATextures(context,
kJPEG_SkYUVColorSpace,
yuvaTextures,
indices,
fRGBABmp.dimensions(),
kTopLeft_GrSurfaceOrigin);
};
GrBackendTexture resultTexture;
this->createResultTexture(context, fRGBABmp.dimensions(), &resultTexture);
auto image2 = SkImage::MakeFromYUVTexturesCopyWithExternalBackend(context,
kJPEG_SkYUVColorSpace,
yuvaTextures,
kTopLeft_GrSurfaceOrigin,
resultTexture);
auto draw_image = [canvas](SkImage* image, SkFilterQuality fq) -> SkSize {
if (!image) {
return {0, 0};
}
SkPaint paint;
paint.setFilterQuality(fq);
canvas->drawImage(image, 0, 0, &paint);
return {SkIntToScalar(image->width()), SkIntToScalar(image->height())};
};
auto draw_image_rect = [canvas](SkImage* image, SkFilterQuality fq) -> SkSize {
if (!image) {
return {0, 0};
}
SkPaint paint;
paint.setFilterQuality(fq);
auto subset = SkRect::Make(image->dimensions());
subset.inset(subset.width() * .05f, subset.height() * .1f);
auto dst = SkRect::MakeWH(subset.width(), subset.height());
canvas->drawImageRect(image, subset, dst, &paint);
return {dst.width(), dst.height()};
};
auto draw_image_shader = [canvas](SkImage* image, SkFilterQuality fq) -> SkSize {
if (!image) {
return {0, 0};
}
SkMatrix m;
m.setRotate(45, image->width()/2.f, image->height()/2.f);
auto shader = image->makeShader(SkTileMode::kMirror, SkTileMode::kDecal, m);
SkPaint paint;
paint.setFilterQuality(fq);
paint.setShader(std::move(shader));
auto rect = SkRect::MakeWH(image->width() * 1.3f, image->height());
canvas->drawRect(rect, paint);
return {rect.width(), rect.height()};
};
canvas->translate(kPad, kPad);
using DrawSig = SkSize(SkImage* image, SkFilterQuality fq);
using DF = std::function<DrawSig>;
for (const auto& draw : {DF(draw_image), DF(draw_image_rect), DF(draw_image_shader)}) {
for (auto scale : {1.f, 4.f, 0.75f}) {
SkScalar h = 0;
canvas->save();
for (auto fq : {kNone_SkFilterQuality, kLow_SkFilterQuality,
kMedium_SkFilterQuality, kHigh_SkFilterQuality}) {
canvas->save();
canvas->scale(scale, scale);
auto s1 = draw(makeImage1().get(), fq);
canvas->restore();
canvas->translate(kPad + SkScalarCeilToScalar(scale*s1.width()), 0);
canvas->save();
canvas->scale(scale, scale);
auto s2 = draw(image2.get(), fq);
canvas->restore();
canvas->translate(kPad + SkScalarCeilToScalar(scale*s2.width()), 0);
h = std::max({h, s1.height(), s2.height()});
}
canvas->restore();
canvas->translate(0, kPad + SkScalarCeilToScalar(scale*h));
}
}
this->deleteBackendTextures(context, &resultTexture, 1);
this->deleteBackendTextures(context, yuvaTextures, 4);
}
private:
SkBitmap fRGBABmp;
SkBitmap fYUVABmps[4];
static constexpr SkScalar kPad = 10.0f;
typedef GM INHERITED;
};
DEF_GM(return new ImageFromYUVTextures;)
}