split that new filter into smaller steps
Looks best to tackle the early return and if statements separately. Change-Id: I4ad0d4c8e7707277d678e1219534d20e0e54ba1c Reviewed-on: https://skia-review.googlesource.com/c/skia/+/327017 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
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@ -20,6 +20,13 @@
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#include <stddef.h>
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#include <utility>
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const char* gNoop = R"(
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in shader input;
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half4 main() {
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return sample(input);
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}
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)";
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const char* gLumaSrc = R"(
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in shader input;
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half4 main() {
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@ -34,18 +41,50 @@ const char* gLumaSrcWithCoords = R"(
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}
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)";
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// A runtime effect with a small amount of control flow (if, else, etc., and
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// early return) that can in principle still be reduced to a single basic block.
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// Distilled from AOSP tone mapping shaders.
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const char* gComplex = R"(
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// Build up the same effect with increasingly complex control flow syntax.
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// All of these are semantically equivalent and can be reduced in principle to one basic block.
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// Simplest to run; hardest to write?
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const char* gTernary = R"(
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in shader input;
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half4 main() {
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half4 color = sample(input);
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half luma = dot(color.rgb, half3(0.3, 0.6, 0.1));
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half scale = luma < 0.33333 ? 0.5
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: luma < 0.66666 ? (0.166666 + 2.0 * (luma - 0.33333)) / luma
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: /* else */ (0.833333 + 0.5 * (luma - 0.66666)) / luma;
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return half4(color.rgb * scale, color.a);
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}
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)";
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// Uses conditional if statements but no early return.
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const char* gIfs = R"(
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in shader input;
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half4 main() {
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half4 color = sample(input);
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half luma = dot(color.rgb, half3(0.3, 0.6, 0.1));
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half scale = 0;
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if (luma < 0.33333) {
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scale = 0.5;
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} else if (luma < 0.66666) {
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scale = (0.166666 + 2.0 * (luma - 0.33333)) / luma;
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} else {
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scale = (0.833333 + 0.5 * (luma - 0.66666)) / luma;
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}
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return half4(color.rgb * scale, color.a);
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}
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)";
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// Distilled from AOSP tone mapping shaders, more like what people tend to write.
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const char* gEarlyReturn = R"(
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in shader input;
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half4 main() {
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half4 color = sample(input);
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half luma = dot(color.rgb, half3(0.3, 0.6, 0.1));
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half scale = 0;
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if (luma < 0.33333) {
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return half4(color.rgb * 0.5, color.a);
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} else if (luma < 0.66666) {
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@ -53,23 +92,32 @@ const char* gComplex = R"(
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} else {
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scale = 0.833333 + 0.5 * (luma - 0.66666);
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}
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return half4(color.rgb * (scale/luma), color.a);
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}
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)";
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DEF_SIMPLE_GM(runtimecolorfilter, canvas, 256 * 4, 256) {
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auto img = GetResourceAsImage("images/mandrill_256.png");
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canvas->drawImage(img, 0, 0, nullptr);
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DEF_SIMPLE_GM(runtimecolorfilter, canvas, 256 * 3, 256 * 2) {
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sk_sp<SkImage> img = GetResourceAsImage("images/mandrill_256.png");
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for (auto src : { gLumaSrc, gLumaSrcWithCoords, gComplex }) {
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sk_sp<SkRuntimeEffect> effect = std::get<0>(SkRuntimeEffect::Make(SkString(src)));
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auto draw_filter = [&](const char* src) {
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auto [effect, err] = SkRuntimeEffect::Make(SkString(src));
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if (!effect) {
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SkDebugf("%s\n%s\n", src, err.c_str());
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}
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SkASSERT(effect);
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SkPaint p;
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sk_sp<SkColorFilter> input = nullptr;
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p.setColorFilter(effect->makeColorFilter(nullptr, &input, 1));
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canvas->translate(256, 0);
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canvas->drawImage(img, 0, 0, &p);
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canvas->translate(256, 0);
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};
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for (const char* src : { gNoop, gLumaSrc, gLumaSrcWithCoords}) {
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draw_filter(src);
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}
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canvas->translate(-256*3, 256);
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for (const char* src : { gTernary, gIfs, gEarlyReturn}) {
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draw_filter(src);
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}
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}
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