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>
This commit is contained in:
Mike Klein 2020-10-14 16:31:36 -05:00 committed by Skia Commit-Bot
parent f4bda743ff
commit a0f5452c6e

View File

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