/* * 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/SkCanvas.h" #include "include/core/SkData.h" #include "include/core/SkPaint.h" #include "include/core/SkSize.h" #include "include/core/SkString.h" #include "include/core/SkSurface.h" #include "include/effects/SkGradientShader.h" #include "include/effects/SkImageFilters.h" #include "include/effects/SkRuntimeEffect.h" #include "include/utils/SkRandom.h" #include "tools/Resources.h" enum RT_Flags { kAnimate_RTFlag = 0x1, kBench_RTFlag = 0x2, }; 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] = SkRuntimeEffect::Make(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 onShortName() override { return fName; } SkISize onISize() 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 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, true)); canvas->drawRect({0, 0, 256, 256}, p); } }; DEF_GM(return new SimpleRT;) static sk_sp make_shader(sk_sp 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 make_threshold(SkISize size) { auto info = SkImageInfo::Make(size.width(), size.height(), kAlpha_8_SkColorType, kPremul_SkAlphaType); auto surf = SkSurface::MakeRaster(info); auto canvas = surf->getCanvas(); const SkScalar rad = 50; SkColor colors[] = {SK_ColorBLACK, 0}; SkPaint paint; paint.setAntiAlias(true); paint.setShader(SkGradientShader::MakeRadial({0,0}, rad, colors, nullptr, 2, 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 = sample(before_map); half4 after = sample(after_map); float m = smooth_cutoff(sample(threshold_map).a); return mix(before, after, m); } )", kAnimate_RTFlag | kBench_RTFlag) {} sk_sp fBefore, fAfter, fThreshold; void onOnceBeforeDraw() override { const SkISize size = {256, 256}; fThreshold = make_threshold(size); fBefore = make_shader(GetResourceAsImage("images/mandrill_256.png"), size); fAfter = make_shader(GetResourceAsImage("images/dog.jpg"), size); this->RuntimeShaderGM::onOnceBeforeDraw(); } void onDraw(SkCanvas* canvas) override { SkRuntimeShaderBuilder builder(fEffect); builder.uniform("cutoff") = sin(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(nullptr, true)); canvas->drawRect({0, 0, 256, 256}, paint); auto draw = [&](SkScalar x, SkScalar y, sk_sp 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(srgb_unpremul) uniform float4 in_colors0; layout(srgb_unpremul) 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") = SkV4{1, 0, 0, 1}; builder.uniform("in_colors1") = SkV4{0, 1, 0, 1}; SkPaint paint; paint.setShader(builder.makeShader(nullptr, true)); canvas->drawRect({0, 0, 512, 512}, paint); } }; DEF_GM(return new SpiralRT;) class ColorCubeRT : public RuntimeShaderGM { public: ColorCubeRT() : RuntimeShaderGM("color_cube_rt", {512, 512}, R"( uniform shader input; 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(sample(input)); // 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(sample(color_cube, coords1), sample(color_cube, coords2), fract(cubeCoords.b)); // Premul again color.rgb *= color.a; return color; } )") {} sk_sp fMandrill, fMandrillSepia, fIdentityCube, fSepiaCube; void onOnceBeforeDraw() override { fMandrill = GetResourceAsImage("images/mandrill_256.png"); fMandrillSepia = GetResourceAsImage("images/mandrill_sepia.png"); fIdentityCube = GetResourceAsImage("images/lut_identity.png"); fSepiaCube = 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("input") = fMandrill->makeShader(sampling); // TODO: Move filter quality to the shader itself. We need to enforce at least kLow here // so that we bilerp the color cube image. SkPaint paint; paint.setFilterQuality(kLow_SkFilterQuality); // 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(nullptr, true)); 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(nullptr, true)); canvas->translate(0, 256); canvas->drawRect({ 0, 0, 256, 256 }, paint); } }; DEF_GM(return new ColorCubeRT;) class DefaultColorRT : public RuntimeShaderGM { public: // This test also *explicitly* doesn't include coords in main's parameter list, to test that // runtime shaders work without them being declared (when they're not used). DefaultColorRT() : RuntimeShaderGM("default_color_rt", {512, 256}, R"( uniform shader input; half4 main() { return sample(input); } )") {} sk_sp fMandrill; void onOnceBeforeDraw() override { fMandrill = GetResourceAsImage("images/mandrill_256.png"); this->RuntimeShaderGM::onOnceBeforeDraw(); } void onDraw(SkCanvas* canvas) override { SkRuntimeShaderBuilder builder(fEffect); // First, we leave the child as null, so sampling it returns the default (paint) color SkPaint paint; paint.setColor4f({ 0.25f, 0.75f, 0.75f, 1.0f }); paint.setShader(builder.makeShader(nullptr, false)); canvas->drawRect({ 0, 0, 256, 256 }, paint); // Now we bind an image shader as the child. This (by convention) scales by the paint alpha builder.child("input") = fMandrill->makeShader(SkSamplingOptions()); paint.setColor4f({ 1.0f, 1.0f, 1.0f, 0.5f }); paint.setShader(builder.makeShader(nullptr, false)); canvas->translate(256, 0); canvas->drawRect({ 0, 0, 256, 256 }, paint); } }; DEF_GM(return new DefaultColorRT;) DEF_SIMPLE_GM(child_sampling_rt, canvas, 256,256) { static constexpr char scale[] = "uniform shader child;" "half4 main(float2 xy) {" " return sample(child, xy*0.1);" "}"; SkPaint p; p.setColor(SK_ColorRED); p.setAntiAlias(true); p.setStyle(SkPaint::kStroke_Style); p.setStrokeWidth(1); auto surf = SkSurface::MakeRasterN32Premul(100,100); surf->getCanvas()->drawLine(0, 0, 100, 100, p); auto shader = surf->makeImageSnapshot()->makeShader(SkSamplingOptions(SkFilterMode::kLinear)); SkRuntimeShaderBuilder builder(std::get<0>(SkRuntimeEffect::Make(SkString(scale)))); builder.child("child") = shader; p.setShader(builder.makeShader(nullptr, false)); canvas->drawPaint(p); }