/* * Copyright 2019 Google Inc. * * 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/SkPaint.h" #include "include/core/SkShader.h" #include "include/effects/SkColorMatrix.h" #include "src/core/SkReadBuffer.h" #include "src/core/SkWriteBuffer.h" #include "src/shaders/SkShaderBase.h" // This GM exercises interesting cases in SkVMBlitter, // and mostly draws uninteresting simple shapes and colors. // At the moment it's really only interesting if you #define SK_USE_SKVM_BLITTER. // Just a tiny example that the (x,y) coordinate parameters are vaguely working. // In this case we'll fade the red channel over its span vertically using `y`, // and green horizontally using `x`. struct Fade : public SkShaderBase { explicit Fade(sk_sp shader) : fShader(std::move(shader)) {} sk_sp fShader; bool isOpaque() const override { return fShader->isOpaque(); } bool onProgram(skvm::Builder* p, SkColorSpace* dstCS, skvm::Uniforms* uniforms, skvm::F32 x, skvm::F32 y, skvm::I32* r, skvm::I32* g, skvm::I32* b, skvm::I32* a) const override { if (as_SB(fShader)->program(p, dstCS, uniforms, x,y, r,g,b,a)) { // In this GM `y` will range over 0-50 and `x` over 50-100. *r = p->to_i32(p->mul(y, p->splat(255/ 50.0f))); *g = p->to_i32(p->mul(x, p->splat(255/100.0f))); return true; } return false; } // Flattening is not really necessary, just nice to make serialize-8888 etc. not crash. void flatten(SkWriteBuffer& b) const override { b.writeFlattenable(fShader.get()); } SK_FLATTENABLE_HOOKS(Fade) }; sk_sp Fade::CreateProc(SkReadBuffer& b) { return sk_make_sp(b.readShader()); } static struct RegisterFade { RegisterFade() { SkFlattenable::Register("Fade", Fade::CreateProc); } } now; DEF_SIMPLE_GM(SkVMBlitter, canvas, 100, 150) { SkPaint p; // These draws are all supported by SkVMBlitter, // and the some draws will reuse programs cached by earlier draws. // // We don't have any API to detect this, but you can flip on the #if guard // around "calls to done" in SkVMBlitter.cpp and run this GM in isolation. // You should see 2 call to done. // // $ ninja -C out fm && out/fm -b cpu -s SkVMBlitter // ... // 2 calls to done // // The first program is actually created when the GM framework first // clears the buffer white by setting a paint color to SK_ColorWHITE like // we do with SK_ColorRED. SkVMBlitter is clever enough now to build the // same program for paint colors or color shaders. // // The second program handles the draw with the Fade shader. /* 4 registers, 9 instructions: r0 = uniform32 arg(0) 8 r1 = splat FF (3.5733111e-43) r2 = extract r0 0 r1 r3 = extract r0 8 r1 r3 = pack r2 r3 8 r0 = extract r0 16 r1 r1 = pack r0 r1 8 r1 = pack r3 r1 16 loop: store32 arg(1) r1 */ p.setShader(SkShaders::Color(SK_ColorBLUE)); canvas->drawRect({0,0, 50,50}, p); p.setShader(SkShaders::Color(SK_ColorGREEN)); canvas->drawRect({50,50, 100,100}, p); p.setShader(nullptr); p.setColor(SK_ColorRED); canvas->drawRect({0,50, 50,100}, p); /* 5 registers, 19 instructions: r0 = uniform32 arg(0) 4 // load y r0 = to_f32 r0 r1 = splat 40A33333 (5.0999999) r1 = mul_f32 r0 r1 r1 = to_i32 r1 // r1 = red channel, depends on y, is uniform r0 = uniform32 arg(0) 0 // load right edge, used to calculate x in loop r2 = splat 40233333 (2.55) r3 = splat FF (3.5733111e-43) // color shader alpha, known to be opaque r4 = uniform32 arg(0) 8 // load color shader for blue r4 = extract r4 16 r3 // extract blue r3 = pack r4 r3 8 // r3 = blue and alpha from color shader loop: r4 = index r4 = sub_i32 r0 r4 // r4 = x r4 = to_f32 r4 r4 = mul_f32 r4 r2 r4 = to_i32 r4 // r4 = green channel, depends on x, is varying r4 = pack r1 r4 8 r4 = pack r4 r3 16 store32 arg(1) r4 */ p.setShader(sk_make_sp(SkShaders::Color(SK_ColorYELLOW))); canvas->drawRect({50,0, 100,50}, p); // Draw with color filter, w/ and w/o alpha modulation. SkColorMatrix m; m.setSaturation(0.3f); p.setShader(SkShaders::Color(SK_ColorMAGENTA)); p.setColorFilter(SkColorFilters::Matrix(m)); canvas->drawRect({0,100, 50,150}, p); p.setShader(SkShaders::Color(0xffffaa00)); // tan p.setColorFilter(SkColorFilters::Matrix(m)); p.setAlphaf(0.5f); canvas->drawRect({25,100, 75,150}, p); // overlap a bit with purple and white }