skia2/tests/SRGBMipMapTest.cpp
brianosman 54f30c13fc Introduce GrColorSpaceXform, for gamut conversion on textures
GrTextureAccess optionally includes an instance, computed from the src
and dst color spaces. In all common cases (no color space for either src
or dst, or same color space for both), no object is allocated.

This change is orthogonal to my attempts to get color space attached to
render targets - regardless of how we choose to do that, this will give
us the source color space at all points where we are connecting src to
dst.

There are many dangling injection points where I've been inserting
nullptr, but I have a record of all of them. Additionally, there are now
three places (the most common simple paths for bitmap/image rendering)
where things are plumbed enough that I expect to have access to the dst
color space (all marked with XFORMTODO).

In addition to getting the dst color space, I need to inject shader code
and uniform uploading for appendTextureLookup and friends.

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2154753003

Review-Url: https://codereview.chromium.org/2154753003
2016-07-18 10:53:52 -07:00

167 lines
6.0 KiB
C++

/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "Test.h"
#if SK_SUPPORT_GPU
#include "GrCaps.h"
#include "GrContext.h"
#include "GrDrawContext.h"
#include "SkCanvas.h"
#include "SkSurface.h"
// using anonymous namespace because these functions are used as template params.
namespace {
/** convert 0..1 srgb value to 0..1 linear */
float srgb_to_linear(float srgb) {
if (srgb <= 0.04045f) {
return srgb / 12.92f;
} else {
return powf((srgb + 0.055f) / 1.055f, 2.4f);
}
}
/** convert 0..1 linear value to 0..1 srgb */
float linear_to_srgb(float linear) {
if (linear <= 0.0031308) {
return linear * 12.92f;
} else {
return 1.055f * powf(linear, 1.f / 2.4f) - 0.055f;
}
}
}
static bool check_value(U8CPU value, U8CPU expected, U8CPU error) {
if (value >= expected) {
return (value - expected) <= error;
} else {
return (expected - value) <= error;
}
}
void read_and_check_pixels(skiatest::Reporter* reporter, GrTexture* texture, U8CPU expected,
U8CPU error, const char* subtestName) {
int w = texture->width();
int h = texture->height();
SkAutoTMalloc<uint32_t> readData(w * h);
memset(readData.get(), 0, sizeof(uint32_t) * w * h);
if (!texture->readPixels(0, 0, w, h, texture->config(), readData.get())) {
ERRORF(reporter, "Could not read pixels for %s.", subtestName);
return;
}
for (int j = 0; j < h; ++j) {
for (int i = 0; i < w; ++i) {
uint32_t read = readData[j * w + i];
bool success =
check_value(read & 0xff, expected, error) &&
check_value((read >> 8) & 0xff, expected, error) &&
check_value((read >> 16) & 0xff, expected, error);
if (!success) {
ERRORF(reporter, "Expected 0xff%02x%02x%02x, read back as 0x%08x in %s at %d, %d.",
expected, expected, expected, read, subtestName, i, j);
return;
}
}
}
}
DEF_GPUTEST_FOR_GL_RENDERING_CONTEXTS(SRGBMipMaps, reporter, ctxInfo) {
GrContext* context = ctxInfo.grContext();
if (!context->caps()->srgbSupport()) {
return;
}
const int rtS = 16;
const int texS = rtS * 2;
// Fill texture with a dither of black and 60% sRGB (~ 32.5% linear) gray. Although there is
// only one likely failure mode (doing a direct downsample of the sRGB values), this pattern
// maximizes the minimum error across all three conceivable failure modes:
// 1) Likely incorrect:
// (A + B) / 2
// 2) No input decode, decode output:
// linear_to_srgb((A + B) / 2)
// 3) Decode input, no output encode:
// (srgb_to_linear(A) + srgb_to_linear(B)) / 2
const U8CPU srgb60 = sk_float_round2int(0.6f * 255.0f);
static const SkPMColor colors[2] = {
SkPackARGB32(0xFF, srgb60, srgb60, srgb60),
SkPackARGB32(0xFF, 0x00, 0x00, 0x00)
};
uint32_t texData[texS * texS];
for (int y = 0; y < texS; ++y) {
for (int x = 0; x < texS; ++x) {
texData[y * texS + x] = colors[(x + y) % 2];
}
}
// We can be pretty generous with the error detection, thanks to the choice of input.
// The closest likely failure mode is off by > 0.1, so anything that encodes within
// 10/255 of optimal is more than good enough for this test.
const U8CPU expectedSRGB = sk_float_round2int(
linear_to_srgb(srgb_to_linear(srgb60 / 255.0f) / 2.0f) * 255.0f);
const U8CPU expectedLinear = srgb60 / 2;
const U8CPU error = 10;
// Create our test texture
GrSurfaceDesc desc;
desc.fFlags = kNone_GrSurfaceFlags;
desc.fConfig = kSkiaGamma8888_GrPixelConfig;
desc.fWidth = texS;
desc.fHeight = texS;
GrTextureProvider* texProvider = context->textureProvider();
SkAutoTUnref<GrTexture> texture(texProvider->createTexture(desc, SkBudgeted::kNo, texData, 0));
// Create two surfaces (L32 and S32)
GrSurfaceDesc l32Desc;
l32Desc.fFlags = kRenderTarget_GrSurfaceFlag;
l32Desc.fConfig = kSkia8888_GrPixelConfig;
l32Desc.fWidth = rtS;
l32Desc.fHeight = rtS;
GrSurfaceDesc s32Desc = l32Desc;
s32Desc.fConfig = kSkiaGamma8888_GrPixelConfig;
SkAutoTUnref<GrTexture> l32Texture(texProvider->createTexture(l32Desc, SkBudgeted::kNo));
SkAutoTUnref<GrTexture> s32Texture(texProvider->createTexture(s32Desc, SkBudgeted::kNo));
SkSurfaceProps l32Props(SkSurfaceProps::kLegacyFontHost_InitType);
SkSurfaceProps s32Props(SkSurfaceProps::kGammaCorrect_Flag,
SkSurfaceProps::kLegacyFontHost_InitType);
sk_sp<GrDrawContext> l32DrawContext(
context->drawContext(sk_ref_sp(l32Texture->asRenderTarget()), &l32Props));
sk_sp<GrDrawContext> s32DrawContext(
context->drawContext(sk_ref_sp(s32Texture->asRenderTarget()), &s32Props));
SkRect rect = SkRect::MakeWH(SkIntToScalar(rtS), SkIntToScalar(rtS));
GrNoClip noClip;
GrPaint paint;
paint.setPorterDuffXPFactory(SkXfermode::kSrc_Mode);
GrTextureParams mipMapParams(SkShader::kRepeat_TileMode, GrTextureParams::kMipMap_FilterMode);
paint.addColorTextureProcessor(texture, nullptr, SkMatrix::MakeScale(0.5f), mipMapParams);
// 1) Draw texture to S32 surface (should generate/use sRGB mips)
paint.setGammaCorrect(true);
s32DrawContext->drawRect(noClip, paint, SkMatrix::I(), rect);
read_and_check_pixels(reporter, s32Texture, expectedSRGB, error, "first render of sRGB");
// 2) Draw texture to L32 surface (should generate/use linear mips)
paint.setGammaCorrect(false);
l32DrawContext->drawRect(noClip, paint, SkMatrix::I(), rect);
read_and_check_pixels(reporter, l32Texture, expectedLinear, error, "re-render as linear");
// 3) Go back to sRGB
paint.setGammaCorrect(true);
s32DrawContext->drawRect(noClip, paint, SkMatrix::I(), rect);
read_and_check_pixels(reporter, s32Texture, expectedSRGB, error, "re-render as sRGB");
}
#endif