skia2/gm/mesh.cpp
Brian Salomon 3e08ec878d Finish uniform support for SkMesh.
SkMesh now takes SkData that contains the uniform values.

Change-Id: I286e7559ba692ce15925a54f59c2e829b6b5448f
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/546096
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2022-06-03 18:41:11 +00:00

634 lines
26 KiB
C++

/*
* Copyright 2021 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/SkBlender.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColorSpace.h"
#include "include/core/SkData.h"
#include "include/core/SkMesh.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkGradientShader.h"
#include "include/gpu/GrDirectContext.h"
#include "src/core/SkCanvasPriv.h"
#include "src/core/SkMeshPriv.h"
#include "tools/timer/TimeUtils.h"
#include <memory>
namespace skiagm {
class MeshGM : public skiagm::GM {
public:
MeshGM() {}
protected:
using Attribute = SkMeshSpecification::Attribute;
using Varying = SkMeshSpecification::Varying;
SkISize onISize() override { return {435, 1180}; }
void onOnceBeforeDraw() override {
{
static const Attribute kAttributes[]{
{Attribute::Type::kFloat4, 8, SkString{"xuyv"}},
{Attribute::Type::kUByte4_unorm, 4, SkString{"brag"}},
};
static const Varying kVaryings[]{
{Varying::Type::kHalf4, SkString{"color"}},
{Varying::Type::kFloat2, SkString{"uv"} },
};
static constexpr char kVS[] = R"(
half4 unswizzle_color(half4 color) { return color.garb; }
float2 main(in Attributes attributes, out Varyings varyings) {
varyings.color = unswizzle_color(attributes.brag);
varyings.uv = attributes.xuyv.yw;
return attributes.xuyv.xz;
}
)";
static constexpr char kFS[] = R"(
float2 main(in Varyings varyings, out float4 color) {
color = varyings.color;
return varyings.uv;
}
)";
auto[spec, error] =
SkMeshSpecification::Make(SkMakeSpan(kAttributes, SK_ARRAY_COUNT(kAttributes)),
sizeof(ColorVertex),
SkMakeSpan(kVaryings, SK_ARRAY_COUNT(kVaryings)),
SkString(kVS),
SkString(kFS));
if (!spec) {
SkDebugf("%s\n", error.c_str());
}
fSpecWithColor = std::move(spec);
}
{
static const Attribute kAttributes[]{
{Attribute::Type::kFloat4, 0, SkString{"xuyv"}},
};
static const Varying kVaryings[]{
{Varying::Type::kFloat2, SkString{"vux2"}},
};
static constexpr char kVS[] = R"(
float2 main(in Attributes a, out Varyings v) {
v.vux2 = 2*a.xuyv.wy;
return a.xuyv.xz;
}
)";
static constexpr char kFS[] = R"(
float2 helper(in float2 vux2) { return vux2.yx/2; }
float2 main(in Varyings varyings) {
return helper(varyings.vux2);
}
)";
auto[spec, error] =
SkMeshSpecification::Make(SkMakeSpan(kAttributes, SK_ARRAY_COUNT(kAttributes)),
sizeof(NoColorVertex),
SkMakeSpan(kVaryings, SK_ARRAY_COUNT(kVaryings)),
SkString(kVS),
SkString(kFS));
if (!spec) {
SkDebugf("%s\n", error.c_str());
}
fSpecWithNoColor = std::move(spec);
}
static constexpr SkColor kColors[] = {SK_ColorTRANSPARENT, SK_ColorWHITE};
fShader = SkGradientShader::MakeRadial({10, 10},
3,
kColors,
nullptr,
2,
SkTileMode::kMirror);
}
DrawResult onGpuSetup(GrDirectContext* context, SkString* string) override {
this->ensureBuffers();
if (!context || context->abandoned()) {
return DrawResult::kOk;
}
fColorVB = SkMesh::MakeVertexBuffer(context, CpuVBAsData(fColorVB));
fColorIndexedVB = SkMesh::MakeVertexBuffer(context, CpuVBAsData(fColorIndexedVB));
fIB[1] = SkMesh::MakeIndexBuffer (context, CpuIBAsData(fIB[0]));
if (!fColorVB || !fColorIndexedVB || !fIB[1]) {
return DrawResult::kFail;
}
return DrawResult::kOk;
}
void onGpuTeardown() override {
// Destroy the GPU buffers and recreate on CPU
fColorVB = nullptr;
fColorIndexedVB = nullptr;
fIB[1] = nullptr;
this->ensureBuffers();
}
SkString onShortName() override { return SkString("custommesh"); }
DrawResult onDraw(SkCanvas* canvas, SkString*) override {
int i = 0;
for (const sk_sp<SkBlender>& blender : {SkBlender::Mode(SkBlendMode::kDst),
SkBlender::Mode(SkBlendMode::kSrc),
SkBlender::Mode(SkBlendMode::kSaturation)}) {
canvas->save();
for (uint8_t alpha : {0xFF , 0x40})
for (bool colors : {false, true})
for (bool shader : {false, true}) {
SkMesh mesh;
// Rather than pile onto the combinatorics we draw every other test case indexed.
if ((i & 1) == 0) {
if (colors) {
mesh = SkMesh::Make(fSpecWithColor,
SkMesh::Mode::kTriangleStrip,
fColorVB,
/*vertexCount= */4,
/*vertexOffset=*/0,
/*uniforms= */nullptr,
kRect);
} else {
mesh = SkMesh::Make(fSpecWithNoColor,
SkMesh::Mode::kTriangleStrip,
fNoColorVB,
/*vertexCount=*/4,
kNoColorOffset,
/*uniforms=*/nullptr,
kRect);
}
} else {
// Alternate between CPU and GPU-backend index buffers.
auto ib = (i%4 == 0) ? fIB[0] : fIB[1];
if (colors) {
mesh = SkMesh::MakeIndexed(fSpecWithColor,
SkMesh::Mode::kTriangles,
fColorIndexedVB,
/*vertexCount=*/6,
kColorIndexedOffset,
std::move(ib),
/*indexCount=*/6,
kIndexOffset,
/*uniforms=*/nullptr,
kRect);
} else {
mesh = SkMesh::MakeIndexed(fSpecWithNoColor,
SkMesh::Mode::kTriangles,
fNoColorIndexedVB,
/*vertexCount=*/6,
/*vertexOffset=*/0,
std::move(ib),
/*indexCount=*/6,
kIndexOffset,
/*uniforms=*/nullptr,
kRect);
}
}
SkPaint paint;
paint.setColor(SK_ColorGREEN);
paint.setShader(shader ? fShader : nullptr);
paint.setAlpha(alpha);
SkCanvasPriv::DrawMesh(canvas, mesh, blender, paint);
canvas->translate(0, 150);
++i;
}
canvas->restore();
canvas->translate(150, 0);
}
return DrawResult::kOk;
}
private:
static sk_sp<const SkData> CpuVBAsData(sk_sp<SkMesh::VertexBuffer> buffer) {
auto vb = static_cast<SkMeshPriv::VB*>(buffer.get());
SkASSERT(vb->asData());
return vb->asData();
}
static sk_sp<const SkData> CpuIBAsData(sk_sp<SkMesh::IndexBuffer> buffer) {
auto ib = static_cast<SkMeshPriv::IB*>(buffer.get());
SkASSERT(ib->asData());
return ib->asData();
}
void ensureBuffers() {
if (!fColorVB) {
fColorVB = SkMesh::MakeVertexBuffer(
/*GrDirectContext*=*/nullptr,
SkData::MakeWithoutCopy(kColorQuad, sizeof(kColorQuad)));
}
if (!fNoColorVB) {
// Make this one such that the data is offset into the buffer.
auto data = SkData::MakeUninitialized(sizeof(kNoColorQuad) + kNoColorOffset);
std::memcpy(SkTAddOffset<void>(data->writable_data(), kNoColorOffset),
kNoColorQuad,
sizeof(kNoColorQuad));
fNoColorVB = SkMesh::MakeVertexBuffer(/*GrDirectContext*=*/nullptr, std::move(data));
}
if (!fColorIndexedVB) {
// This buffer also has an offset.
auto data = SkData::MakeUninitialized(sizeof(kColorIndexedQuad) + kColorIndexedOffset);
std::memcpy(SkTAddOffset<void>(data->writable_data(), kColorIndexedOffset),
kColorIndexedQuad,
sizeof(kColorIndexedQuad));
fColorIndexedVB = SkMesh::MakeVertexBuffer(/*GrDirectContext*=*/nullptr,
std::move(data));
}
if (!fNoColorIndexedVB) {
fNoColorIndexedVB = SkMesh::MakeVertexBuffer(
/*GrDirectContext*=*/nullptr,
SkData::MakeWithoutCopy(kNoColorIndexedQuad, sizeof(kNoColorIndexedQuad)));
}
if (!fIB[0]) {
// The index buffer has an offset.
auto data = SkData::MakeUninitialized(sizeof(kIndices) + kIndexOffset);
std::memcpy(SkTAddOffset<void>(data->writable_data(), kIndexOffset),
kIndices,
sizeof(kIndices));
fIB[0] = SkMesh::MakeIndexBuffer(/*GrDirectContext*=*/nullptr, std::move(data));
}
if (!fIB[1]) {
// On CPU we always use the same CPU-backed index buffer.
fIB[1] = fIB[0];
}
}
struct ColorVertex {
uint32_t pad;
uint32_t brag;
float xuyv[4];
};
struct NoColorVertex {
float xuyv[4];
};
static constexpr auto kRect = SkRect::MakeLTRB(20, 20, 120, 120);
static constexpr auto kUV = SkRect::MakeLTRB( 0, 0, 20, 20);
static constexpr ColorVertex kColorQuad[] {
{0, 0x00FFFF00, {kRect.left(), kUV.left(), kRect.top(), kUV.top() }},
{0, 0x00FFFFFF, {kRect.right(), kUV.right(), kRect.top(), kUV.top() }},
{0, 0xFFFF00FF, {kRect.left(), kUV.left(), kRect.bottom(), kUV.bottom()}},
{0, 0xFFFFFF00, {kRect.right(), kUV.right(), kRect.bottom(), kUV.bottom()}},
};
static constexpr NoColorVertex kNoColorQuad[]{
{{kRect.left(), kUV.left(), kRect.top(), kUV.top() }},
{{kRect.right(), kUV.right(), kRect.top(), kUV.top() }},
{{kRect.left(), kUV.left(), kRect.bottom(), kUV.bottom()}},
{{kRect.right(), kUV.right(), kRect.bottom(), kUV.bottom()}},
};
// The indexed quads draw the same as the non-indexed. They just have unused vertices that the
// index buffer skips over draw with triangles instead of a triangle strip.
static constexpr ColorVertex kColorIndexedQuad[] {
{0, 0x00FFFF00, {kRect.left(), kUV.left(), kRect.top(), kUV.top() }},
{0, 0x00000000, { 100.f, 0.f, 100.f, 5.f }}, // unused
{0, 0x00FFFFFF, {kRect.right(), kUV.right(), kRect.top(), kUV.top() }},
{0, 0x00000000, { 200.f, 10.f, 200.f, 10.f }}, // unused
{0, 0xFFFF00FF, {kRect.left(), kUV.left(), kRect.bottom(), kUV.bottom()}},
{0, 0xFFFFFF00, {kRect.right(), kUV.right(), kRect.bottom(), kUV.bottom()}},
};
static constexpr NoColorVertex kNoColorIndexedQuad[]{
{{kRect.left(), kUV.left(), kRect.top(), kUV.top() }},
{{ 100.f, 0.f, 100.f, 5.f }}, // unused
{{kRect.right(), kUV.right(), kRect.top(), kUV.top() }},
{{ 200.f, 10.f, 200.f, 10.f }}, // unused
{{kRect.left(), kUV.left(), kRect.bottom(), kUV.bottom()}},
{{kRect.right(), kUV.right(), kRect.bottom(), kUV.bottom()}},
};
static constexpr uint16_t kIndices[]{0, 2, 4, 2, 5, 4};
// For some buffers we add an offset to ensure we're exercising drawing from mid-buffer.
static constexpr size_t kNoColorOffset = sizeof(NoColorVertex);
static constexpr size_t kColorIndexedOffset = 2*sizeof(ColorVertex);
static constexpr size_t kIndexOffset = 6;
sk_sp<SkShader> fShader;
sk_sp<SkMeshSpecification> fSpecWithColor;
sk_sp<SkMeshSpecification> fSpecWithNoColor;
// On GPU the first IB is a CPU buffer and the second is a GPU buffer.
sk_sp<SkMesh::IndexBuffer> fIB[2];
sk_sp<SkMesh::VertexBuffer> fColorVB;
sk_sp<SkMesh::VertexBuffer> fNoColorVB;
sk_sp<SkMesh::VertexBuffer> fColorIndexedVB;
sk_sp<SkMesh::VertexBuffer> fNoColorIndexedVB;
};
DEF_GM(return new MeshGM;)
class MeshColorSpaceGM : public skiagm::GM {
public:
MeshColorSpaceGM() {}
protected:
using Attribute = SkMeshSpecification::Attribute;
using Varying = SkMeshSpecification::Varying;
SkISize onISize() override { return {468, 258}; }
void onOnceBeforeDraw() override {
static const Attribute kAttributes[]{
{Attribute::Type::kFloat2, 0, SkString{"pos"} },
{Attribute::Type::kFloat4, 8, SkString{"color"}},
};
static const Varying kVaryings[]{
{Varying::Type::kHalf4, SkString{"color"}},
};
static constexpr char kPremulVS[] = R"(
float2 main(in Attributes attributes, out Varyings varyings) {
varyings.color = half4(attributes.color.a*attributes.color.rgb,
attributes.color.a);
return attributes.pos;
}
)";
static constexpr char kUnpremulVS[] = R"(
float2 main(in Attributes attributes, out Varyings varyings) {
varyings.color = attributes.color;
return attributes.pos;
}
)";
static constexpr char kFS[] = R"(
void main(in Varyings varyings, out half4 color) {
color = varyings.color;
}
)";
for (bool unpremul : {false, true}) {
auto at = unpremul ? kUnpremul_SkAlphaType : kPremul_SkAlphaType;
auto vs = unpremul ? kUnpremulVS : kPremulVS;
for (bool spin : {false, true}) {
auto cs = SkColorSpace::MakeSRGB();
if (spin) {
cs = cs->makeColorSpin();
}
auto [spec, error] = SkMeshSpecification::Make(
SkMakeSpan(kAttributes, SK_ARRAY_COUNT(kAttributes)),
sizeof(Vertex),
SkMakeSpan(kVaryings, SK_ARRAY_COUNT(kVaryings)),
SkString(vs),
SkString(kFS),
std::move(cs),
at);
if (!spec) {
SkDebugf("%s\n", error.c_str());
}
fSpecs[SpecIndex(unpremul, spin)] = std::move(spec);
}
}
SkPoint pts[] = {{kRect.fLeft, 0}, {kRect.centerX(), 0}};
SkColor colors[] = {SK_ColorWHITE, SK_ColorTRANSPARENT};
fShader = SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkTileMode::kMirror);
fVB = SkMesh::MakeVertexBuffer(nullptr, SkData::MakeWithoutCopy(kQuad, sizeof(kQuad)));
}
SkString onShortName() override { return SkString("custommesh_cs"); }
DrawResult onDraw(SkCanvas* canvas, SkString* error) override {
// Force an intermediate surface if the canvas is in "legacy" mode
SkCanvas* c = canvas;
sk_sp<SkSurface> surface;
if (!c->imageInfo().colorSpace()) {
SkImageInfo info = canvas->imageInfo().makeColorSpace(SkColorSpace::MakeSRGB());
surface = canvas->makeSurface(info);
if (!surface) {
// This GM won't work on configs that use a recording canvas.
return DrawResult::kSkip;
}
c = surface->getCanvas();
c->clear(SK_ColorWHITE);
}
for (bool useShader : {false, true})
for (bool unpremul : {false, true}) {
c->save();
for (bool spin : {false, true}) {
SkMesh mesh = SkMesh::Make(fSpecs[SpecIndex(unpremul, spin)],
SkMesh::Mode::kTriangleStrip,
fVB,
/*vertexCount= */4,
/*vertexOffset=*/0,
/*uniforms= */nullptr,
kRect);
SkPaint paint;
paint.setShader(useShader ? fShader : nullptr);
SkBlendMode mode = useShader ? SkBlendMode::kModulate : SkBlendMode::kDst;
SkCanvasPriv::DrawMesh(c, mesh, SkBlender::Mode(mode), paint);
c->translate(0, kRect.height() + 10);
}
c->restore();
c->translate(kRect.width() + 10, 0);
c->save();
}
if (surface) {
surface->draw(canvas, 0, 0);
}
return DrawResult::kOk;
}
private:
struct Vertex {
SkPoint pos;
SkColor4f color;
};
static int SpecIndex(bool spin, bool unpremul) {
return static_cast<int>(spin) + 2*static_cast<int>(unpremul);
}
static constexpr auto kRect = SkRect::MakeLTRB(20, 20, 120, 120);
static constexpr Vertex kQuad[] {
{{kRect.left() , kRect.top() }, {1, 0, 0, 1}},
{{kRect.right(), kRect.top() }, {0, 1, 0, 0}},
{{kRect.left() , kRect.bottom()}, {1, 1, 0, 0}},
{{kRect.right(), kRect.bottom()}, {0, 0, 1, 1}},
};
sk_sp<SkMesh::VertexBuffer> fVB;
sk_sp<SkMeshSpecification> fSpecs[4];
sk_sp<SkShader> fShader;
};
DEF_GM(return new MeshColorSpaceGM;)
class MeshUniformsGM : public skiagm::GM {
public:
MeshUniformsGM() { this->onAnimate(0); }
protected:
using Attribute = SkMeshSpecification::Attribute;
using Varying = SkMeshSpecification::Varying;
SkISize onISize() override { return {140, 250}; }
void onOnceBeforeDraw() override {
static const Attribute kAttributes[]{
{Attribute::Type::kFloat2, 0, SkString{"pos"} },
{Attribute::Type::kFloat2, 8, SkString{"coords"}},
};
static const Varying kVaryings[]{
{Varying::Type::kFloat2, SkString{"coords"}},
};
// To exercise shared VS/FS uniforms we have a matrix that is applied twice, once in each
// stage.
static constexpr char kVS[] = R"(
uniform float t[2];
uniform half3x3 m;
float2 main(in Attributes attributes, out Varyings varyings) {
varyings.coords = (m*float3(attributes.coords + float2(t[0], t[1]), 1)).xy;
return attributes.pos;
}
)";
static constexpr char kFS[] = R"(
uniform half3x3 m;
layout(color) uniform half4 color;
float2 main(Varyings varyings, out half4 c) {
c = color;
return (m*float3(varyings.coords, 1)).xy;
}
)";
auto [spec, error] =
SkMeshSpecification::Make(SkMakeSpan(kAttributes, SK_ARRAY_COUNT(kAttributes)),
sizeof(Vertex),
SkMakeSpan(kVaryings, SK_ARRAY_COUNT(kVaryings)),
SkString(kVS),
SkString(kFS),
SkColorSpace::MakeSRGB(),
kPremul_SkAlphaType);
if (!spec) {
SkDebugf("%s\n", error.c_str());
}
fSpec = std::move(spec);
SkColor colors[] = {SK_ColorWHITE, SK_ColorBLACK};
fShader = SkGradientShader::MakeRadial(kGradCenter,
.4f,
colors,
nullptr,
2,
SkTileMode::kMirror);
fVB = SkMesh::MakeVertexBuffer(nullptr, SkData::MakeWithoutCopy(kQuad, sizeof(kQuad)));
}
SkString onShortName() override { return SkString("custommesh_uniforms"); }
DrawResult onDraw(SkCanvas* canvas, SkString* error) override {
SkMatrix matrices[] {
SkMatrix::MakeAll(-1, 0, 0, // self inverse so no effect.
0, -1, 0,
0, 0, 1),
SkMatrix::RotateDeg(fDegrees/2.f, {0.5f, 0.5f}),
};
for (const auto& m : matrices) {
auto unis = SkData::MakeUninitialized(fSpec->uniformSize());
SkPoint trans = -kCoordTrans;
static_assert(sizeof(SkPoint) == 2*sizeof(float));
const SkMeshSpecification::Uniform* u = fSpec->findUniform("t");
SkASSERT(u);
std::memcpy(SkTAddOffset<void>(unis->writable_data(), u->offset),
(void*)&trans,
2*sizeof(float));
u = fSpec->findUniform("m");
SkASSERT(u);
for (size_t offset = u->offset, col = 0; col < 3; ++col) {
for (size_t row = 0; row < 3; ++row, offset += sizeof(float)) {
*SkTAddOffset<float>(unis->writable_data(), offset) = m.rc(row, col);
}
}
u = fSpec->findUniform("color");
SkASSERT(u);
std::memcpy(SkTAddOffset<void>(unis->writable_data(), u->offset),
fColor.vec(),
4*sizeof(float));
SkMesh mesh = SkMesh::Make(fSpec,
SkMesh::Mode::kTriangleStrip,
fVB,
/*vertexCount= */4,
/*vertexOffset=*/0,
/*uniforms= */std::move(unis),
kRect);
SkPaint paint;
paint.setShader(fShader);
SkCanvasPriv::DrawMesh(canvas, mesh, SkBlender::Mode(SkBlendMode::kModulate), paint);
canvas->translate(0, kRect.height() + 10);
}
return DrawResult::kOk;
}
bool onAnimate(double nanos) override {
fDegrees = TimeUtils::NanosToSeconds(nanos) * 360.f/10.f + 45.f;
// prime number periods, like locusts.
fColor.fR = TimeUtils::SineWave(nanos, 13.f, 0.f, 0.f, 1.f);
fColor.fG = TimeUtils::SineWave(nanos, 23.f, 5.f, 0.f, 1.f);
fColor.fB = TimeUtils::SineWave(nanos, 11.f, 0.f, 0.f, 1.f);
fColor.fA = 1.f;
return true;
}
private:
struct Vertex {
SkPoint pos;
SkPoint tex;
};
static constexpr auto kRect = SkRect::MakeLTRB(20, 20, 120, 120);
// Our logical tex coords are [0..1] but we insert an arbitrary translation that gets undone
// with a uniform.
static constexpr SkPoint kCoordTrans = {75, -37};
static constexpr auto kCoordRect = SkRect::MakeXYWH(kCoordTrans.x(), kCoordTrans.y(), 1, 1);
static constexpr SkPoint kGradCenter = {0.3f, 0.2f};
static constexpr Vertex kQuad[] {
{{kRect.left() , kRect.top() }, {kCoordRect.left() , kCoordRect.top()} },
{{kRect.right(), kRect.top() }, {kCoordRect.right(), kCoordRect.top()} },
{{kRect.left() , kRect.bottom()}, {kCoordRect.left() , kCoordRect.bottom()}},
{{kRect.right(), kRect.bottom()}, {kCoordRect.right(), kCoordRect.bottom()}},
};
float fDegrees;
SkColor4f fColor;
sk_sp<SkMesh::VertexBuffer> fVB;
sk_sp<SkMeshSpecification> fSpec;
sk_sp<SkShader> fShader;
};
DEF_GM(return new MeshUniformsGM())
} // namespace skiagm