b1e9cb08c1
Other than GMs, there is exactly one use of matrix-sampling (GrMatrixEffect). It is always uniform (not literal or an expression containing a uniform). The uniform always has the same name. Bake these simplifications in, which also shrinks SampleUsage quite a bit. Change-Id: I0d5e32069d710af475ccc1030e2988c5fc965a98 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/411296 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
198 lines
8.0 KiB
C++
198 lines
8.0 KiB
C++
/*
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* Copyright 2019 Google LLC.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm/gm.h"
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#include "include/core/SkFont.h"
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#include "include/effects/SkRuntimeEffect.h"
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#include "src/gpu/GrDirectContextPriv.h"
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#include "src/gpu/SkGr.h"
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#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
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#include "src/gpu/ops/GrFillRectOp.h"
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#include "tools/ToolUtils.h"
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// Samples child with a uniform matrix (functionally identical to GrMatrixEffect)
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// Scales along Y
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class UniformMatrixEffect : public GrFragmentProcessor {
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public:
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static constexpr GrProcessor::ClassID CLASS_ID = (GrProcessor::ClassID) 4;
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UniformMatrixEffect(std::unique_ptr<GrFragmentProcessor> child)
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: GrFragmentProcessor(CLASS_ID, kNone_OptimizationFlags) {
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this->registerChild(std::move(child),
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SkSL::SampleUsage::UniformMatrix(/*hasPerspective=*/false));
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}
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const char* name() const override { return "UniformMatrixEffect"; }
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void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override {}
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bool onIsEqual(const GrFragmentProcessor& that) const override { return this == &that; }
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std::unique_ptr<GrFragmentProcessor> clone() const override { return nullptr; }
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std::unique_ptr<GrGLSLFragmentProcessor> onMakeProgramImpl() const override {
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class Impl : public GrGLSLFragmentProcessor {
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void emitCode(EmitArgs& args) override {
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fMatrixVar =
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args.fUniformHandler->addUniform(&args.fFp,
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kFragment_GrShaderFlag,
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kFloat3x3_GrSLType,
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SkSL::SampleUsage::MatrixUniformName());
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SkString sample = this->invokeChildWithMatrix(0, args);
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args.fFragBuilder->codeAppendf("return %s;\n", sample.c_str());
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}
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void onSetData(const GrGLSLProgramDataManager& pdman,
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const GrFragmentProcessor& proc) override {
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pdman.setSkMatrix(fMatrixVar, SkMatrix::Scale(1, 0.5f));
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}
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UniformHandle fMatrixVar;
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};
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return std::make_unique<Impl>();
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}
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};
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// Samples child with explicit coords
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// Translates along Y
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class ExplicitCoordEffect : public GrFragmentProcessor {
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public:
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static constexpr GrProcessor::ClassID CLASS_ID = (GrProcessor::ClassID) 6;
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ExplicitCoordEffect(std::unique_ptr<GrFragmentProcessor> child)
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: GrFragmentProcessor(CLASS_ID, kNone_OptimizationFlags) {
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this->registerChild(std::move(child), SkSL::SampleUsage::Explicit());
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this->setUsesSampleCoordsDirectly();
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}
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const char* name() const override { return "ExplicitCoordEffect"; }
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void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override {}
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bool onIsEqual(const GrFragmentProcessor& that) const override { return this == &that; }
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std::unique_ptr<GrFragmentProcessor> clone() const override { return nullptr; }
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std::unique_ptr<GrGLSLFragmentProcessor> onMakeProgramImpl() const override {
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class Impl : public GrGLSLFragmentProcessor {
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void emitCode(EmitArgs& args) override {
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args.fFragBuilder->codeAppendf("float2 coord = %s + float2(0, 8);",
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args.fSampleCoord);
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SkString sample = this->invokeChild(0, args, "coord");
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args.fFragBuilder->codeAppendf("return %s;\n", sample.c_str());
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}
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};
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return std::make_unique<Impl>();
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}
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};
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// Generates test pattern
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class TestPatternEffect : public GrFragmentProcessor {
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public:
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static constexpr GrProcessor::ClassID CLASS_ID = (GrProcessor::ClassID) 7;
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TestPatternEffect() : GrFragmentProcessor(CLASS_ID, kNone_OptimizationFlags) {
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this->setUsesSampleCoordsDirectly();
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}
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const char* name() const override { return "TestPatternEffect"; }
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void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override {}
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bool onIsEqual(const GrFragmentProcessor& that) const override { return this == &that; }
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std::unique_ptr<GrFragmentProcessor> clone() const override { return nullptr; }
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std::unique_ptr<GrGLSLFragmentProcessor> onMakeProgramImpl() const override {
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class Impl : public GrGLSLFragmentProcessor {
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void emitCode(EmitArgs& args) override {
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auto fb = args.fFragBuilder;
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fb->codeAppendf("float2 coord = %s / 64.0;", args.fSampleCoord);
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fb->codeAppendf("coord = floor(coord * 4) / 3;");
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fb->codeAppendf("return half2(coord).rg01;\n");
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}
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};
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return std::make_unique<Impl>();
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}
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};
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SkBitmap make_test_bitmap() {
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SkBitmap bitmap;
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bitmap.allocN32Pixels(64, 64);
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SkCanvas canvas(bitmap);
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SkFont font(ToolUtils::create_portable_typeface());
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const char* alpha = "ABCDEFGHIJKLMNOP";
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for (int i = 0; i < 16; ++i) {
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int tx = i % 4,
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ty = i / 4;
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int x = tx * 16,
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y = ty * 16;
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SkPaint paint;
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paint.setColor4f({ tx / 3.0f, ty / 3.0f, 0.0f, 1.0f });
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canvas.drawRect(SkRect::MakeXYWH(x, y, 16, 16), paint);
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paint.setColor4f({ (3-tx) / 3.0f, (3-ty)/3.0f, 1.0f, 1.0f });
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canvas.drawSimpleText(alpha + i, 1, SkTextEncoding::kUTF8, x + 3, y + 13, font, paint);
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}
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return bitmap;
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}
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enum EffectType {
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kUniform,
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kExplicit,
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};
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static std::unique_ptr<GrFragmentProcessor> wrap(std::unique_ptr<GrFragmentProcessor> fp,
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EffectType effectType) {
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switch (effectType) {
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case kUniform:
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return std::make_unique<UniformMatrixEffect>(std::move(fp));
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case kExplicit:
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return std::make_unique<ExplicitCoordEffect>(std::move(fp));
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}
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SkUNREACHABLE;
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}
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DEF_SIMPLE_GPU_GM(fp_sample_chaining, ctx, rtCtx, canvas, 232, 232) {
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SkBitmap bmp = make_test_bitmap();
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int x = 10, y = 10;
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auto nextCol = [&] { x += (64 + 10); };
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auto nextRow = [&] { x = 10; y += (64 + 10); };
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auto draw = [&](std::initializer_list<EffectType> effects) {
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// Enable TestPatternEffect to get a fully procedural inner effect. It's not quite as nice
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// visually (no text labels in each box), but it avoids the extra GrMatrixEffect.
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// Switching it on actually triggers *more* shader compilation failures.
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#if 0
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auto fp = std::unique_ptr<GrFragmentProcessor>(new TestPatternEffect());
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#else
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auto view = std::get<0>(GrMakeCachedBitmapProxyView(ctx, bmp, GrMipmapped::kNo));
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auto fp = GrTextureEffect::Make(std::move(view), bmp.alphaType());
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#endif
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for (EffectType effectType : effects) {
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fp = wrap(std::move(fp), effectType);
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}
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GrPaint paint;
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paint.setColorFragmentProcessor(std::move(fp));
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rtCtx->drawRect(nullptr, std::move(paint), GrAA::kNo, SkMatrix::Translate(x, y),
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SkRect::MakeIWH(64, 64));
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nextCol();
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};
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// Reminder, in every case, the chain is more complicated than it seems, because the
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// GrTextureEffect is wrapped in a GrMatrixEffect, which is subject to the same bugs that
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// we're testing (particularly the bug about owner/base in UniformMatrixEffect).
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// First row: no transform, then each one independently applied
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draw({}); // Identity (4 rows and columns)
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draw({ kUniform }); // Scale Y axis by 2x (2 visible rows)
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draw({ kExplicit }); // Translate up by 8px
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nextRow();
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// Second row: transform duplicated
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draw({ kUniform, kUniform }); // Scale Y axis by 4x (1 visible row)
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draw({ kExplicit, kExplicit }); // Translate up by 16px
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nextRow();
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// Remember, these are applied inside out:
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draw({ kUniform, kExplicit }); // Scale Y by 2x and translate up by 8px
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draw({ kExplicit, kUniform }); // Scale Y by 2x and translate up by 16px
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}
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