skia2/gm/skvm.cpp
Mike Klein b9f208817c convert SkVMBlitter over to floats
As we've learned there's not much advantage to working directly in i32
ops over f32... it's the same size, kind of a wash speed-wise, and f32
supports all operations we want where i32 supports only a subset.  If we
really want to go fast, we need to focus on i16 operations, which are
both significantly faster and operate on twice as much data at a time.

(This is the same split as SkRasterPipeline, highp f32 and lowp i16.)

For now port everything to f32, with i16 to follow, perhaps much later.

There's a little here we could spin off to land first (uniformF, better
unpremul) but I think it might be easiest to land all at once.

Cq-Include-Trybots: skia.primary:Test-Debian9-Clang-GCE-CPU-AVX2-x86_64-Debug-All-SK_USE_SKVM_BLITTER
Change-Id: I6fa0fd2031a0de18456abf529cc5b0d8137ecbe0
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/253704
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Mike Reed <reed@google.com>
2019-11-08 19:29:06 +00:00

143 lines
5.0 KiB
C++

/*
* 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<SkShader> shader) : fShader(std::move(shader)) {}
sk_sp<SkShader> 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::F32* r, skvm::F32* g, skvm::F32* b, skvm::F32* 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->mul(y, p->splat(1/ 50.0f));
*g = p->mul(x, p->splat(1/100.0f));
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<SkFlattenable> Fade::CreateProc(SkReadBuffer& b) {
return sk_make_sp<Fade>(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<Fade>(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
}