b9f208817c
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>
143 lines
5.0 KiB
C++
143 lines
5.0 KiB
C++
/*
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* Copyright 2019 Google Inc.
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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/SkCanvas.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkShader.h"
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#include "include/effects/SkColorMatrix.h"
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#include "src/core/SkReadBuffer.h"
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#include "src/core/SkWriteBuffer.h"
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#include "src/shaders/SkShaderBase.h"
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// This GM exercises interesting cases in SkVMBlitter,
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// and mostly draws uninteresting simple shapes and colors.
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// At the moment it's really only interesting if you #define SK_USE_SKVM_BLITTER.
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// Just a tiny example that the (x,y) coordinate parameters are vaguely working.
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// In this case we'll fade the red channel over its span vertically using `y`,
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// and green horizontally using `x`.
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struct Fade : public SkShaderBase {
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explicit Fade(sk_sp<SkShader> shader) : fShader(std::move(shader)) {}
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sk_sp<SkShader> fShader;
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bool isOpaque() const override { return fShader->isOpaque(); }
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bool onProgram(skvm::Builder* p,
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SkColorSpace* dstCS,
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skvm::Uniforms* uniforms,
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skvm::F32 x, skvm::F32 y,
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skvm::F32* r, skvm::F32* g, skvm::F32* b, skvm::F32* a) const override {
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if (as_SB(fShader)->program(p, dstCS,
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uniforms,
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x,y, r,g,b,a)) {
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// In this GM `y` will range over 0-50 and `x` over 50-100.
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*r = p->mul(y, p->splat(1/ 50.0f));
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*g = p->mul(x, p->splat(1/100.0f));
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return true;
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}
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return false;
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}
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// Flattening is not really necessary, just nice to make serialize-8888 etc. not crash.
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void flatten(SkWriteBuffer& b) const override {
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b.writeFlattenable(fShader.get());
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}
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SK_FLATTENABLE_HOOKS(Fade)
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};
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sk_sp<SkFlattenable> Fade::CreateProc(SkReadBuffer& b) {
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return sk_make_sp<Fade>(b.readShader());
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}
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static struct RegisterFade {
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RegisterFade() { SkFlattenable::Register("Fade", Fade::CreateProc); }
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} now;
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DEF_SIMPLE_GM(SkVMBlitter, canvas, 100, 150) {
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SkPaint p;
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// These draws are all supported by SkVMBlitter,
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// and the some draws will reuse programs cached by earlier draws.
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//
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// We don't have any API to detect this, but you can flip on the #if guard
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// around "calls to done" in SkVMBlitter.cpp and run this GM in isolation.
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// You should see 2 call to done.
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//
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// $ ninja -C out fm && out/fm -b cpu -s SkVMBlitter
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// ...
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// 2 calls to done
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//
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// The first program is actually created when the GM framework first
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// clears the buffer white by setting a paint color to SK_ColorWHITE like
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// we do with SK_ColorRED. SkVMBlitter is clever enough now to build the
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// same program for paint colors or color shaders.
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//
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// The second program handles the draw with the Fade shader.
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/*
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4 registers, 9 instructions:
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r0 = uniform32 arg(0) 8
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r1 = splat FF (3.5733111e-43)
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r2 = extract r0 0 r1
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r3 = extract r0 8 r1
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r3 = pack r2 r3 8
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r0 = extract r0 16 r1
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r1 = pack r0 r1 8
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r1 = pack r3 r1 16
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loop:
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store32 arg(1) r1
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*/
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p.setShader(SkShaders::Color(SK_ColorBLUE));
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canvas->drawRect({0,0, 50,50}, p);
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p.setShader(SkShaders::Color(SK_ColorGREEN));
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canvas->drawRect({50,50, 100,100}, p);
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p.setShader(nullptr);
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p.setColor(SK_ColorRED);
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canvas->drawRect({0,50, 50,100}, p);
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/*
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5 registers, 19 instructions:
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r0 = uniform32 arg(0) 4 // load y
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r0 = to_f32 r0
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r1 = splat 40A33333 (5.0999999)
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r1 = mul_f32 r0 r1
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r1 = to_i32 r1 // r1 = red channel, depends on y, is uniform
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r0 = uniform32 arg(0) 0 // load right edge, used to calculate x in loop
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r2 = splat 40233333 (2.55)
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r3 = splat FF (3.5733111e-43) // color shader alpha, known to be opaque
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r4 = uniform32 arg(0) 8 // load color shader for blue
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r4 = extract r4 16 r3 // extract blue
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r3 = pack r4 r3 8 // r3 = blue and alpha from color shader
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loop:
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r4 = index
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r4 = sub_i32 r0 r4 // r4 = x
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r4 = to_f32 r4
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r4 = mul_f32 r4 r2
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r4 = to_i32 r4 // r4 = green channel, depends on x, is varying
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r4 = pack r1 r4 8
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r4 = pack r4 r3 16
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store32 arg(1) r4
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*/
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p.setShader(sk_make_sp<Fade>(SkShaders::Color(SK_ColorYELLOW)));
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canvas->drawRect({50,0, 100,50}, p);
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// Draw with color filter, w/ and w/o alpha modulation.
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SkColorMatrix m;
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m.setSaturation(0.3f);
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p.setShader(SkShaders::Color(SK_ColorMAGENTA));
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p.setColorFilter(SkColorFilters::Matrix(m));
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canvas->drawRect({0,100, 50,150}, p);
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p.setShader(SkShaders::Color(0xffffaa00)); // tan
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p.setColorFilter(SkColorFilters::Matrix(m));
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p.setAlphaf(0.5f);
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canvas->drawRect({25,100, 75,150}, p); // overlap a bit with purple and white
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}
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