skia2/gm/fp_sample_chaining.cpp
Brian Osman b1e9cb08c1 Remove fExpression (matrix expression) from SampleUsage
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>
2021-05-21 18:04:03 +00:00

198 lines
8.0 KiB
C++

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