skia2/gm/runtimeshader.cpp
Brian Osman 767f444feb SkRuntimeEffect SkSL has a new signature for main()
There is no more 'inout half4 color'. Effects return their output color.
If an effect wants the input color, it must use the (already existing)
approach of sampling a nullptr input shader.

The change is guarded for Chromium (so we can update their runtime color
filters in skia_renderer.cc).

For the GPU backend, FPs can now override usesExplicitReturn to indicate
that their emitCode will generate a return statement. If that's true,
then writeProcessorFunction doesn't inject the automatic return of the
output color, and emitFragProc will *always* wrap that FP in a helper
function, even as a top-level FP. GrSkSLFP opts in to this behavior, so
that the user-supplied return becomes the actual return in the FP's
emitCode.

Adapting the skvm code to this wasn't too bad: It looks fragile (what
happens if there are multiple returns?), but that's not really possible
today, without varying control flow.

Bug: skia:10613

Change-Id: I205b81fd87dd32bab30b6d6d5fc78853485da036
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/310756
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Kevin Lubick <kjlubick@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
2020-08-25 13:36:28 +00:00

339 lines
11 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/SkCanvas.h"
#include "include/core/SkData.h"
#include "include/core/SkPaint.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkGradientShader.h"
#include "include/effects/SkImageFilters.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/utils/SkRandom.h"
#include "tools/Resources.h"
enum RT_Flags {
kAnimate_RTFlag = 0x1,
kBench_RTFlag = 0x2,
};
class RuntimeShaderGM : public skiagm::GM {
public:
RuntimeShaderGM(const char* name, SkISize size, const char* sksl, uint32_t flags = 0)
: fName(name), fSize(size), fFlags(flags), fSkSL(sksl) {}
void onOnceBeforeDraw() override {
auto [effect, error] = SkRuntimeEffect::Make(fSkSL);
if (!effect) {
SkDebugf("RuntimeShader error: %s\n", error.c_str());
}
fEffect = std::move(effect);
}
bool runAsBench() const override { return SkToBool(fFlags & kBench_RTFlag); }
SkString onShortName() override { return fName; }
SkISize onISize() override { return fSize; }
bool onAnimate(double nanos) override {
fSecs = nanos / (1000 * 1000 * 1000);
return SkToBool(fFlags & kAnimate_RTFlag);
}
protected:
SkString fName;
SkISize fSize;
uint32_t fFlags;
float fSecs = 0.0f;
SkString fSkSL;
sk_sp<SkRuntimeEffect> fEffect;
};
class SimpleRT : public RuntimeShaderGM {
public:
SimpleRT() : RuntimeShaderGM("runtime_shader", {512, 256}, R"(
uniform half4 gColor;
half4 main(float2 p) {
return half4(half2(p)*(1.0/255), gColor.b, 1);
}
)", kBench_RTFlag) {}
void onDraw(SkCanvas* canvas) override {
SkRuntimeShaderBuilder builder(fEffect);
SkMatrix localM;
localM.setRotate(90, 128, 128);
builder.uniform("gColor") = SkColor4f{1, 0, 0, 1};
SkPaint p;
p.setShader(builder.makeShader(&localM, true));
canvas->drawRect({0, 0, 256, 256}, p);
}
};
DEF_GM(return new SimpleRT;)
static sk_sp<SkShader> make_shader(sk_sp<SkImage> img, SkISize size) {
SkMatrix scale = SkMatrix::Scale(size.width() / (float)img->width(),
size.height() / (float)img->height());
return img->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, &scale);
}
static sk_sp<SkShader> make_threshold(SkISize size) {
auto info = SkImageInfo::Make(size.width(), size.height(), kAlpha_8_SkColorType,
kPremul_SkAlphaType);
auto surf = SkSurface::MakeRaster(info);
auto canvas = surf->getCanvas();
const SkScalar rad = 50;
SkColor colors[] = {SK_ColorBLACK, 0};
SkPaint paint;
paint.setAntiAlias(true);
paint.setShader(SkGradientShader::MakeRadial({0,0}, rad, colors, nullptr, 2, SkTileMode::kClamp));
SkPaint layerPaint;
const SkScalar sigma = 16.0f;
layerPaint.setImageFilter(SkImageFilters::Blur(sigma, sigma, nullptr));
canvas->saveLayer(nullptr, &layerPaint);
SkRandom rand;
for (int i = 0; i < 25; ++i) {
SkScalar x = rand.nextF() * size.width();
SkScalar y = rand.nextF() * size.height();
canvas->save();
canvas->translate(x, y);
canvas->drawCircle(0, 0, rad, paint);
canvas->restore();
}
canvas->restore(); // apply the blur
return surf->makeImageSnapshot()->makeShader();
}
class ThresholdRT : public RuntimeShaderGM {
public:
ThresholdRT() : RuntimeShaderGM("threshold_rt", {256, 256}, R"(
in shader before_map;
in shader after_map;
in shader threshold_map;
uniform float cutoff;
uniform float slope;
float smooth_cutoff(float x) {
x = x * slope + (0.5 - slope * cutoff);
return clamp(x, 0, 1);
}
half4 main(float2 xy) {
half4 before = sample(before_map);
half4 after = sample(after_map);
float m = smooth_cutoff(sample(threshold_map).a);
return mix(before, after, half(m));
}
)", kAnimate_RTFlag | kBench_RTFlag) {}
sk_sp<SkShader> fBefore, fAfter, fThreshold;
void onOnceBeforeDraw() override {
const SkISize size = {256, 256};
fThreshold = make_threshold(size);
fBefore = make_shader(GetResourceAsImage("images/mandrill_256.png"), size);
fAfter = make_shader(GetResourceAsImage("images/dog.jpg"), size);
this->RuntimeShaderGM::onOnceBeforeDraw();
}
void onDraw(SkCanvas* canvas) override {
SkRuntimeShaderBuilder builder(fEffect);
builder.uniform("cutoff") = sin(fSecs) * 0.55f + 0.5f;
builder.uniform("slope") = 10.0f;
builder.child("before_map") = fBefore;
builder.child("after_map") = fAfter;
builder.child("threshold_map") = fThreshold;
SkPaint paint;
paint.setShader(builder.makeShader(nullptr, true));
canvas->drawRect({0, 0, 256, 256}, paint);
auto draw = [&](SkScalar x, SkScalar y, sk_sp<SkShader> shader) {
paint.setShader(shader);
canvas->save();
canvas->translate(x, y);
canvas->drawRect({0, 0, 256, 256}, paint);
canvas->restore();
};
draw(256, 0, fThreshold);
draw( 0, 256, fBefore);
draw(256, 256, fAfter);
}
};
DEF_GM(return new ThresholdRT;)
class SpiralRT : public RuntimeShaderGM {
public:
SpiralRT() : RuntimeShaderGM("spiral_rt", {512, 512}, R"(
uniform float rad_scale;
uniform float2 in_center;
layout(srgb_unpremul) uniform float4 in_colors0;
layout(srgb_unpremul) uniform float4 in_colors1;
half4 main(float2 p) {
float2 pp = p - in_center;
float radius = length(pp);
radius = sqrt(radius);
float angle = atan(pp.y / pp.x);
float t = (angle + 3.1415926/2) / (3.1415926);
t += radius * rad_scale;
t = fract(t);
float4 m = in_colors0 * (1-t) + in_colors1 * t;
return half4(m);
}
)", kAnimate_RTFlag | kBench_RTFlag) {}
void onDraw(SkCanvas* canvas) override {
SkRuntimeShaderBuilder builder(fEffect);
builder.uniform("rad_scale") = std::sin(fSecs * 0.5f + 2.0f) / 5;
builder.uniform("in_center") = SkV2{256, 256};
builder.uniform("in_colors0") = SkV4{1, 0, 0, 1};
builder.uniform("in_colors1") = SkV4{0, 1, 0, 1};
SkPaint paint;
paint.setShader(builder.makeShader(nullptr, true));
canvas->drawRect({0, 0, 512, 512}, paint);
}
};
DEF_GM(return new SpiralRT;)
class ColorCubeRT : public RuntimeShaderGM {
public:
ColorCubeRT() : RuntimeShaderGM("color_cube_rt", {512, 512}, R"(
in shader input;
in shader color_cube;
uniform float rg_scale;
uniform float rg_bias;
uniform float b_scale;
uniform float inv_size;
half4 main(float2 xy) {
float4 c = float4(unpremul(sample(input)));
// Map to cube coords:
float3 cubeCoords = float3(c.rg * rg_scale + rg_bias, c.b * b_scale);
// Compute slice coordinate
float2 coords1 = float2((floor(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
float2 coords2 = float2(( ceil(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
// Two bilinear fetches, plus a manual lerp for the third axis:
half4 color = mix(sample(color_cube, coords1), sample(color_cube, coords2),
half(fract(cubeCoords.b)));
// Premul again
color.rgb *= color.a;
return color;
}
)") {}
sk_sp<SkImage> fMandrill, fMandrillSepia, fIdentityCube, fSepiaCube;
void onOnceBeforeDraw() override {
fMandrill = GetResourceAsImage("images/mandrill_256.png");
fMandrillSepia = GetResourceAsImage("images/mandrill_sepia.png");
fIdentityCube = GetResourceAsImage("images/lut_identity.png");
fSepiaCube = GetResourceAsImage("images/lut_sepia.png");
this->RuntimeShaderGM::onOnceBeforeDraw();
}
void onDraw(SkCanvas* canvas) override {
SkRuntimeShaderBuilder builder(fEffect);
// First we draw the unmodified image, and a copy that was sepia-toned in Photoshop:
canvas->drawImage(fMandrill, 0, 0);
canvas->drawImage(fMandrillSepia, 0, 256);
// LUT dimensions should be (kSize^2, kSize)
constexpr float kSize = 16.0f;
builder.uniform("rg_scale") = (kSize - 1) / kSize;
builder.uniform("rg_bias") = 0.5f / kSize;
builder.uniform("b_scale") = kSize - 1;
builder.uniform("inv_size") = 1.0f / kSize;
builder.child("input") = fMandrill->makeShader();
// TODO: Move filter quality to the shader itself. We need to enforce at least kLow here
// so that we bilerp the color cube image.
SkPaint paint;
paint.setFilterQuality(kLow_SkFilterQuality);
// TODO: Should we add SkImage::makeNormalizedShader() to handle this automatically?
SkMatrix normalize = SkMatrix::Scale(1.0f / (kSize * kSize), 1.0f / kSize);
// Now draw the image with an identity color cube - it should look like the original
builder.child("color_cube") = fIdentityCube->makeShader(normalize);
paint.setShader(builder.makeShader(nullptr, true));
canvas->translate(256, 0);
canvas->drawRect({ 0, 0, 256, 256 }, paint);
// ... and with a sepia-tone color cube. This should match the sepia-toned image.
builder.child("color_cube") = fSepiaCube->makeShader(normalize);
paint.setShader(builder.makeShader(nullptr, true));
canvas->translate(0, 256);
canvas->drawRect({ 0, 0, 256, 256 }, paint);
}
};
DEF_GM(return new ColorCubeRT;)
class DefaultColorRT : public RuntimeShaderGM {
public:
// This test also *explicitly* doesn't include coords in main's parameter list, to test that
// runtime shaders work without them being declared (when they're not used).
DefaultColorRT() : RuntimeShaderGM("default_color_rt", {512, 256}, R"(
in shader input;
half4 main() {
return sample(input);
}
)") {}
sk_sp<SkImage> fMandrill;
void onOnceBeforeDraw() override {
fMandrill = GetResourceAsImage("images/mandrill_256.png");
this->RuntimeShaderGM::onOnceBeforeDraw();
}
void onDraw(SkCanvas* canvas) override {
SkRuntimeShaderBuilder builder(fEffect);
// First, we leave the child as null, so sampling it returns the default (paint) color
SkPaint paint;
paint.setColor4f({ 0.25f, 0.75f, 0.75f, 1.0f });
paint.setShader(builder.makeShader(nullptr, false));
canvas->drawRect({ 0, 0, 256, 256 }, paint);
// Now we bind an image shader as the child. This (by convention) scales by the paint alpha
builder.child("input") = fMandrill->makeShader();
paint.setColor4f({ 1.0f, 1.0f, 1.0f, 0.5f });
paint.setShader(builder.makeShader(nullptr, false));
canvas->translate(256, 0);
canvas->drawRect({ 0, 0, 256, 256 }, paint);
}
};
DEF_GM(return new DefaultColorRT;)