skia2/gm/runtimeshader.cpp
Mike Reed 410681932a Use explicit sampling param
Change-Id: Ifcb074365da8113fd5e0186d4afcf41041862e82
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/342761
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Mike Reed <reed@google.com>
2020-12-10 14:01:58 +00:00

340 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(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(SkSamplingOptions(), 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(SkSamplingOptions());
}
class ThresholdRT : public RuntimeShaderGM {
public:
ThresholdRT() : RuntimeShaderGM("threshold_rt", {256, 256}, R"(
uniform shader before_map;
uniform shader after_map;
uniform 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, 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);
return in_colors0 * (1-t) + in_colors1 * t;
}
)", 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"(
uniform shader input;
uniform 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 = 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),
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;
const SkSamplingOptions sampling(SkFilterMode::kLinear, SkMipmapMode::kNone);
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(sampling);
// 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(sampling, 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(sampling, 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"(
uniform 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(SkSamplingOptions());
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;)