1298bc46ac
It now tracks all sample calls of a child (matrix, explicit coords, pass through). There is now just one registerChild() call, and the sampling pattern of that child is fully determined by the SampleUsage parameter. Change-Id: Iaadcd325fca64a59f24192aadd06923c66362181 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/299875 Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
389 lines
16 KiB
C++
389 lines
16 KiB
C++
/*
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* Copyright 2019 Google LLC.
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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/SkFont.h"
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#include "include/effects/SkRuntimeEffect.h"
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#include "src/gpu/GrBitmapTextureMaker.h"
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#include "src/gpu/GrContextPriv.h"
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#include "src/gpu/GrRenderTargetContextPriv.h"
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#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
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#include "src/gpu/ops/GrFillRectOp.h"
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#include "tools/ToolUtils.h"
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// Samples child with a constant (literal) matrix
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// Scales along X
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class ConstantMatrixEffect : public GrFragmentProcessor {
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public:
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static constexpr GrProcessor::ClassID CLASS_ID = (GrProcessor::ClassID) 3;
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ConstantMatrixEffect(std::unique_ptr<GrFragmentProcessor> child)
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: GrFragmentProcessor(CLASS_ID, kNone_OptimizationFlags) {
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this->registerChild(std::move(child),
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SkSL::SampleUsage::UniformMatrix(
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"float3x3(float3(0.5, 0.0, 0.0), "
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"float3(0.0, 1.0, 0.0), "
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"float3(0.0, 0.0, 1.0))"));
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}
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const char* name() const override { return "ConstantMatrixEffect"; }
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void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override {}
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bool onIsEqual(const GrFragmentProcessor& that) const override { return this == &that; }
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std::unique_ptr<GrFragmentProcessor> clone() const override { return nullptr; }
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GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
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class Impl : public GrGLSLFragmentProcessor {
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void emitCode(EmitArgs& args) override {
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SkString sample = this->invokeChildWithMatrix(0, args);
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args.fFragBuilder->codeAppendf("%s = %s;\n", args.fOutputColor, sample.c_str());
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}
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};
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return new Impl;
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}
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};
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// Samples child with a uniform matrix (functionally identical to GrMatrixEffect)
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// Scales along Y
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class UniformMatrixEffect : public GrFragmentProcessor {
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public:
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static constexpr GrProcessor::ClassID CLASS_ID = (GrProcessor::ClassID) 4;
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UniformMatrixEffect(std::unique_ptr<GrFragmentProcessor> child)
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: GrFragmentProcessor(CLASS_ID, kNone_OptimizationFlags) {
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this->registerChild(std::move(child), SkSL::SampleUsage::UniformMatrix("matrix"));
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}
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const char* name() const override { return "UniformMatrixEffect"; }
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void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override {}
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bool onIsEqual(const GrFragmentProcessor& that) const override { return this == &that; }
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std::unique_ptr<GrFragmentProcessor> clone() const override { return nullptr; }
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GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
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class Impl : public GrGLSLFragmentProcessor {
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void emitCode(EmitArgs& args) override {
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fMatrixVar = args.fUniformHandler->addUniform(&args.fFp, kFragment_GrShaderFlag,
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kFloat3x3_GrSLType, "matrix");
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SkString sample = this->invokeChildWithMatrix(0, args);
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args.fFragBuilder->codeAppendf("%s = %s;\n", args.fOutputColor, sample.c_str());
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}
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void onSetData(const GrGLSLProgramDataManager& pdman,
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const GrFragmentProcessor& proc) override {
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pdman.setSkMatrix(fMatrixVar, SkMatrix::Scale(1, 0.5f));
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}
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UniformHandle fMatrixVar;
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};
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return new Impl;
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}
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};
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// Samples child with a variable matrix
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// Translates along X
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// Typically, kVariable would be due to multiple sample(matrix) invocations, but this artificially
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// uses kVariable with a single (constant) matrix.
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class VariableMatrixEffect : public GrFragmentProcessor {
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public:
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static constexpr GrProcessor::ClassID CLASS_ID = (GrProcessor::ClassID) 5;
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VariableMatrixEffect(std::unique_ptr<GrFragmentProcessor> child)
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: GrFragmentProcessor(CLASS_ID, kNone_OptimizationFlags) {
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this->registerChild(std::move(child), SkSL::SampleUsage::VariableMatrix());
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}
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const char* name() const override { return "VariableMatrixEffect"; }
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void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override {}
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bool onIsEqual(const GrFragmentProcessor& that) const override { return this == &that; }
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std::unique_ptr<GrFragmentProcessor> clone() const override { return nullptr; }
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GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
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class Impl : public GrGLSLFragmentProcessor {
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void emitCode(EmitArgs& args) override {
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SkString sample = this->invokeChildWithMatrix(
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0, args, "float3x3(1, 0, 0, 0, 1, 0, 8, 0, 1)");
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args.fFragBuilder->codeAppendf("%s = %s;\n", args.fOutputColor, sample.c_str());
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}
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};
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return new Impl;
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}
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};
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// Samples child with explicit coords
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// Translates along Y
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class ExplicitCoordEffect : public GrFragmentProcessor {
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public:
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static constexpr GrProcessor::ClassID CLASS_ID = (GrProcessor::ClassID) 6;
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ExplicitCoordEffect(std::unique_ptr<GrFragmentProcessor> child)
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: GrFragmentProcessor(CLASS_ID, kNone_OptimizationFlags) {
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this->registerChild(std::move(child), SkSL::SampleUsage::Explicit());
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this->setUsesSampleCoordsDirectly();
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}
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const char* name() const override { return "ExplicitCoordEffect"; }
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void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override {}
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bool onIsEqual(const GrFragmentProcessor& that) const override { return this == &that; }
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std::unique_ptr<GrFragmentProcessor> clone() const override { return nullptr; }
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GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
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class Impl : public GrGLSLFragmentProcessor {
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void emitCode(EmitArgs& args) override {
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args.fFragBuilder->codeAppendf("float2 coord = %s + float2(0, 8);",
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args.fSampleCoord);
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SkString sample = this->invokeChild(0, args, "coord");
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args.fFragBuilder->codeAppendf("%s = %s;\n", args.fOutputColor, sample.c_str());
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}
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};
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return new Impl;
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}
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};
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// Generates test pattern
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class TestPatternEffect : public GrFragmentProcessor {
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public:
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static constexpr GrProcessor::ClassID CLASS_ID = (GrProcessor::ClassID) 7;
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TestPatternEffect() : GrFragmentProcessor(CLASS_ID, kNone_OptimizationFlags) {
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this->setUsesSampleCoordsDirectly();
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}
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const char* name() const override { return "TestPatternEffect"; }
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void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override {}
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bool onIsEqual(const GrFragmentProcessor& that) const override { return this == &that; }
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std::unique_ptr<GrFragmentProcessor> clone() const override { return nullptr; }
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GrGLSLFragmentProcessor* onCreateGLSLInstance() const override {
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class Impl : public GrGLSLFragmentProcessor {
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void emitCode(EmitArgs& args) override {
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auto fb = args.fFragBuilder;
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fb->codeAppendf("float2 coord = %s / 64.0;", args.fSampleCoord);
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fb->codeAppendf("coord = floor(coord * 4) / 3;");
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fb->codeAppendf("%s = half4(half2(coord.rg), 0, 1);\n", args.fOutputColor);
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}
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};
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return new Impl;
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}
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};
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SkBitmap make_test_bitmap() {
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SkBitmap bitmap;
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bitmap.allocN32Pixels(64, 64);
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SkCanvas canvas(bitmap);
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SkFont font(ToolUtils::create_portable_typeface());
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const char* alpha = "ABCDEFGHIJKLMNOP";
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for (int i = 0; i < 16; ++i) {
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int tx = i % 4,
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ty = i / 4;
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int x = tx * 16,
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y = ty * 16;
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SkPaint paint;
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paint.setColor4f({ tx / 3.0f, ty / 3.0f, 0.0f, 1.0f });
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canvas.drawRect(SkRect::MakeXYWH(x, y, 16, 16), paint);
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paint.setColor4f({ (3-tx) / 3.0f, (3-ty)/3.0f, 1.0f, 1.0f });
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canvas.drawSimpleText(alpha + i, 1, SkTextEncoding::kUTF8, x + 3, y + 13, font, paint);
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}
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return bitmap;
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}
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enum EffectType {
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kConstant,
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kUniform,
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kVariable,
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kExplicit,
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};
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static std::unique_ptr<GrFragmentProcessor> wrap(std::unique_ptr<GrFragmentProcessor> fp,
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EffectType effectType) {
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switch (effectType) {
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case kConstant:
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return std::unique_ptr<GrFragmentProcessor>(new ConstantMatrixEffect(std::move(fp)));
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case kUniform:
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return std::unique_ptr<GrFragmentProcessor>(new UniformMatrixEffect(std::move(fp)));
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case kVariable:
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return std::unique_ptr<GrFragmentProcessor>(new VariableMatrixEffect(std::move(fp)));
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case kExplicit:
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return std::unique_ptr<GrFragmentProcessor>(new ExplicitCoordEffect(std::move(fp)));
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}
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SkUNREACHABLE;
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}
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DEF_SIMPLE_GPU_GM(fp_sample_chaining, ctx, rtCtx, canvas, 380, 306) {
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SkBitmap bmp = make_test_bitmap();
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GrBitmapTextureMaker maker(ctx, bmp, GrImageTexGenPolicy::kDraw);
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int x = 10, y = 10;
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auto nextCol = [&] { x += (64 + 10); };
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auto nextRow = [&] { x = 10; y += (64 + 10); };
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auto draw = [&](std::initializer_list<EffectType> effects) {
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// Enable TestPatternEffect to get a fully procedural inner effect. It's not quite as nice
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// visually (no text labels in each box), but it avoids the extra GrMatrixEffect.
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// Switching it on actually triggers *more* shader compilation failures.
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#if 0
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auto fp = std::unique_ptr<GrFragmentProcessor>(new TestPatternEffect());
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#else
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auto view = maker.view(GrMipMapped::kNo);
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auto fp = GrTextureEffect::Make(std::move(view), maker.alphaType());
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#endif
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for (EffectType effectType : effects) {
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fp = wrap(std::move(fp), effectType);
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}
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GrPaint paint;
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paint.addColorFragmentProcessor(std::move(fp));
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rtCtx->drawRect(nullptr, std::move(paint), GrAA::kNo, SkMatrix::Translate(x, y),
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SkRect::MakeIWH(64, 64));
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nextCol();
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};
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// Reminder, in every case, the chain is more complicated than it seems, because the
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// GrTextureEffect is wrapped in a GrMatrixEffect, which is subject to the same bugs that
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// we're testing (particularly the bug about owner/base in UniformMatrixEffect).
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// First row: no transform, then each one independently applied
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draw({}); // Identity (4 rows and columns)
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draw({ kConstant }); // Scale X axis by 2x (2 visible columns)
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draw({ kUniform }); // Scale Y axis by 2x (2 visible rows)
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draw({ kVariable }); // Translate left by 8px
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draw({ kExplicit }); // Translate up by 8px
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nextRow();
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// Second row: transform duplicated
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draw({ kConstant, kUniform }); // Scale XY by 2x (2 rows and columns)
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draw({ kConstant, kConstant }); // Scale X axis by 4x (1 visible column)
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draw({ kUniform, kUniform }); // Scale Y axis by 4x (1 visible row)
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draw({ kVariable, kVariable }); // Translate left by 16px
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draw({ kExplicit, kExplicit }); // Translate up by 16px
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nextRow();
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// Remember, these are applied inside out:
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draw({ kConstant, kExplicit }); // Scale X by 2x and translate up by 8px
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draw({ kConstant, kVariable }); // Scale X by 2x and translate left by 8px
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draw({ kUniform, kVariable }); // Scale Y by 2x and translate left by 8px
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draw({ kUniform, kExplicit }); // Scale Y by 2x and translate up by 8px
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draw({ kVariable, kExplicit }); // Translate left and up by 8px
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nextRow();
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draw({ kExplicit, kExplicit, kConstant }); // Scale X by 2x and translate up by 16px
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draw({ kVariable, kConstant }); // Scale X by 2x and translate left by 16px
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draw({ kVariable, kVariable, kUniform }); // Scale Y by 2x and translate left by 16px
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draw({ kExplicit, kUniform }); // Scale Y by 2x and translate up by 16px
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draw({ kExplicit, kUniform, kVariable, kConstant }); // Scale XY by 2x and translate xy 16px
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}
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const char* gConstantMatrixSkSL = R"(
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in shader child;
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void main(float2 xy, inout half4 color) {
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color = sample(child, float3x3(0.5, 0.0, 0.0,
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0.0, 1.0, 0.0,
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0.0, 0.0, 1.0));
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}
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)";
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const char* gUniformMatrixSkSL = R"(
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in shader child;
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uniform float3x3 matrix;
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void main(float2 xy, inout half4 color) {
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color = sample(child, matrix);
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}
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)";
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// This form (uniform * constant) is currently detected as variable, thanks to our limited analysis
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// when scanning for sample matrices. With that pulled into a separate local, it's highly unlikely
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// we'll ever treat this as anything else.
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const char* gVariableMatrixSkSL = R"(
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in shader child;
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uniform float3x3 matrix;
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void main(float2 xy, inout half4 color) {
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float3x3 varMatrix = matrix * 0.5;
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color = sample(child, varMatrix);
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}
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)";
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const char* gExplicitCoordSkSL = R"(
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in shader child;
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void main(float2 xy, inout half4 color) {
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color = sample(child, xy + float2(0, 8));
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}
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)";
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// Version of fp_sample_chaining that uses SkRuntimeEffect
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DEF_SIMPLE_GM(sksl_sample_chaining, canvas, 380, 306) {
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SkBitmap bmp = make_test_bitmap();
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sk_sp<SkRuntimeEffect> effects[4] = {
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std::get<0>(SkRuntimeEffect::Make(SkString(gConstantMatrixSkSL))),
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std::get<0>(SkRuntimeEffect::Make(SkString(gUniformMatrixSkSL))),
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std::get<0>(SkRuntimeEffect::Make(SkString(gVariableMatrixSkSL))),
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std::get<0>(SkRuntimeEffect::Make(SkString(gExplicitCoordSkSL))),
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};
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canvas->translate(10, 10);
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canvas->save();
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auto nextCol = [&] { canvas->translate(64 + 10, 0); };
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auto nextRow = [&] { canvas->restore(); canvas->translate(0, 64 + 10); canvas->save(); };
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auto draw = [&](std::initializer_list<EffectType> effectTypes) {
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auto shader = bmp.makeShader();
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for (EffectType effectType : effectTypes) {
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SkRuntimeShaderBuilder builder(effects[effectType]);
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builder.child("child") = shader;
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switch (effectType) {
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case kUniform:
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builder.input("matrix") = SkMatrix::Scale(1.0f, 0.5f);
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break;
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case kVariable:
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builder.input("matrix") = SkMatrix::Translate(8, 0);
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break;
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default:
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break;
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}
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shader = builder.makeShader(nullptr, true);
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}
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SkPaint paint;
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paint.setShader(shader);
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canvas->drawRect(SkRect::MakeWH(64, 64), paint);
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nextCol();
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};
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// Reminder, in every case, the chain is more complicated than it seems, because the
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// GrTextureEffect is wrapped in a GrMatrixEffect, which is subject to the same bugs that
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// we're testing (particularly the bug about owner/base in UniformMatrixEffect).
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// First row: no transform, then each one independently applied
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draw({}); // Identity (4 rows and columns)
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draw({ kConstant }); // Scale X axis by 2x (2 visible columns)
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draw({ kUniform }); // Scale Y axis by 2x (2 visible rows)
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draw({ kVariable }); // Translate left by 8px
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draw({ kExplicit }); // Translate up by 8px
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nextRow();
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// Second row: transform duplicated
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draw({ kConstant, kUniform }); // Scale XY by 2x (2 rows and columns)
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draw({ kConstant, kConstant }); // Scale X axis by 4x (1 visible column)
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draw({ kUniform, kUniform }); // Scale Y axis by 4x (1 visible row)
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draw({ kVariable, kVariable }); // Translate left by 16px
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draw({ kExplicit, kExplicit }); // Translate up by 16px
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nextRow();
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// Remember, these are applied inside out:
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draw({ kConstant, kExplicit }); // Scale X by 2x and translate up by 8px
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draw({ kConstant, kVariable }); // Scale X by 2x and translate left by 8px
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draw({ kUniform, kVariable }); // Scale Y by 2x and translate left by 8px
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draw({ kUniform, kExplicit }); // Scale Y by 2x and translate up by 8px
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draw({ kVariable, kExplicit }); // Translate left and up by 8px
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nextRow();
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draw({ kExplicit, kExplicit, kConstant }); // Scale X by 2x and translate up by 16px
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draw({ kVariable, kConstant }); // Scale X by 2x and translate left by 16px
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draw({ kVariable, kVariable, kUniform }); // Scale Y by 2x and translate left by 16px
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draw({ kExplicit, kUniform }); // Scale Y by 2x and translate up by 16px
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draw({ kExplicit, kUniform, kVariable, kConstant }); // Scale XY by 2x and translate xy 16px
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}
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