91292e9482
The previous behavior leaked Skia-internal concepts into public SkSL. Users coming from GLSL will expect that bindable/sampleable objects are uniform (just like texture2D). This keeps the old support around (and tested), but updates all of our examples to use 'uniform'. Bug: skia:10679 Change-Id: I0c98162f5e21dad7014d9778ceb26143d2f6030e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/332376 Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: John Stiles <johnstiles@google.com>
338 lines
11 KiB
C++
338 lines
11 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/SkCanvas.h"
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#include "include/core/SkData.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkSize.h"
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#include "include/core/SkString.h"
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#include "include/core/SkSurface.h"
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#include "include/effects/SkGradientShader.h"
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#include "include/effects/SkImageFilters.h"
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#include "include/effects/SkRuntimeEffect.h"
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#include "include/utils/SkRandom.h"
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#include "tools/Resources.h"
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enum RT_Flags {
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kAnimate_RTFlag = 0x1,
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kBench_RTFlag = 0x2,
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};
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class RuntimeShaderGM : public skiagm::GM {
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public:
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RuntimeShaderGM(const char* name, SkISize size, const char* sksl, uint32_t flags = 0)
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: fName(name), fSize(size), fFlags(flags), fSkSL(sksl) {}
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void onOnceBeforeDraw() override {
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auto [effect, error] = SkRuntimeEffect::Make(fSkSL);
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if (!effect) {
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SkDebugf("RuntimeShader error: %s\n", error.c_str());
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}
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fEffect = std::move(effect);
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}
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bool runAsBench() const override { return SkToBool(fFlags & kBench_RTFlag); }
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SkString onShortName() override { return fName; }
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SkISize onISize() override { return fSize; }
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bool onAnimate(double nanos) override {
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fSecs = nanos / (1000 * 1000 * 1000);
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return SkToBool(fFlags & kAnimate_RTFlag);
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}
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protected:
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SkString fName;
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SkISize fSize;
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uint32_t fFlags;
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float fSecs = 0.0f;
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SkString fSkSL;
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sk_sp<SkRuntimeEffect> fEffect;
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};
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class SimpleRT : public RuntimeShaderGM {
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public:
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SimpleRT() : RuntimeShaderGM("runtime_shader", {512, 256}, R"(
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uniform half4 gColor;
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half4 main(float2 p) {
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return half4(p*(1.0/255), gColor.b, 1);
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}
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)", kBench_RTFlag) {}
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void onDraw(SkCanvas* canvas) override {
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SkRuntimeShaderBuilder builder(fEffect);
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SkMatrix localM;
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localM.setRotate(90, 128, 128);
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builder.uniform("gColor") = SkColor4f{1, 0, 0, 1};
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SkPaint p;
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p.setShader(builder.makeShader(&localM, true));
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canvas->drawRect({0, 0, 256, 256}, p);
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}
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};
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DEF_GM(return new SimpleRT;)
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static sk_sp<SkShader> make_shader(sk_sp<SkImage> img, SkISize size) {
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SkMatrix scale = SkMatrix::Scale(size.width() / (float)img->width(),
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size.height() / (float)img->height());
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return img->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, &scale);
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}
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static sk_sp<SkShader> make_threshold(SkISize size) {
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auto info = SkImageInfo::Make(size.width(), size.height(), kAlpha_8_SkColorType,
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kPremul_SkAlphaType);
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auto surf = SkSurface::MakeRaster(info);
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auto canvas = surf->getCanvas();
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const SkScalar rad = 50;
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SkColor colors[] = {SK_ColorBLACK, 0};
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setShader(SkGradientShader::MakeRadial({0,0}, rad, colors, nullptr, 2, SkTileMode::kClamp));
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SkPaint layerPaint;
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const SkScalar sigma = 16.0f;
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layerPaint.setImageFilter(SkImageFilters::Blur(sigma, sigma, nullptr));
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canvas->saveLayer(nullptr, &layerPaint);
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SkRandom rand;
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for (int i = 0; i < 25; ++i) {
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SkScalar x = rand.nextF() * size.width();
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SkScalar y = rand.nextF() * size.height();
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canvas->save();
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canvas->translate(x, y);
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canvas->drawCircle(0, 0, rad, paint);
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canvas->restore();
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}
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canvas->restore(); // apply the blur
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return surf->makeImageSnapshot()->makeShader();
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}
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class ThresholdRT : public RuntimeShaderGM {
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public:
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ThresholdRT() : RuntimeShaderGM("threshold_rt", {256, 256}, R"(
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uniform shader before_map;
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uniform shader after_map;
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uniform shader threshold_map;
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uniform float cutoff;
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uniform float slope;
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float smooth_cutoff(float x) {
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x = x * slope + (0.5 - slope * cutoff);
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return clamp(x, 0, 1);
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}
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half4 main(float2 xy) {
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half4 before = sample(before_map);
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half4 after = sample(after_map);
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float m = smooth_cutoff(sample(threshold_map).a);
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return mix(before, after, m);
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}
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)", kAnimate_RTFlag | kBench_RTFlag) {}
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sk_sp<SkShader> fBefore, fAfter, fThreshold;
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void onOnceBeforeDraw() override {
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const SkISize size = {256, 256};
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fThreshold = make_threshold(size);
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fBefore = make_shader(GetResourceAsImage("images/mandrill_256.png"), size);
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fAfter = make_shader(GetResourceAsImage("images/dog.jpg"), size);
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this->RuntimeShaderGM::onOnceBeforeDraw();
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}
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void onDraw(SkCanvas* canvas) override {
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SkRuntimeShaderBuilder builder(fEffect);
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builder.uniform("cutoff") = sin(fSecs) * 0.55f + 0.5f;
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builder.uniform("slope") = 10.0f;
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builder.child("before_map") = fBefore;
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builder.child("after_map") = fAfter;
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builder.child("threshold_map") = fThreshold;
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SkPaint paint;
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paint.setShader(builder.makeShader(nullptr, true));
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canvas->drawRect({0, 0, 256, 256}, paint);
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auto draw = [&](SkScalar x, SkScalar y, sk_sp<SkShader> shader) {
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paint.setShader(shader);
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canvas->save();
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canvas->translate(x, y);
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canvas->drawRect({0, 0, 256, 256}, paint);
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canvas->restore();
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};
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draw(256, 0, fThreshold);
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draw( 0, 256, fBefore);
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draw(256, 256, fAfter);
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}
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};
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DEF_GM(return new ThresholdRT;)
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class SpiralRT : public RuntimeShaderGM {
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public:
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SpiralRT() : RuntimeShaderGM("spiral_rt", {512, 512}, R"(
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uniform float rad_scale;
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uniform float2 in_center;
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layout(srgb_unpremul) uniform float4 in_colors0;
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layout(srgb_unpremul) uniform float4 in_colors1;
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half4 main(float2 p) {
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float2 pp = p - in_center;
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float radius = length(pp);
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radius = sqrt(radius);
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float angle = atan(pp.y / pp.x);
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float t = (angle + 3.1415926/2) / (3.1415926);
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t += radius * rad_scale;
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t = fract(t);
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return in_colors0 * (1-t) + in_colors1 * t;
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}
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)", kAnimate_RTFlag | kBench_RTFlag) {}
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void onDraw(SkCanvas* canvas) override {
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SkRuntimeShaderBuilder builder(fEffect);
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builder.uniform("rad_scale") = std::sin(fSecs * 0.5f + 2.0f) / 5;
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builder.uniform("in_center") = SkV2{256, 256};
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builder.uniform("in_colors0") = SkV4{1, 0, 0, 1};
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builder.uniform("in_colors1") = SkV4{0, 1, 0, 1};
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SkPaint paint;
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paint.setShader(builder.makeShader(nullptr, true));
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canvas->drawRect({0, 0, 512, 512}, paint);
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}
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};
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DEF_GM(return new SpiralRT;)
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class ColorCubeRT : public RuntimeShaderGM {
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public:
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ColorCubeRT() : RuntimeShaderGM("color_cube_rt", {512, 512}, R"(
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uniform shader input;
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uniform shader color_cube;
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uniform float rg_scale;
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uniform float rg_bias;
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uniform float b_scale;
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uniform float inv_size;
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half4 main(float2 xy) {
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float4 c = unpremul(sample(input));
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// Map to cube coords:
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float3 cubeCoords = float3(c.rg * rg_scale + rg_bias, c.b * b_scale);
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// Compute slice coordinate
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float2 coords1 = float2((floor(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
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float2 coords2 = float2(( ceil(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
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// Two bilinear fetches, plus a manual lerp for the third axis:
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half4 color = mix(sample(color_cube, coords1), sample(color_cube, coords2),
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fract(cubeCoords.b));
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// Premul again
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color.rgb *= color.a;
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return color;
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}
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)") {}
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sk_sp<SkImage> fMandrill, fMandrillSepia, fIdentityCube, fSepiaCube;
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void onOnceBeforeDraw() override {
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fMandrill = GetResourceAsImage("images/mandrill_256.png");
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fMandrillSepia = GetResourceAsImage("images/mandrill_sepia.png");
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fIdentityCube = GetResourceAsImage("images/lut_identity.png");
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fSepiaCube = GetResourceAsImage("images/lut_sepia.png");
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this->RuntimeShaderGM::onOnceBeforeDraw();
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}
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void onDraw(SkCanvas* canvas) override {
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SkRuntimeShaderBuilder builder(fEffect);
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// First we draw the unmodified image, and a copy that was sepia-toned in Photoshop:
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canvas->drawImage(fMandrill, 0, 0);
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canvas->drawImage(fMandrillSepia, 0, 256);
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// LUT dimensions should be (kSize^2, kSize)
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constexpr float kSize = 16.0f;
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builder.uniform("rg_scale") = (kSize - 1) / kSize;
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builder.uniform("rg_bias") = 0.5f / kSize;
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builder.uniform("b_scale") = kSize - 1;
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builder.uniform("inv_size") = 1.0f / kSize;
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builder.child("input") = fMandrill->makeShader();
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// TODO: Move filter quality to the shader itself. We need to enforce at least kLow here
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// so that we bilerp the color cube image.
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SkPaint paint;
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paint.setFilterQuality(kLow_SkFilterQuality);
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// TODO: Should we add SkImage::makeNormalizedShader() to handle this automatically?
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SkMatrix normalize = SkMatrix::Scale(1.0f / (kSize * kSize), 1.0f / kSize);
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// Now draw the image with an identity color cube - it should look like the original
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builder.child("color_cube") = fIdentityCube->makeShader(normalize);
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paint.setShader(builder.makeShader(nullptr, true));
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canvas->translate(256, 0);
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canvas->drawRect({ 0, 0, 256, 256 }, paint);
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// ... and with a sepia-tone color cube. This should match the sepia-toned image.
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builder.child("color_cube") = fSepiaCube->makeShader(normalize);
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paint.setShader(builder.makeShader(nullptr, true));
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canvas->translate(0, 256);
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canvas->drawRect({ 0, 0, 256, 256 }, paint);
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}
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};
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DEF_GM(return new ColorCubeRT;)
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class DefaultColorRT : public RuntimeShaderGM {
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public:
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// This test also *explicitly* doesn't include coords in main's parameter list, to test that
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// runtime shaders work without them being declared (when they're not used).
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DefaultColorRT() : RuntimeShaderGM("default_color_rt", {512, 256}, R"(
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uniform shader input;
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half4 main() {
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return sample(input);
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}
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)") {}
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sk_sp<SkImage> fMandrill;
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void onOnceBeforeDraw() override {
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fMandrill = GetResourceAsImage("images/mandrill_256.png");
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this->RuntimeShaderGM::onOnceBeforeDraw();
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}
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void onDraw(SkCanvas* canvas) override {
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SkRuntimeShaderBuilder builder(fEffect);
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// First, we leave the child as null, so sampling it returns the default (paint) color
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SkPaint paint;
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paint.setColor4f({ 0.25f, 0.75f, 0.75f, 1.0f });
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paint.setShader(builder.makeShader(nullptr, false));
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canvas->drawRect({ 0, 0, 256, 256 }, paint);
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// Now we bind an image shader as the child. This (by convention) scales by the paint alpha
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builder.child("input") = fMandrill->makeShader();
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paint.setColor4f({ 1.0f, 1.0f, 1.0f, 0.5f });
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paint.setShader(builder.makeShader(nullptr, false));
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canvas->translate(256, 0);
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canvas->drawRect({ 0, 0, 256, 256 }, paint);
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}
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};
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DEF_GM(return new DefaultColorRT;)
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