2f2977e19d
These convert a color between the working color space and a known, useful space (linear TF, sRGB gamut). Bug: skia:10479 Change-Id: I3308e691beeaca5120ed0c2e30cf08661caa3684 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/481416 Reviewed-by: Michael Ludwig <michaelludwig@google.com> Reviewed-by: John Stiles <johnstiles@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
892 lines
34 KiB
C++
892 lines
34 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/SkRRect.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 "src/core/SkColorSpacePriv.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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kColorFilter_RTFlag = 0x4,
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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] = (fFlags & kColorFilter_RTFlag)
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? SkRuntimeEffect::MakeForColorFilter(fSkSL)
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: SkRuntimeEffect::MakeForShader(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(SkSamplingOptions(), 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(SkSamplingOptions());
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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 = before_map.eval(xy);
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half4 after = after_map.eval(xy);
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float m = smooth_cutoff(threshold_map.eval(xy).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(color) uniform float4 in_colors0;
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layout(color) 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") = SkColors::kRed;
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builder.uniform("in_colors1") = SkColors::kGreen;
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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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// Test case for sampling with both unmodified input coordinates, and explicit coordinates.
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// The first version of skbug.com/11869 suffered a bug where all samples of a child were treated
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// as pass-through if *at least one* used the unmodified coordinates. This was detected & tracked
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// in b/181092919. This GM is similar, and demonstrates the bug before the fix was applied.
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class UnsharpRT : public RuntimeShaderGM {
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public:
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UnsharpRT() : RuntimeShaderGM("unsharp_rt", {512, 256}, R"(
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uniform shader child;
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half4 main(float2 xy) {
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half4 c = child.eval(xy) * 5;
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c -= child.eval(xy + float2( 1, 0));
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c -= child.eval(xy + float2(-1, 0));
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c -= child.eval(xy + float2( 0, 1));
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c -= child.eval(xy + float2( 0, -1));
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return c;
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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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// First we draw the unmodified image
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canvas->drawImage(fMandrill, 0, 0);
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// Now draw the image with our unsharp mask applied
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SkRuntimeShaderBuilder builder(fEffect);
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const SkSamplingOptions sampling(SkFilterMode::kNearest);
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builder.child("child") = fMandrill->makeShader(sampling);
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SkPaint paint;
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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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}
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};
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DEF_GM(return new UnsharpRT;)
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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 child;
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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(child.eval(xy));
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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(color_cube.eval(coords1), color_cube.eval(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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const SkSamplingOptions sampling(SkFilterMode::kLinear);
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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("child") = fMandrill->makeShader(sampling);
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SkPaint paint;
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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(sampling, 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(sampling, 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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// Same as above, but demonstrating how to implement this as a runtime color filter (that samples
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// a shader child for the LUT).
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class ColorCubeColorFilterRT : public RuntimeShaderGM {
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public:
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ColorCubeColorFilterRT() : RuntimeShaderGM("color_cube_cf_rt", {512, 512}, R"(
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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(half4 inColor) {
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float4 c = unpremul(inColor);
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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(color_cube.eval(coords1), color_cube.eval(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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)", kColorFilter_RTFlag) {}
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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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// 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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const SkSamplingOptions sampling(SkFilterMode::kLinear);
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float uniforms[] = {
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(kSize - 1) / kSize, // rg_scale
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0.5f / kSize, // rg_bias
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kSize - 1, // b_scale
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1.0f / kSize, // inv_size
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};
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SkPaint paint;
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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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SkRuntimeEffect::ChildPtr children[] = {fIdentityCube->makeShader(sampling, normalize)};
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paint.setColorFilter(fEffect->makeColorFilter(
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SkData::MakeWithCopy(uniforms, sizeof(uniforms)), SkMakeSpan(children)));
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canvas->drawImage(fMandrill, 256, 0, sampling, &paint);
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// ... and with a sepia-tone color cube. This should match the sepia-toned image.
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children[0] = fSepiaCube->makeShader(sampling, normalize);
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paint.setColorFilter(fEffect->makeColorFilter(
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SkData::MakeWithCopy(uniforms, sizeof(uniforms)), SkMakeSpan(children)));
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canvas->drawImage(fMandrill, 256, 256, sampling, &paint);
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}
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};
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DEF_GM(return new ColorCubeColorFilterRT;)
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class DefaultColorRT : public RuntimeShaderGM {
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public:
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DefaultColorRT() : RuntimeShaderGM("default_color_rt", {512, 256}, R"(
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uniform shader child;
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half4 main(float2 xy) {
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return child.eval(xy);
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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("child") = fMandrill->makeShader(SkSamplingOptions());
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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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// Emits coverage for a rounded rectangle whose corners are superellipses defined by the boundary:
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//
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// x^n + y^n == 1
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//
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// Where x and y are normalized, clamped coordinates ranging from 0..1 inside the nearest corner's
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// bounding box.
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//
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// See: https://en.wikipedia.org/wiki/Superellipse
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class ClipSuperRRect : public RuntimeShaderGM {
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public:
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ClipSuperRRect(const char* name, float power) : RuntimeShaderGM(name, {500, 500}, R"(
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uniform float power_minus1;
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uniform float2 stretch_factor;
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uniform float2x2 derivatives;
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half4 main(float2 xy) {
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xy = max(abs(xy) + stretch_factor, 0);
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float2 exp_minus1 = pow(xy, power_minus1.xx); // If power == 3.5: xy * xy * sqrt(xy)
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float f = dot(exp_minus1, xy) - 1; // f = x^n + y^n - 1
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float2 grad = exp_minus1 * derivatives;
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float fwidth = abs(grad.x) + abs(grad.y) + 1e-12; // 1e-12 to avoid a divide by zero.
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return half4(saturate(.5 - f/fwidth)); // Approx coverage by riding the gradient to f=0.
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}
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)"), fPower(power) {}
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void drawSuperRRect(SkCanvas* canvas, const SkRect& superRRect, float radX, float radY,
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SkColor color) {
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SkPaint paint;
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paint.setColor(color);
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if (fPower == 2) {
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// Draw a normal round rect for the sake of testing.
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SkRRect rrect = SkRRect::MakeRectXY(superRRect, radX, radY);
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paint.setAntiAlias(true);
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canvas->drawRRect(rrect, paint);
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return;
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}
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SkRuntimeShaderBuilder builder(fEffect);
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builder.uniform("power_minus1") = fPower - 1;
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// Size the corners such that the "apex" of our "super" rounded corner is in the same
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// location that the apex of a circular rounded corner would be with the given radii. We
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// define the apex as the point on the rounded corner that is 45 degrees between the
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// horizontal and vertical edges.
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float scale = (1 - SK_ScalarRoot2Over2) / (1 - exp2f(-1/fPower));
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float cornerWidth = radX * scale;
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float cornerHeight = radY * scale;
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cornerWidth = std::min(cornerWidth, superRRect.width() * .5f);
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cornerHeight = std::min(cornerHeight, superRRect.height() * .5f);
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// The stretch factor controls how long the flat edge should be between rounded corners.
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builder.uniform("stretch_factor") = SkV2{1 - superRRect.width()*.5f / cornerWidth,
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1 - superRRect.height()*.5f / cornerHeight};
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// Calculate a 2x2 "derivatives" matrix that the shader will use to find the gradient.
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//
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// f = s^n + t^n - 1 [s,t are "super" rounded corner coords in normalized 0..1 space]
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//
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// gradient = [df/dx df/dy] = [ns^(n-1) nt^(n-1)] * |ds/dx ds/dy|
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// |dt/dx dt/dy|
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//
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// = [s^(n-1) t^(n-1)] * |n 0| * |ds/dx ds/dy|
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// |0 n| |dt/dx dt/dy|
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//
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// = [s^(n-1) t^(n-1)] * |2n/cornerWidth 0| * mat2x2(canvasMatrix)^-1
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// |0 2n/cornerHeight|
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//
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// = [s^(n-1) t^(n-1)] * "derivatives"
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//
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const SkMatrix& M = canvas->getTotalMatrix();
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float a=M.getScaleX(), b=M.getSkewX(), c=M.getSkewY(), d=M.getScaleY();
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float determinant = a*d - b*c;
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float dx = fPower / (cornerWidth * determinant);
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float dy = fPower / (cornerHeight * determinant);
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builder.uniform("derivatives") = SkV4{d*dx, -c*dy, -b*dx, a*dy};
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// This matrix will be inverted by the effect system, giving a matrix that converts local
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// coordinates to (almost) coner coordinates. To get the rest of the way to the nearest
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// corner's space, the shader will have to take the absolute value, add the stretch_factor,
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// then clamp above zero.
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SkMatrix cornerToLocal;
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cornerToLocal.setScaleTranslate(cornerWidth, cornerHeight, superRRect.centerX(),
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superRRect.centerY());
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canvas->clipShader(builder.makeShader(&cornerToLocal, false));
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// Bloat the outer edges of the rect we will draw so it contains all the antialiased pixels.
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// Bloat by a full pixel instead of half in case Skia is in a mode that draws this rect with
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// unexpected AA of its own.
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float inverseDet = 1 / fabsf(determinant);
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float bloatX = (fabsf(d) + fabsf(c)) * inverseDet;
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float bloatY = (fabsf(b) + fabsf(a)) * inverseDet;
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canvas->drawRect(superRRect.makeOutset(bloatX, bloatY), paint);
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}
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void onDraw(SkCanvas* canvas) override {
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SkRandom rand(2);
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canvas->save();
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canvas->translate(canvas->imageInfo().width() / 2.f, canvas->imageInfo().height() / 2.f);
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canvas->save();
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canvas->rotate(21);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(-5, 25, 175, 100), 50, 30,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(94);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(95, 75, 125, 100), 30, 30,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(132);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(0, 75, 150, 100), 40, 30,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(282);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(15, -20, 100, 100), 20, 20,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(0);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(140, -50, 90, 110), 25, 25,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(-35);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(160, -60, 60, 90), 18, 18,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(65);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(220, -120, 60, 90), 18, 18,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->save();
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canvas->rotate(265);
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this->drawSuperRRect(canvas, SkRect::MakeXYWH(150, -129, 80, 160), 24, 39,
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rand.nextU() | 0xff808080);
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canvas->restore();
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canvas->restore();
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}
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private:
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const float fPower;
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};
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DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow2", 2);)
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// DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow3", 3);)
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DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow3.5", 3.5);)
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// DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow4", 4);)
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// DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow4.5", 4.5);)
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// DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow5", 5);)
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class LinearGradientRT : public RuntimeShaderGM {
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public:
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LinearGradientRT() : RuntimeShaderGM("linear_gradient_rt", {256 + 10, 128 + 15}, R"(
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layout(color) uniform vec4 in_colors0;
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layout(color) uniform vec4 in_colors1;
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vec4 main(vec2 p) {
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float t = p.x / 256;
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if (p.y < 32) {
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return mix(in_colors0, in_colors1, t);
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} else {
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vec3 linColor0 = toLinearSrgb(in_colors0.rgb);
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vec3 linColor1 = toLinearSrgb(in_colors1.rgb);
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vec3 linColor = mix(linColor0, linColor1, t);
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return fromLinearSrgb(linColor).rgb1;
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}
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}
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)") {}
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void onDraw(SkCanvas* canvas) override {
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// Colors chosen to use values other than 0 and 1 - so that it's obvious if the conversion
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// intrinsics are doing anything. (Most transfer functions map 0 -> 0 and 1 -> 1).
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SkRuntimeShaderBuilder builder(fEffect);
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builder.uniform("in_colors0") = SkColor4f{0.75f, 0.25f, 0.0f, 1.0f};
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builder.uniform("in_colors1") = SkColor4f{0.0f, 0.75f, 0.25f, 1.0f};
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SkPaint paint;
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paint.setShader(builder.makeShader(nullptr, true));
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canvas->save();
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canvas->clear(SK_ColorWHITE);
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canvas->translate(5, 5);
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// We draw everything twice. First to a surface with no color management, where the
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// intrinsics should do nothing (eg, the top bar should look the same in the top and bottom
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// halves). Then to an sRGB surface, where they should produce linearly interpolated
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// gradients (the bottom half of the second bar should be brighter than the top half).
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for (auto cs : {static_cast<SkColorSpace*>(nullptr), sk_srgb_singleton()}) {
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SkImageInfo info = SkImageInfo::Make(
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256, 64, kN32_SkColorType, kPremul_SkAlphaType, sk_ref_sp(cs));
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auto surface = canvas->makeSurface(info);
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if (!surface) {
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surface = SkSurface::MakeRaster(info);
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}
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surface->getCanvas()->drawRect({0, 0, 256, 64}, paint);
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canvas->drawImage(surface->makeImageSnapshot(), 0, 0);
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canvas->translate(0, 64 + 5);
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}
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|
canvas->restore();
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|
}
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|
};
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DEF_GM(return new LinearGradientRT;)
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DEF_SIMPLE_GM(child_sampling_rt, canvas, 256,256) {
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|
static constexpr char scale[] =
|
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"uniform shader child;"
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|
"half4 main(float2 xy) {"
|
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" return child.eval(xy*0.1);"
|
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"}";
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|
|
SkPaint p;
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|
p.setColor(SK_ColorRED);
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|
p.setAntiAlias(true);
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p.setStyle(SkPaint::kStroke_Style);
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p.setStrokeWidth(1);
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|
auto surf = SkSurface::MakeRasterN32Premul(100,100);
|
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surf->getCanvas()->drawLine(0, 0, 100, 100, p);
|
|
auto shader = surf->makeImageSnapshot()->makeShader(SkSamplingOptions(SkFilterMode::kLinear));
|
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|
|
SkRuntimeShaderBuilder builder(SkRuntimeEffect::MakeForShader(SkString(scale)).effect);
|
|
builder.child("child") = shader;
|
|
p.setShader(builder.makeShader(nullptr, false));
|
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|
|
canvas->drawPaint(p);
|
|
}
|
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|
|
static sk_sp<SkShader> normal_map_shader() {
|
|
// Produces a hemispherical normal:
|
|
static const char* kSrc = R"(
|
|
half4 main(vec2 p) {
|
|
p = (p / 256) * 2 - 1;
|
|
float p2 = dot(p, p);
|
|
vec3 v = (p2 > 1) ? vec3(0, 0, 1) : vec3(p, sqrt(1 - p2));
|
|
return (v * 0.5 + 0.5).xyz1;
|
|
}
|
|
)";
|
|
auto effect = SkRuntimeEffect::MakeForShader(SkString(kSrc)).effect;
|
|
return effect->makeShader(nullptr, {}, nullptr, true);
|
|
}
|
|
|
|
static sk_sp<SkImage> normal_map_image() {
|
|
// Above, baked into an image:
|
|
auto info = SkImageInfo::Make(256, 256, kN32_SkColorType, kPremul_SkAlphaType);
|
|
auto surface = SkSurface::MakeRaster(info);
|
|
SkPaint p;
|
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p.setShader(normal_map_shader());
|
|
surface->getCanvas()->drawPaint(p);
|
|
return surface->makeImageSnapshot();
|
|
}
|
|
|
|
static sk_sp<SkShader> normal_map_image_shader() {
|
|
return normal_map_image()->makeShader(SkSamplingOptions{});
|
|
}
|
|
|
|
static sk_sp<SkShader> normal_map_raw_image_shader() {
|
|
return normal_map_image()->makeRawShader(SkSamplingOptions{});
|
|
}
|
|
|
|
static sk_sp<SkImage> normal_map_unpremul_image() {
|
|
auto image = normal_map_image();
|
|
SkPixmap pm;
|
|
SkAssertResult(image->peekPixels(&pm));
|
|
SkBitmap bmp;
|
|
bmp.allocPixels(image->imageInfo().makeAlphaType(kUnpremul_SkAlphaType));
|
|
// Copy all pixels over, but set alpha to 0
|
|
for (int y = 0; y < pm.height(); y++) {
|
|
for (int x = 0; x < pm.width(); x++) {
|
|
*bmp.getAddr32(x, y) = *pm.addr32(x, y) & 0x00FFFFFF;
|
|
}
|
|
}
|
|
return bmp.asImage();
|
|
}
|
|
|
|
static sk_sp<SkShader> normal_map_unpremul_image_shader() {
|
|
return normal_map_unpremul_image()->makeShader(SkSamplingOptions{});
|
|
}
|
|
|
|
static sk_sp<SkShader> normal_map_raw_unpremul_image_shader() {
|
|
return normal_map_unpremul_image()->makeRawShader(SkSamplingOptions{});
|
|
}
|
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|
|
static sk_sp<SkShader> lit_shader(sk_sp<SkShader> normals) {
|
|
// Simple N-dot-L against a fixed, directional light:
|
|
static const char* kSrc = R"(
|
|
uniform shader normals;
|
|
half4 main(vec2 p) {
|
|
vec3 n = normalize(normals.eval(p).xyz * 2 - 1);
|
|
vec3 l = normalize(vec3(1, -1, 1));
|
|
return saturate(dot(n, l)).xxx1;
|
|
}
|
|
)";
|
|
auto effect = SkRuntimeEffect::MakeForShader(SkString(kSrc)).effect;
|
|
return effect->makeShader(nullptr, &normals, 1, nullptr, true);
|
|
}
|
|
|
|
static sk_sp<SkShader> lit_shader_linear(sk_sp<SkShader> normals) {
|
|
// Simple N-dot-L against a fixed, directional light, done in linear space:
|
|
static const char* kSrc = R"(
|
|
uniform shader normals;
|
|
half4 main(vec2 p) {
|
|
vec3 n = normalize(normals.eval(p).xyz * 2 - 1);
|
|
vec3 l = normalize(vec3(1, -1, 1));
|
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return fromLinearSrgb(saturate(dot(n, l)).xxx).xxx1;
|
|
}
|
|
)";
|
|
auto effect = SkRuntimeEffect::MakeForShader(SkString(kSrc)).effect;
|
|
return effect->makeShader(nullptr, &normals, 1, nullptr, true);
|
|
}
|
|
|
|
DEF_SIMPLE_GM(paint_alpha_normals_rt, canvas, 512,512) {
|
|
// Various draws, with non-opaque paint alpha. This demonstrates several issues around how
|
|
// paint alpha is applied differently on CPU (globally, after all shaders) and GPU (per shader,
|
|
// inconsistently). See: skbug.com/11942
|
|
//
|
|
// When this works, it will be a demo of applying paint alpha to fade out a complex effect.
|
|
auto draw_shader = [=](int x, int y, sk_sp<SkShader> shader) {
|
|
SkPaint p;
|
|
p.setAlpha(164);
|
|
p.setShader(shader);
|
|
|
|
canvas->save();
|
|
canvas->translate(x, y);
|
|
canvas->clipRect({0, 0, 256, 256});
|
|
canvas->drawPaint(p);
|
|
canvas->restore();
|
|
};
|
|
|
|
draw_shader(0, 0, normal_map_shader());
|
|
draw_shader(0, 256, normal_map_image_shader());
|
|
|
|
draw_shader(256, 0, lit_shader(normal_map_shader()));
|
|
draw_shader(256, 256, lit_shader(normal_map_image_shader()));
|
|
}
|
|
|
|
DEF_SIMPLE_GM(raw_image_shader_normals_rt, canvas, 768, 512) {
|
|
// Demonstrates the utility of SkImage::makeRawShader, for non-color child shaders.
|
|
|
|
// First, make an offscreen surface, so we can control the destination color space:
|
|
auto surfInfo = SkImageInfo::Make(512, 512,
|
|
kN32_SkColorType,
|
|
kPremul_SkAlphaType,
|
|
SkColorSpace::MakeSRGB()->makeColorSpin());
|
|
auto surface = canvas->makeSurface(surfInfo);
|
|
if (!surface) {
|
|
surface = SkSurface::MakeRaster(surfInfo);
|
|
}
|
|
|
|
auto draw_shader = [](int x, int y, sk_sp<SkShader> shader, SkCanvas* canvas) {
|
|
SkPaint p;
|
|
p.setShader(shader);
|
|
|
|
canvas->save();
|
|
canvas->translate(x, y);
|
|
canvas->clipRect({0, 0, 256, 256});
|
|
canvas->drawPaint(p);
|
|
canvas->restore();
|
|
};
|
|
|
|
sk_sp<SkShader> colorNormals = normal_map_image_shader(),
|
|
rawNormals = normal_map_raw_image_shader();
|
|
|
|
// Draw our normal map as colors (will be color-rotated), and raw (untransformed)
|
|
draw_shader(0, 0, colorNormals, surface->getCanvas());
|
|
draw_shader(0, 256, rawNormals, surface->getCanvas());
|
|
|
|
// Now draw our lighting shader using the normal and raw versions of the normals as children.
|
|
// The top image will have the normals rotated (incorrectly), so the lighting is very dark.
|
|
draw_shader(256, 0, lit_shader(colorNormals), surface->getCanvas());
|
|
draw_shader(256, 256, lit_shader(rawNormals), surface->getCanvas());
|
|
|
|
// Now draw the offscreen surface back to our original canvas. If we do this naively, the image
|
|
// will be un-transformed back to the canvas' color space. That will have the effect of undoing
|
|
// the color spin on the upper-left, and APPLYING a color-spin on the bottom left. To preserve
|
|
// the intent of this GM (and make it draw consistently whether or not the original surface has
|
|
// a color space attached), we reinterpret the offscreen image as being in sRGB:
|
|
canvas->drawImage(
|
|
surface->makeImageSnapshot()->reinterpretColorSpace(SkColorSpace::MakeSRGB()), 0, 0);
|
|
|
|
// Finally, to demonstrate that raw unpremul image shaders don't premul, draw lighting two more
|
|
// times, with an unpremul normal map (containing ZERO in the alpha channel). THe top will
|
|
// premultiply the normals, resulting in totally dark lighting. The bottom will retain the RGB
|
|
// encoded normals, even with zero alpha:
|
|
draw_shader(512, 0, lit_shader(normal_map_unpremul_image_shader()), canvas);
|
|
draw_shader(512, 256, lit_shader(normal_map_raw_unpremul_image_shader()), canvas);
|
|
}
|
|
|
|
DEF_SIMPLE_GM(lit_shader_linear_rt, canvas, 512, 256) {
|
|
// First, make an offscreen surface, so we can control the destination color space:
|
|
auto surfInfo = SkImageInfo::Make(512, 256,
|
|
kN32_SkColorType,
|
|
kPremul_SkAlphaType,
|
|
SkColorSpace::MakeSRGB());
|
|
auto surface = canvas->makeSurface(surfInfo);
|
|
if (!surface) {
|
|
surface = SkSurface::MakeRaster(surfInfo);
|
|
}
|
|
|
|
auto draw_shader = [](int x, int y, sk_sp<SkShader> shader, SkCanvas* canvas) {
|
|
SkPaint p;
|
|
p.setShader(shader);
|
|
|
|
canvas->save();
|
|
canvas->translate(x, y);
|
|
canvas->clipRect({0, 0, 256, 256});
|
|
canvas->drawPaint(p);
|
|
canvas->restore();
|
|
};
|
|
|
|
// We draw two lit spheres - one does math in the working space (so gamma-encoded). The second
|
|
// works in linear space, then converts to sRGB. This produces (more accurate) sharp falloff:
|
|
draw_shader(0, 0, lit_shader(normal_map_shader()), surface->getCanvas());
|
|
draw_shader(256, 0, lit_shader_linear(normal_map_shader()), surface->getCanvas());
|
|
|
|
// Now draw the offscreen surface back to our original canvas:
|
|
canvas->drawImage(surface->makeImageSnapshot(), 0, 0);
|
|
}
|