c82ab0839f
Change-Id: I67d1a464618f1a54f4e3bd4e1409b1d91a90e66a Reviewed-on: https://skia-review.googlesource.com/c/skia/+/429336 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Mike Reed <reed@google.com>
1058 lines
44 KiB
C++
1058 lines
44 KiB
C++
/*
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* Copyright 2019 Google Inc.
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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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// This test only works with the GPU backend.
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#include "gm/gm.h"
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#include "include/core/SkBitmap.h"
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#include "include/core/SkBlendMode.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkColorFilter.h"
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#include "include/core/SkData.h"
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#include "include/core/SkFont.h"
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#include "include/core/SkImage.h"
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#include "include/core/SkImageFilter.h"
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#include "include/core/SkImageInfo.h"
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#include "include/core/SkMaskFilter.h"
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#include "include/core/SkMatrix.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkPoint.h"
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#include "include/core/SkRect.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkScalar.h"
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#include "include/core/SkShader.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/SkTileMode.h"
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#include "include/core/SkTypeface.h"
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#include "include/core/SkTypes.h"
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#include "include/effects/SkColorMatrix.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/SkShaderMaskFilter.h"
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#include "include/private/SkTArray.h"
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#include "src/core/SkLineClipper.h"
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#include "tools/Resources.h"
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#include "tools/ToolUtils.h"
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#include "tools/gpu/YUVUtils.h"
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#include <array>
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#include <memory>
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#include <utility>
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class ClipTileRenderer;
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using ClipTileRendererArray = SkTArray<sk_sp<ClipTileRenderer>>;
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// This GM mimics the draw calls used by complex compositors that focus on drawing rectangles
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// and quadrilaterals with per-edge AA, with complex images, effects, and seamless tiling.
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// It will be updated to reflect the patterns seen in Chromium's SkiaRenderer. It is currently
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// restricted to adding draw ops directly in Ganesh since there is no fully-specified public API.
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static constexpr SkScalar kTileWidth = 40;
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static constexpr SkScalar kTileHeight = 30;
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static constexpr int kRowCount = 4;
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static constexpr int kColCount = 3;
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// To mimic Chromium's BSP clipping strategy, a set of three lines formed by triangle edges
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// of the below points are used to clip against the regular tile grid. The tile grid occupies
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// a 120 x 120 rectangle (40px * 3 cols by 30px * 4 rows).
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static constexpr SkPoint kClipP1 = {1.75f * kTileWidth, 0.8f * kTileHeight};
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static constexpr SkPoint kClipP2 = {0.6f * kTileWidth, 2.f * kTileHeight};
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static constexpr SkPoint kClipP3 = {2.9f * kTileWidth, 3.5f * kTileHeight};
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///////////////////////////////////////////////////////////////////////////////////////////////
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// Utilities for operating on lines and tiles
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///////////////////////////////////////////////////////////////////////////////////////////////
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// p0 and p1 form a segment contained the tile grid, so extends them by a large enough margin
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// that the output points stored in 'line' are outside the tile grid (thus effectively infinite).
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static void clipping_line_segment(const SkPoint& p0, const SkPoint& p1, SkPoint line[2]) {
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SkVector v = p1 - p0;
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// 10f was chosen as a balance between large enough to scale the currently set clip
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// points outside of the tile grid, but small enough to preserve precision.
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line[0] = p0 - v * 10.f;
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line[1] = p1 + v * 10.f;
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}
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// Returns true if line segment (p0-p1) intersects with line segment (l0-l1); if true is returned,
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// the intersection point is stored in 'intersect'.
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static bool intersect_line_segments(const SkPoint& p0, const SkPoint& p1,
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const SkPoint& l0, const SkPoint& l1, SkPoint* intersect) {
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static constexpr SkScalar kHorizontalTolerance = 0.01f; // Pretty conservative
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// Use doubles for accuracy, since the clipping strategy used below can create T
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// junctions, and lower precision could artificially create gaps
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double pY = (double) p1.fY - (double) p0.fY;
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double pX = (double) p1.fX - (double) p0.fX;
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double lY = (double) l1.fY - (double) l0.fY;
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double lX = (double) l1.fX - (double) l0.fX;
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double plY = (double) p0.fY - (double) l0.fY;
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double plX = (double) p0.fX - (double) l0.fX;
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if (SkScalarNearlyZero(pY, kHorizontalTolerance)) {
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if (SkScalarNearlyZero(lY, kHorizontalTolerance)) {
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// Two horizontal lines
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return false;
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} else {
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// Recalculate but swap p and l
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return intersect_line_segments(l0, l1, p0, p1, intersect);
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}
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}
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// Up to now, the line segments do not form an invalid intersection
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double lNumerator = plX * pY - plY * pX;
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double lDenom = lX * pY - lY * pX;
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if (SkScalarNearlyZero(lDenom)) {
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// Parallel or identical
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return false;
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}
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// Calculate alphaL that provides the intersection point along (l0-l1), e.g. l0+alphaL*(l1-l0)
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double alphaL = lNumerator / lDenom;
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if (alphaL < 0.0 || alphaL > 1.0) {
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// Outside of the l segment
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return false;
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}
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// Calculate alphaP from the valid alphaL (since it could be outside p segment)
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// double alphaP = (alphaL * l.fY - pl.fY) / p.fY;
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double alphaP = (alphaL * lY - plY) / pY;
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if (alphaP < 0.0 || alphaP > 1.0) {
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// Outside of p segment
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return false;
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}
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// Is valid, so calculate the actual intersection point
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*intersect = l1 * SkScalar(alphaL) + l0 * SkScalar(1.0 - alphaL);
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return true;
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}
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// Draw a line through the two points, outset by a fixed length in screen space
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static void draw_outset_line(SkCanvas* canvas, const SkMatrix& local, const SkPoint pts[2],
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const SkPaint& paint) {
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static constexpr SkScalar kLineOutset = 10.f;
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SkPoint mapped[2];
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local.mapPoints(mapped, pts, 2);
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SkVector v = mapped[1] - mapped[0];
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v.setLength(v.length() + kLineOutset);
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canvas->drawLine(mapped[1] - v, mapped[0] + v, paint);
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}
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// Draw grid of red lines at interior tile boundaries.
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static void draw_tile_boundaries(SkCanvas* canvas, const SkMatrix& local) {
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setColor(SK_ColorRED);
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paint.setStyle(SkPaint::kStroke_Style);
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paint.setStrokeWidth(0.f);
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for (int x = 1; x < kColCount; ++x) {
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SkPoint pts[] = {{x * kTileWidth, 0}, {x * kTileWidth, kRowCount * kTileHeight}};
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draw_outset_line(canvas, local, pts, paint);
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}
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for (int y = 1; y < kRowCount; ++y) {
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SkPoint pts[] = {{0, y * kTileHeight}, {kTileWidth * kColCount, y * kTileHeight}};
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draw_outset_line(canvas, local, pts, paint);
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}
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}
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// Draw the arbitrary clipping/split boundaries that intersect the tile grid as green lines
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static void draw_clipping_boundaries(SkCanvas* canvas, const SkMatrix& local) {
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setColor(SK_ColorGREEN);
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paint.setStyle(SkPaint::kStroke_Style);
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paint.setStrokeWidth(0.f);
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// Clip the "infinite" line segments to a rectangular region outside the tile grid
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SkRect border = SkRect::MakeWH(kTileWidth * kColCount, kTileHeight * kRowCount);
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// Draw p1 to p2
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SkPoint line[2];
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SkPoint clippedLine[2];
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clipping_line_segment(kClipP1, kClipP2, line);
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SkAssertResult(SkLineClipper::IntersectLine(line, border, clippedLine));
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draw_outset_line(canvas, local, clippedLine, paint);
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// Draw p2 to p3
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clipping_line_segment(kClipP2, kClipP3, line);
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SkAssertResult(SkLineClipper::IntersectLine(line, border, clippedLine));
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draw_outset_line(canvas, local, clippedLine, paint);
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// Draw p3 to p1
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clipping_line_segment(kClipP3, kClipP1, line);
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SkAssertResult(SkLineClipper::IntersectLine(line, border, clippedLine));
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draw_outset_line(canvas, local, clippedLine, paint);
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}
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static void draw_text(SkCanvas* canvas, const char* text) {
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SkFont font(ToolUtils::create_portable_typeface(), 12);
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canvas->drawString(text, 0, 0, font, SkPaint());
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////
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// Abstraction for rendering a possibly clipped tile, that can apply different effects to mimic
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// the Chromium quad types, and a generic GM template to arrange renderers x transforms in a grid
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/////////////////////////////////////////////////////////////////////////////////////////////////
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class ClipTileRenderer : public SkRefCntBase {
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public:
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// Draw the base rect, possibly clipped by 'clip' if that is not null. The edges to antialias
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// are specified in 'edgeAA' (to make manipulation easier than an unsigned bitfield). 'tileID'
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// represents the location of rect within the tile grid, 'quadID' is the unique ID of the clip
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// region within the tile (reset for each tile).
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//
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// The edgeAA order matches that of clip, so it refers to top, right, bottom, left.
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// Return draw count
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virtual int drawTile(SkCanvas* canvas, const SkRect& rect, const SkPoint clip[4],
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const bool edgeAA[4], int tileID, int quadID) = 0;
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virtual void drawBanner(SkCanvas* canvas) = 0;
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// Return draw count
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virtual int drawTiles(SkCanvas* canvas) {
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// All three lines in a list
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SkPoint lines[6];
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clipping_line_segment(kClipP1, kClipP2, lines);
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clipping_line_segment(kClipP2, kClipP3, lines + 2);
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clipping_line_segment(kClipP3, kClipP1, lines + 4);
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bool edgeAA[4];
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int tileID = 0;
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int drawCount = 0;
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for (int i = 0; i < kRowCount; ++i) {
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for (int j = 0; j < kColCount; ++j) {
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// The unclipped tile geometry
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SkRect tile = SkRect::MakeXYWH(j * kTileWidth, i * kTileHeight,
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kTileWidth, kTileHeight);
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// Base edge AA flags if there are no clips; clipped lines will only turn off edges
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edgeAA[0] = i == 0; // Top
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edgeAA[1] = j == kColCount - 1; // Right
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edgeAA[2] = i == kRowCount - 1; // Bottom
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edgeAA[3] = j == 0; // Left
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// Now clip against the 3 lines formed by kClipPx and split into general purpose
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// quads as needed.
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int quadCount = 0;
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drawCount += this->clipTile(canvas, tileID, tile, nullptr, edgeAA, lines, 3,
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&quadCount);
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tileID++;
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}
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}
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return drawCount;
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}
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protected:
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SkCanvas::QuadAAFlags maskToFlags(const bool edgeAA[4]) const {
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unsigned flags = (edgeAA[0] * SkCanvas::kTop_QuadAAFlag) |
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(edgeAA[1] * SkCanvas::kRight_QuadAAFlag) |
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(edgeAA[2] * SkCanvas::kBottom_QuadAAFlag) |
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(edgeAA[3] * SkCanvas::kLeft_QuadAAFlag);
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return static_cast<SkCanvas::QuadAAFlags>(flags);
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}
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// Recursively splits the quadrilateral against the segments stored in 'lines', which must be
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// 2 * lineCount long. Increments 'quadCount' for each split quadrilateral, and invokes the
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// drawTile at leaves.
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int clipTile(SkCanvas* canvas, int tileID, const SkRect& baseRect, const SkPoint quad[4],
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const bool edgeAA[4], const SkPoint lines[], int lineCount, int* quadCount) {
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if (lineCount == 0) {
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// No lines, so end recursion by drawing the tile. If the tile was never split then
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// 'quad' remains null so that drawTile() can differentiate how it should draw.
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int draws = this->drawTile(canvas, baseRect, quad, edgeAA, tileID, *quadCount);
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*quadCount = *quadCount + 1;
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return draws;
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}
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static constexpr int kTL = 0; // Top-left point index in points array
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static constexpr int kTR = 1; // Top-right point index in points array
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static constexpr int kBR = 2; // Bottom-right point index in points array
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static constexpr int kBL = 3; // Bottom-left point index in points array
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static constexpr int kS0 = 4; // First split point index in points array
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static constexpr int kS1 = 5; // Second split point index in points array
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SkPoint points[6];
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if (quad) {
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// Copy the original 4 points into set of points to consider
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for (int i = 0; i < 4; ++i) {
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points[i] = quad[i];
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}
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} else {
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// Haven't been split yet, so fill in based on the rect
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baseRect.toQuad(points);
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}
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// Consider the first line against the 4 quad edges in tile, which should have 0,1, or 2
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// intersection points since the tile is convex.
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int splitIndices[2]; // Edge that was intersected
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int intersectionCount = 0;
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for (int i = 0; i < 4; ++i) {
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SkPoint intersect;
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if (intersect_line_segments(points[i], points[i == 3 ? 0 : i + 1],
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lines[0], lines[1], &intersect)) {
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// If the intersected point is the same as the last found intersection, the line
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// runs through a vertex, so don't double count it
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bool duplicate = false;
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for (int j = 0; j < intersectionCount; ++j) {
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if (SkScalarNearlyZero((intersect - points[kS0 + j]).length())) {
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duplicate = true;
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break;
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}
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}
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if (!duplicate) {
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points[kS0 + intersectionCount] = intersect;
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splitIndices[intersectionCount] = i;
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intersectionCount++;
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}
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}
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}
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if (intersectionCount < 2) {
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// Either the first line never intersected the quad (count == 0), or it intersected at a
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// single vertex without going through quad area (count == 1), so check next line
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return this->clipTile(
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canvas, tileID, baseRect, quad, edgeAA, lines + 2, lineCount - 1, quadCount);
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}
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SkASSERT(intersectionCount == 2);
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// Split the tile points into 2+ sub quads and recurse to the next lines, which may or may
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// not further split the tile. Since the configurations are relatively simple, the possible
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// splits are hardcoded below; subtile quad orderings are such that the sub tiles remain in
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// clockwise order and match expected edges for QuadAAFlags. subtile indices refer to the
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// 6-element 'points' array.
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SkSTArray<3, std::array<int, 4>> subtiles;
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int s2 = -1; // Index of an original vertex chosen for a artificial split
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if (splitIndices[1] - splitIndices[0] == 2) {
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// Opposite edges, so the split trivially forms 2 sub quads
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if (splitIndices[0] == 0) {
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subtiles.push_back({{kTL, kS0, kS1, kBL}});
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subtiles.push_back({{kS0, kTR, kBR, kS1}});
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} else {
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subtiles.push_back({{kTL, kTR, kS0, kS1}});
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subtiles.push_back({{kS1, kS0, kBR, kBL}});
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}
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} else {
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// Adjacent edges, which makes for a more complicated split, since it forms a degenerate
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// quad (triangle) and a pentagon that must be artificially split. The pentagon is split
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// using one of the original vertices (remembered in 's2'), which adds an additional
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// degenerate quad, but ensures there are no T-junctions.
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switch(splitIndices[0]) {
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case 0:
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// Could be connected to edge 1 or edge 3
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if (splitIndices[1] == 1) {
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s2 = kBL;
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subtiles.push_back({{kS0, kTR, kS1, kS0}}); // degenerate
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subtiles.push_back({{kTL, kS0, edgeAA[0] ? kS0 : kBL, kBL}}); // degenerate
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subtiles.push_back({{kS0, kS1, kBR, kBL}});
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} else {
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SkASSERT(splitIndices[1] == 3);
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s2 = kBR;
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subtiles.push_back({{kTL, kS0, kS1, kS1}}); // degenerate
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subtiles.push_back({{kS1, edgeAA[3] ? kS1 : kBR, kBR, kBL}}); // degenerate
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subtiles.push_back({{kS0, kTR, kBR, kS1}});
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}
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break;
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case 1:
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// Edge 0 handled above, should only be connected to edge 2
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SkASSERT(splitIndices[1] == 2);
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s2 = kTL;
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subtiles.push_back({{kS0, kS0, kBR, kS1}}); // degenerate
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subtiles.push_back({{kTL, kTR, kS0, edgeAA[1] ? kS0 : kTL}}); // degenerate
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subtiles.push_back({{kTL, kS0, kS1, kBL}});
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break;
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case 2:
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// Edge 1 handled above, should only be connected to edge 3
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SkASSERT(splitIndices[1] == 3);
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s2 = kTR;
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subtiles.push_back({{kS1, kS0, kS0, kBL}}); // degenerate
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subtiles.push_back({{edgeAA[2] ? kS0 : kTR, kTR, kBR, kS0}}); // degenerate
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subtiles.push_back({{kTL, kTR, kS0, kS1}});
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break;
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case 3:
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// Fall through, an adjacent edge split that hits edge 3 should have first found
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// been found with edge 0 or edge 2 for the other end
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default:
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SkASSERT(false);
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return 0;
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}
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}
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SkPoint sub[4];
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bool subAA[4];
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int draws = 0;
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for (int i = 0; i < subtiles.count(); ++i) {
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// Fill in the quad points and update edge AA rules for new interior edges
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for (int j = 0; j < 4; ++j) {
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int p = subtiles[i][j];
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sub[j] = points[p];
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int np = j == 3 ? subtiles[i][0] : subtiles[i][j + 1];
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// The "new" edges are the edges that connect between the two split points or
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// between a split point and the chosen s2 point. Otherwise the edge remains aligned
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// with the original shape, so should preserve the AA setting.
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if ((p >= kS0 && (np == s2 || np >= kS0)) ||
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((np >= kS0) && (p == s2 || p >= kS0))) {
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// New edge
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subAA[j] = false;
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} else {
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// The subtiles indices were arranged so that their edge ordering was still top,
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// right, bottom, left so 'j' can be used to access edgeAA
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subAA[j] = edgeAA[j];
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}
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}
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// Split the sub quad with the next line
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draws += this->clipTile(canvas, tileID, baseRect, sub, subAA, lines + 2, lineCount - 1,
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quadCount);
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}
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return draws;
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}
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};
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static constexpr int kMatrixCount = 5;
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class CompositorGM : public skiagm::GM {
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public:
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CompositorGM(const char* name, std::function<ClipTileRendererArray()> makeRendererFn)
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: fMakeRendererFn(std::move(makeRendererFn))
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, fName(name) {}
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protected:
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SkISize onISize() override {
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// Initialize the array of renderers.
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this->onceBeforeDraw();
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// The GM draws a grid of renderers (rows) x transforms (col). Within each cell, the
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// renderer draws the transformed tile grid, which is approximately
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// (kColCount*kTileWidth, kRowCount*kTileHeight), although it has additional line
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// visualizations and can be transformed outside of those rectangular bounds (i.e. persp),
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// so pad the cell dimensions to be conservative. Must also account for the banner text.
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static constexpr SkScalar kCellWidth = 1.3f * kColCount * kTileWidth;
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static constexpr SkScalar kCellHeight = 1.3f * kRowCount * kTileHeight;
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return SkISize::Make(SkScalarRoundToInt(kCellWidth * kMatrixCount + 175.f),
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SkScalarRoundToInt(kCellHeight * fRenderers.count() + 75.f));
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}
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SkString onShortName() override {
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SkString fullName;
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fullName.appendf("compositor_quads_%s", fName.c_str());
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return fullName;
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}
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void onOnceBeforeDraw() override {
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fRenderers = fMakeRendererFn();
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this->configureMatrices();
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}
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void onDraw(SkCanvas* canvas) override {
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static constexpr SkScalar kGap = 40.f;
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static constexpr SkScalar kBannerWidth = 120.f;
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static constexpr SkScalar kOffset = 15.f;
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SkTArray<int> drawCounts(fRenderers.count());
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drawCounts.push_back_n(fRenderers.count(), 0);
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canvas->save();
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canvas->translate(kOffset + kBannerWidth, kOffset);
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for (int i = 0; i < fMatrices.count(); ++i) {
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canvas->save();
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draw_text(canvas, fMatrixNames[i].c_str());
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canvas->translate(0.f, kGap);
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for (int j = 0; j < fRenderers.count(); ++j) {
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canvas->save();
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draw_tile_boundaries(canvas, fMatrices[i]);
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draw_clipping_boundaries(canvas, fMatrices[i]);
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canvas->concat(fMatrices[i]);
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drawCounts[j] += fRenderers[j]->drawTiles(canvas);
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canvas->restore();
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// And advance to the next row
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canvas->translate(0.f, kGap + kRowCount * kTileHeight);
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}
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// Reset back to the left edge
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canvas->restore();
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// And advance to the next column
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canvas->translate(kGap + kColCount * kTileWidth, 0.f);
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}
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canvas->restore();
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// Print a row header, with total draw counts
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canvas->save();
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canvas->translate(kOffset, kGap + 0.5f * kRowCount * kTileHeight);
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for (int j = 0; j < fRenderers.count(); ++j) {
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fRenderers[j]->drawBanner(canvas);
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canvas->translate(0.f, 15.f);
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draw_text(canvas, SkStringPrintf("Draws = %d", drawCounts[j]).c_str());
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canvas->translate(0.f, kGap + kRowCount * kTileHeight);
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}
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canvas->restore();
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}
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private:
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std::function<ClipTileRendererArray()> fMakeRendererFn;
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ClipTileRendererArray fRenderers;
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SkTArray<SkMatrix> fMatrices;
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SkTArray<SkString> fMatrixNames;
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SkString fName;
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void configureMatrices() {
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fMatrices.reset();
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fMatrixNames.reset();
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fMatrices.push_back_n(kMatrixCount);
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// Identity
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fMatrices[0].setIdentity();
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fMatrixNames.push_back(SkString("Identity"));
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// Translate/scale
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fMatrices[1].setTranslate(5.5f, 20.25f);
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fMatrices[1].postScale(.9f, .7f);
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fMatrixNames.push_back(SkString("T+S"));
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// Rotation
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fMatrices[2].setRotate(20.0f);
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fMatrices[2].preTranslate(15.f, -20.f);
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fMatrixNames.push_back(SkString("Rotate"));
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// Skew
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fMatrices[3].setSkew(.5f, .25f);
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fMatrices[3].preTranslate(-30.f, 0.f);
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fMatrixNames.push_back(SkString("Skew"));
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// Perspective
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SkPoint src[4];
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SkRect::MakeWH(kColCount * kTileWidth, kRowCount * kTileHeight).toQuad(src);
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SkPoint dst[4] = {{0, 0},
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{kColCount * kTileWidth + 10.f, 15.f},
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{kColCount * kTileWidth - 28.f, kRowCount * kTileHeight + 40.f},
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{25.f, kRowCount * kTileHeight - 15.f}};
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SkAssertResult(fMatrices[4].setPolyToPoly(src, dst, 4));
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fMatrices[4].preTranslate(0.f, 10.f);
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fMatrixNames.push_back(SkString("Perspective"));
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SkASSERT(fMatrices.count() == fMatrixNames.count());
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}
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using INHERITED = skiagm::GM;
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};
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////////////////////////////////////////////////////////////////////////////////////////////////
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// Implementations of TileRenderer that color the clipped tiles in various ways
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////////////////////////////////////////////////////////////////////////////////////////////////
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class DebugTileRenderer : public ClipTileRenderer {
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public:
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static sk_sp<ClipTileRenderer> Make() {
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// Since aa override is disabled, the quad flags arg doesn't matter.
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return sk_sp<ClipTileRenderer>(new DebugTileRenderer(SkCanvas::kAll_QuadAAFlags, false));
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}
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static sk_sp<ClipTileRenderer> MakeAA() {
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return sk_sp<ClipTileRenderer>(new DebugTileRenderer(SkCanvas::kAll_QuadAAFlags, true));
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}
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static sk_sp<ClipTileRenderer> MakeNonAA() {
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return sk_sp<ClipTileRenderer>(new DebugTileRenderer(SkCanvas::kNone_QuadAAFlags, true));
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}
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int drawTile(SkCanvas* canvas, const SkRect& rect, const SkPoint clip[4], const bool edgeAA[4],
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int tileID, int quadID) override {
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// Colorize the tile based on its grid position and quad ID
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int i = tileID / kColCount;
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int j = tileID % kColCount;
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SkColor4f c = {(i + 1.f) / kRowCount, (j + 1.f) / kColCount, .4f, 1.f};
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float alpha = quadID / 10.f;
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c.fR = c.fR * (1 - alpha) + alpha;
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c.fG = c.fG * (1 - alpha) + alpha;
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c.fB = c.fB * (1 - alpha) + alpha;
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c.fA = c.fA * (1 - alpha) + alpha;
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SkCanvas::QuadAAFlags aaFlags = fEnableAAOverride ? fAAOverride : this->maskToFlags(edgeAA);
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canvas->experimental_DrawEdgeAAQuad(
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rect, clip, aaFlags, c.toSkColor(), SkBlendMode::kSrcOver);
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return 1;
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}
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void drawBanner(SkCanvas* canvas) override {
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draw_text(canvas, "Edge AA");
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canvas->translate(0.f, 15.f);
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SkString config;
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static const char* kFormat = "Ext(%s) - Int(%s)";
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if (fEnableAAOverride) {
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SkASSERT(fAAOverride == SkCanvas::kAll_QuadAAFlags ||
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fAAOverride == SkCanvas::kNone_QuadAAFlags);
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if (fAAOverride == SkCanvas::kAll_QuadAAFlags) {
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config.appendf(kFormat, "yes", "yes");
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} else {
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config.appendf(kFormat, "no", "no");
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}
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} else {
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config.appendf(kFormat, "yes", "no");
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}
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draw_text(canvas, config.c_str());
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}
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private:
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SkCanvas::QuadAAFlags fAAOverride;
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bool fEnableAAOverride;
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DebugTileRenderer(SkCanvas::QuadAAFlags aa, bool enableAAOverrde)
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: fAAOverride(aa)
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, fEnableAAOverride(enableAAOverrde) {}
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using INHERITED = ClipTileRenderer;
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};
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// Tests tmp_drawEdgeAAQuad
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class SolidColorRenderer : public ClipTileRenderer {
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public:
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static sk_sp<ClipTileRenderer> Make(const SkColor4f& color) {
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return sk_sp<ClipTileRenderer>(new SolidColorRenderer(color));
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}
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int drawTile(SkCanvas* canvas, const SkRect& rect, const SkPoint clip[4], const bool edgeAA[4],
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int tileID, int quadID) override {
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canvas->experimental_DrawEdgeAAQuad(rect, clip, this->maskToFlags(edgeAA),
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fColor.toSkColor(), SkBlendMode::kSrcOver);
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return 1;
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}
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void drawBanner(SkCanvas* canvas) override {
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draw_text(canvas, "Solid Color");
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}
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private:
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SkColor4f fColor;
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SolidColorRenderer(const SkColor4f& color) : fColor(color) {}
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using INHERITED = ClipTileRenderer;
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};
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// Tests drawEdgeAAImageSet(), but can batch the entries together in different ways
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class TextureSetRenderer : public ClipTileRenderer {
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public:
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static sk_sp<ClipTileRenderer> MakeUnbatched(sk_sp<SkImage> image) {
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return Make("Texture", "", std::move(image), nullptr, nullptr, nullptr, nullptr,
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1.f, true, 0);
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}
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static sk_sp<ClipTileRenderer> MakeBatched(sk_sp<SkImage> image, int transformCount) {
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const char* subtitle = transformCount == 0 ? "" : "w/ xforms";
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return Make("Texture Set", subtitle, std::move(image), nullptr, nullptr, nullptr, nullptr,
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1.f, false, transformCount);
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}
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static sk_sp<ClipTileRenderer> MakeShader(const char* name, sk_sp<SkImage> image,
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sk_sp<SkShader> shader, bool local) {
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return Make("Shader", name, std::move(image), std::move(shader),
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nullptr, nullptr, nullptr, 1.f, local, 0);
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}
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static sk_sp<ClipTileRenderer> MakeColorFilter(const char* name, sk_sp<SkImage> image,
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sk_sp<SkColorFilter> filter) {
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return Make("Color Filter", name, std::move(image), nullptr, std::move(filter), nullptr,
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nullptr, 1.f, false, 0);
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}
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static sk_sp<ClipTileRenderer> MakeImageFilter(const char* name, sk_sp<SkImage> image,
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sk_sp<SkImageFilter> filter) {
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return Make("Image Filter", name, std::move(image), nullptr, nullptr, std::move(filter),
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nullptr, 1.f, false, 0);
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}
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static sk_sp<ClipTileRenderer> MakeMaskFilter(const char* name, sk_sp<SkImage> image,
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sk_sp<SkMaskFilter> filter) {
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return Make("Mask Filter", name, std::move(image), nullptr, nullptr, nullptr,
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std::move(filter), 1.f, false, 0);
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}
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static sk_sp<ClipTileRenderer> MakeAlpha(sk_sp<SkImage> image, SkScalar alpha) {
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return Make("Alpha", SkStringPrintf("a = %.2f", alpha).c_str(), std::move(image), nullptr,
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nullptr, nullptr, nullptr, alpha, false, 0);
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}
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static sk_sp<ClipTileRenderer> Make(const char* topBanner, const char* bottomBanner,
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sk_sp<SkImage> image, sk_sp<SkShader> shader,
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sk_sp<SkColorFilter> colorFilter,
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sk_sp<SkImageFilter> imageFilter,
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sk_sp<SkMaskFilter> maskFilter, SkScalar paintAlpha,
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bool resetAfterEachQuad, int transformCount) {
|
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return sk_sp<ClipTileRenderer>(new TextureSetRenderer(topBanner, bottomBanner,
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std::move(image), std::move(shader), std::move(colorFilter), std::move(imageFilter),
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std::move(maskFilter), paintAlpha, resetAfterEachQuad, transformCount));
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}
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int drawTiles(SkCanvas* canvas) override {
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int draws = this->INHERITED::drawTiles(canvas);
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// Push the last tile set
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draws += this->drawAndReset(canvas);
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return draws;
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}
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|
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int drawTile(SkCanvas* canvas, const SkRect& rect, const SkPoint clip[4], const bool edgeAA[4],
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int tileID, int quadID) override {
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// Now don't actually draw the tile, accumulate it in the growing entry set
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bool hasClip = false;
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if (clip) {
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// Record the four points into fDstClips
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fDstClips.push_back_n(4, clip);
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hasClip = true;
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}
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int matrixIdx = -1;
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if (!fResetEachQuad && fTransformBatchCount > 0) {
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// Handle transform batching. This works by capturing the CTM of the first tile draw,
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// and then calculate the difference between that and future CTMs for later tiles.
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if (fPreViewMatrices.count() == 0) {
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fBaseCTM = canvas->getTotalMatrix();
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fPreViewMatrices.push_back(SkMatrix::I());
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matrixIdx = 0;
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} else {
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// Calculate matrix s.t. getTotalMatrix() = fBaseCTM * M
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SkMatrix invBase;
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if (!fBaseCTM.invert(&invBase)) {
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SkDebugf("Cannot invert CTM, transform batching will not be correct.\n");
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} else {
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SkMatrix preView = SkMatrix::Concat(invBase, canvas->getTotalMatrix());
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if (preView != fPreViewMatrices[fPreViewMatrices.count() - 1]) {
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// Add the new matrix
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fPreViewMatrices.push_back(preView);
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} // else re-use the last matrix
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matrixIdx = fPreViewMatrices.count() - 1;
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}
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}
|
|
}
|
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|
|
// This acts like the whole image is rendered over the entire tile grid, so derive local
|
|
// coordinates from 'rect', based on the grid to image transform.
|
|
SkMatrix gridToImage = SkMatrix::RectToRect(SkRect::MakeWH(kColCount * kTileWidth,
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|
kRowCount * kTileHeight),
|
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SkRect::MakeWH(fImage->width(),
|
|
fImage->height()));
|
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SkRect localRect = gridToImage.mapRect(rect);
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|
|
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// drawTextureSet automatically derives appropriate local quad from localRect if clipPtr
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// is not null.
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fSetEntries.push_back(
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{fImage, localRect, rect, matrixIdx, 1.f, this->maskToFlags(edgeAA), hasClip});
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|
|
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if (fResetEachQuad) {
|
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// Only ever draw one entry at a time
|
|
return this->drawAndReset(canvas);
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} else {
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return 0;
|
|
}
|
|
}
|
|
|
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void drawBanner(SkCanvas* canvas) override {
|
|
if (fTopBanner.size() > 0) {
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draw_text(canvas, fTopBanner.c_str());
|
|
}
|
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canvas->translate(0.f, 15.f);
|
|
if (fBottomBanner.size() > 0) {
|
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draw_text(canvas, fBottomBanner.c_str());
|
|
}
|
|
}
|
|
|
|
private:
|
|
SkString fTopBanner;
|
|
SkString fBottomBanner;
|
|
|
|
sk_sp<SkImage> fImage;
|
|
sk_sp<SkShader> fShader;
|
|
sk_sp<SkColorFilter> fColorFilter;
|
|
sk_sp<SkImageFilter> fImageFilter;
|
|
sk_sp<SkMaskFilter> fMaskFilter;
|
|
SkScalar fPaintAlpha;
|
|
|
|
// Batching rules
|
|
bool fResetEachQuad;
|
|
int fTransformBatchCount;
|
|
|
|
SkTArray<SkPoint> fDstClips;
|
|
SkTArray<SkMatrix> fPreViewMatrices;
|
|
SkTArray<SkCanvas::ImageSetEntry> fSetEntries;
|
|
|
|
SkMatrix fBaseCTM;
|
|
int fBatchCount;
|
|
|
|
TextureSetRenderer(const char* topBanner,
|
|
const char* bottomBanner,
|
|
sk_sp<SkImage> image,
|
|
sk_sp<SkShader> shader,
|
|
sk_sp<SkColorFilter> colorFilter,
|
|
sk_sp<SkImageFilter> imageFilter,
|
|
sk_sp<SkMaskFilter> maskFilter,
|
|
SkScalar paintAlpha,
|
|
bool resetEachQuad,
|
|
int transformBatchCount)
|
|
: fTopBanner(topBanner)
|
|
, fBottomBanner(bottomBanner)
|
|
, fImage(std::move(image))
|
|
, fShader(std::move(shader))
|
|
, fColorFilter(std::move(colorFilter))
|
|
, fImageFilter(std::move(imageFilter))
|
|
, fMaskFilter(std::move(maskFilter))
|
|
, fPaintAlpha(paintAlpha)
|
|
, fResetEachQuad(resetEachQuad)
|
|
, fTransformBatchCount(transformBatchCount)
|
|
, fBatchCount(0) {
|
|
SkASSERT(transformBatchCount >= 0 && (!resetEachQuad || transformBatchCount == 0));
|
|
}
|
|
|
|
void configureTilePaint(const SkRect& rect, SkPaint* paint) const {
|
|
paint->setAntiAlias(true);
|
|
paint->setBlendMode(SkBlendMode::kSrcOver);
|
|
|
|
// Send non-white RGB, that should be ignored
|
|
paint->setColor4f({1.f, 0.4f, 0.25f, fPaintAlpha}, nullptr);
|
|
|
|
|
|
if (fShader) {
|
|
if (fResetEachQuad) {
|
|
// Apply a local transform in the shader to map from the tile rectangle to (0,0,w,h)
|
|
static const SkRect kTarget = SkRect::MakeWH(kTileWidth, kTileHeight);
|
|
SkMatrix local = SkMatrix::RectToRect(kTarget, rect);
|
|
paint->setShader(fShader->makeWithLocalMatrix(local));
|
|
} else {
|
|
paint->setShader(fShader);
|
|
}
|
|
}
|
|
|
|
paint->setColorFilter(fColorFilter);
|
|
paint->setImageFilter(fImageFilter);
|
|
paint->setMaskFilter(fMaskFilter);
|
|
}
|
|
|
|
int drawAndReset(SkCanvas* canvas) {
|
|
// Early out if there's nothing to draw
|
|
if (fSetEntries.count() == 0) {
|
|
SkASSERT(fDstClips.count() == 0 && fPreViewMatrices.count() == 0);
|
|
return 0;
|
|
}
|
|
|
|
if (!fResetEachQuad && fTransformBatchCount > 0) {
|
|
// A batch is completed
|
|
fBatchCount++;
|
|
if (fBatchCount < fTransformBatchCount) {
|
|
// Haven't hit the point to submit yet, but end the current tile
|
|
return 0;
|
|
}
|
|
|
|
// Submitting all tiles back to where fBaseCTM was the canvas' matrix, while the
|
|
// canvas currently has the CTM of the last tile batch, so reset it.
|
|
canvas->setMatrix(fBaseCTM);
|
|
}
|
|
|
|
#ifdef SK_DEBUG
|
|
int expectedDstClipCount = 0;
|
|
for (int i = 0; i < fSetEntries.count(); ++i) {
|
|
expectedDstClipCount += 4 * fSetEntries[i].fHasClip;
|
|
SkASSERT(fSetEntries[i].fMatrixIndex < 0 ||
|
|
fSetEntries[i].fMatrixIndex < fPreViewMatrices.count());
|
|
}
|
|
SkASSERT(expectedDstClipCount == fDstClips.count());
|
|
#endif
|
|
|
|
SkPaint paint;
|
|
SkRect lastTileRect = fSetEntries[fSetEntries.count() - 1].fDstRect;
|
|
this->configureTilePaint(lastTileRect, &paint);
|
|
|
|
canvas->experimental_DrawEdgeAAImageSet(
|
|
fSetEntries.begin(), fSetEntries.count(), fDstClips.begin(),
|
|
fPreViewMatrices.begin(), SkSamplingOptions(SkFilterMode::kLinear),
|
|
&paint, SkCanvas::kFast_SrcRectConstraint);
|
|
|
|
// Reset for next tile
|
|
fDstClips.reset();
|
|
fPreViewMatrices.reset();
|
|
fSetEntries.reset();
|
|
fBatchCount = 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
using INHERITED = ClipTileRenderer;
|
|
};
|
|
|
|
class YUVTextureSetRenderer : public ClipTileRenderer {
|
|
public:
|
|
static sk_sp<ClipTileRenderer> MakeFromJPEG(sk_sp<SkData> imageData) {
|
|
return sk_sp<ClipTileRenderer>(new YUVTextureSetRenderer(std::move(imageData)));
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}
|
|
|
|
int drawTiles(SkCanvas* canvas) override {
|
|
// Refresh the SkImage at the start, so that it's not attempted for every set entry
|
|
if (fYUVData) {
|
|
fImage = fYUVData->refImage(canvas->recordingContext(),
|
|
sk_gpu_test::LazyYUVImage::Type::kFromPixmaps);
|
|
if (!fImage) {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
int draws = this->INHERITED::drawTiles(canvas);
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|
// Push the last tile set
|
|
draws += this->drawAndReset(canvas);
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|
return draws;
|
|
}
|
|
|
|
int drawTile(SkCanvas* canvas, const SkRect& rect, const SkPoint clip[4], const bool edgeAA[4],
|
|
int tileID, int quadID) override {
|
|
SkASSERT(fImage);
|
|
// Now don't actually draw the tile, accumulate it in the growing entry set
|
|
bool hasClip = false;
|
|
if (clip) {
|
|
// Record the four points into fDstClips
|
|
fDstClips.push_back_n(4, clip);
|
|
hasClip = true;
|
|
}
|
|
|
|
// This acts like the whole image is rendered over the entire tile grid, so derive local
|
|
// coordinates from 'rect', based on the grid to image transform.
|
|
SkMatrix gridToImage = SkMatrix::RectToRect(SkRect::MakeWH(kColCount * kTileWidth,
|
|
kRowCount * kTileHeight),
|
|
SkRect::MakeWH(fImage->width(),
|
|
fImage->height()));
|
|
SkRect localRect = gridToImage.mapRect(rect);
|
|
|
|
// drawTextureSet automatically derives appropriate local quad from localRect if clipPtr
|
|
// is not null. Also exercise per-entry alpha combined with YUVA images.
|
|
fSetEntries.push_back(
|
|
{fImage, localRect, rect, -1, .5f, this->maskToFlags(edgeAA), hasClip});
|
|
return 0;
|
|
}
|
|
|
|
void drawBanner(SkCanvas* canvas) override {
|
|
draw_text(canvas, "Texture");
|
|
canvas->translate(0.f, 15.f);
|
|
draw_text(canvas, "YUV + alpha - GPU Only");
|
|
}
|
|
|
|
private:
|
|
std::unique_ptr<sk_gpu_test::LazyYUVImage> fYUVData;
|
|
// The last accessed SkImage from fYUVData, held here for easy access by drawTile
|
|
sk_sp<SkImage> fImage;
|
|
|
|
SkTArray<SkPoint> fDstClips;
|
|
SkTArray<SkCanvas::ImageSetEntry> fSetEntries;
|
|
|
|
YUVTextureSetRenderer(sk_sp<SkData> jpegData)
|
|
: fYUVData(sk_gpu_test::LazyYUVImage::Make(std::move(jpegData)))
|
|
, fImage(nullptr) {}
|
|
|
|
int drawAndReset(SkCanvas* canvas) {
|
|
// Early out if there's nothing to draw
|
|
if (fSetEntries.count() == 0) {
|
|
SkASSERT(fDstClips.count() == 0);
|
|
return 0;
|
|
}
|
|
|
|
#ifdef SK_DEBUG
|
|
int expectedDstClipCount = 0;
|
|
for (int i = 0; i < fSetEntries.count(); ++i) {
|
|
expectedDstClipCount += 4 * fSetEntries[i].fHasClip;
|
|
}
|
|
SkASSERT(expectedDstClipCount == fDstClips.count());
|
|
#endif
|
|
|
|
SkPaint paint;
|
|
paint.setAntiAlias(true);
|
|
paint.setBlendMode(SkBlendMode::kSrcOver);
|
|
|
|
canvas->experimental_DrawEdgeAAImageSet(
|
|
fSetEntries.begin(), fSetEntries.count(), fDstClips.begin(), nullptr,
|
|
SkSamplingOptions(SkFilterMode::kLinear), &paint,
|
|
SkCanvas::kFast_SrcRectConstraint);
|
|
|
|
// Reset for next tile
|
|
fDstClips.reset();
|
|
fSetEntries.reset();
|
|
|
|
return 1;
|
|
}
|
|
|
|
using INHERITED = ClipTileRenderer;
|
|
};
|
|
|
|
static ClipTileRendererArray make_debug_renderers() {
|
|
return ClipTileRendererArray{DebugTileRenderer::Make(),
|
|
DebugTileRenderer::MakeAA(),
|
|
DebugTileRenderer::MakeNonAA()};
|
|
}
|
|
|
|
static ClipTileRendererArray make_solid_color_renderers() {
|
|
return ClipTileRendererArray{SolidColorRenderer::Make({.2f, .8f, .3f, 1.f})};
|
|
}
|
|
|
|
static ClipTileRendererArray make_shader_renderers() {
|
|
static constexpr SkPoint kPts[] = { {0.f, 0.f}, {0.25f * kTileWidth, 0.25f * kTileHeight} };
|
|
static constexpr SkColor kColors[] = { SK_ColorBLUE, SK_ColorWHITE };
|
|
auto gradient = SkGradientShader::MakeLinear(kPts, kColors, nullptr, 2,
|
|
SkTileMode::kMirror);
|
|
|
|
auto info = SkImageInfo::Make(1, 1, kAlpha_8_SkColorType, kOpaque_SkAlphaType);
|
|
SkBitmap bm;
|
|
bm.allocPixels(info);
|
|
bm.eraseColor(SK_ColorWHITE);
|
|
sk_sp<SkImage> image = bm.asImage();
|
|
|
|
return ClipTileRendererArray{
|
|
TextureSetRenderer::MakeShader("Gradient", image, gradient, false),
|
|
TextureSetRenderer::MakeShader("Local Gradient", image, gradient, true)};
|
|
}
|
|
|
|
static ClipTileRendererArray make_image_renderers() {
|
|
sk_sp<SkImage> mandrill = GetResourceAsImage("images/mandrill_512.png");
|
|
sk_sp<SkData> mandrillJpeg = GetResourceAsData("images/mandrill_h1v1.jpg");
|
|
return ClipTileRendererArray{TextureSetRenderer::MakeUnbatched(mandrill),
|
|
TextureSetRenderer::MakeBatched(mandrill, 0),
|
|
TextureSetRenderer::MakeBatched(mandrill, kMatrixCount),
|
|
YUVTextureSetRenderer::MakeFromJPEG(mandrillJpeg)};
|
|
}
|
|
|
|
static ClipTileRendererArray make_filtered_renderers() {
|
|
sk_sp<SkImage> mandrill = GetResourceAsImage("images/mandrill_512.png");
|
|
|
|
SkColorMatrix cm;
|
|
cm.setSaturation(10);
|
|
sk_sp<SkColorFilter> colorFilter = SkColorFilters::Matrix(cm);
|
|
sk_sp<SkImageFilter> imageFilter = SkImageFilters::Dilate(8, 8, nullptr);
|
|
|
|
static constexpr SkColor kAlphas[] = { SK_ColorTRANSPARENT, SK_ColorBLACK };
|
|
auto alphaGradient = SkGradientShader::MakeRadial(
|
|
{0.5f * kTileWidth * kColCount, 0.5f * kTileHeight * kRowCount},
|
|
0.25f * kTileWidth * kColCount, kAlphas, nullptr, 2, SkTileMode::kClamp);
|
|
sk_sp<SkMaskFilter> maskFilter = SkShaderMaskFilter::Make(std::move(alphaGradient));
|
|
|
|
return ClipTileRendererArray{
|
|
TextureSetRenderer::MakeAlpha(mandrill, 0.5f),
|
|
TextureSetRenderer::MakeColorFilter("Saturation", mandrill, std::move(colorFilter)),
|
|
|
|
// NOTE: won't draw correctly until SkCanvas' AutoLoopers are used to handle image filters
|
|
TextureSetRenderer::MakeImageFilter("Dilate", mandrill, std::move(imageFilter)),
|
|
|
|
// NOTE: blur mask filters do work (tested locally), but visually they don't make much
|
|
// sense, since each quad is blurred independently
|
|
TextureSetRenderer::MakeMaskFilter("Shader", mandrill, std::move(maskFilter))};
|
|
}
|
|
|
|
DEF_GM(return new CompositorGM("debug", make_debug_renderers);)
|
|
DEF_GM(return new CompositorGM("color", make_solid_color_renderers);)
|
|
DEF_GM(return new CompositorGM("shader", make_shader_renderers);)
|
|
DEF_GM(return new CompositorGM("image", make_image_renderers);)
|
|
DEF_GM(return new CompositorGM("filter", make_filtered_renderers);)
|