skia2/gm/fp_sample_chaining.cpp
Brian Osman 767f444feb SkRuntimeEffect SkSL has a new signature for main()
There is no more 'inout half4 color'. Effects return their output color.
If an effect wants the input color, it must use the (already existing)
approach of sampling a nullptr input shader.

The change is guarded for Chromium (so we can update their runtime color
filters in skia_renderer.cc).

For the GPU backend, FPs can now override usesExplicitReturn to indicate
that their emitCode will generate a return statement. If that's true,
then writeProcessorFunction doesn't inject the automatic return of the
output color, and emitFragProc will *always* wrap that FP in a helper
function, even as a top-level FP. GrSkSLFP opts in to this behavior, so
that the user-supplied return becomes the actual return in the FP's
emitCode.

Adapting the skvm code to this wasn't too bad: It looks fragile (what
happens if there are multiple returns?), but that's not really possible
today, without varying control flow.

Bug: skia:10613

Change-Id: I205b81fd87dd32bab30b6d6d5fc78853485da036
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/310756
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Kevin Lubick <kjlubick@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
2020-08-25 13:36:28 +00:00

389 lines
16 KiB
C++

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