skia2/tests/SkColorSpace_NewTest.cpp
Mike Klein c38cce63b3 make SkColorSpace_New real
Some interesting things are starting to fall out already,
like the fact that I needed to add a gamma_dst stage to
be able to draw into gamma-transfer-fn destinations.

I've also had to pass an SkAlphaType through to the linearize
functions so that they can maintain premul invariants.  I'm not
sure this is actually a good idea... if you can, please double-
check my logic at SkRasterPipeline.cpp:128?

If it's correct logic, I'm going to need to do it all over the place.
But I imagine you don't do this and somehow get away with it.

Change-Id: I42cd9b161b54287d674225103ad9e19f8b388959
Reviewed-on: https://skia-review.googlesource.com/84680
Commit-Queue: Mike Klein <mtklein@chromium.org>
Reviewed-by: Brian Osman <brianosman@google.com>
2017-12-14 19:02:17 +00:00

94 lines
4.0 KiB
C++

/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "../src/jumper/SkJumper.h"
#include "SkColorSpace_New.h"
#include "SkRasterPipeline.h"
#include "Test.h"
#include <initializer_list>
DEF_TEST(SkColorSpace_New_TransferFnBasics, r) {
auto gamut = SkMatrix44::I();
auto blending = SkColorSpace_New::Blending::AsEncoded;
SkColorSpace_New linearA{SkColorSpace_New::TransferFn::MakeLinear(), gamut, blending},
linearB{SkColorSpace_New::TransferFn::MakeGamma(1), gamut, blending},
srgb{SkColorSpace_New::TransferFn::MakeSRGB(), gamut, blending},
gamma{SkColorSpace_New::TransferFn::MakeGamma(2.2f), gamut, blending};
REPORTER_ASSERT(r, linearA.gammaIsLinear());
REPORTER_ASSERT(r, linearB.gammaIsLinear());
REPORTER_ASSERT(r, ! srgb.gammaIsLinear());
REPORTER_ASSERT(r, ! gamma.gammaIsLinear());
REPORTER_ASSERT(r, !linearA.gammaCloseToSRGB());
REPORTER_ASSERT(r, !linearB.gammaCloseToSRGB());
REPORTER_ASSERT(r, srgb.gammaCloseToSRGB());
REPORTER_ASSERT(r, ! gamma.gammaCloseToSRGB());
REPORTER_ASSERT(r, linearA.transferFn().equals(linearB.transferFn()));
REPORTER_ASSERT(r, !linearA.transferFn().equals( srgb.transferFn()));
REPORTER_ASSERT(r, !linearA.transferFn().equals( gamma.transferFn()));
REPORTER_ASSERT(r, !linearB.transferFn().equals( srgb.transferFn()));
REPORTER_ASSERT(r, !linearB.transferFn().equals( gamma.transferFn()));
REPORTER_ASSERT(r, ! srgb.transferFn().equals( gamma.transferFn()));
}
DEF_TEST(SkColorSpace_New_TransferFnStages, r) {
// We'll create a little SkRasterPipelineBlitter-like scenario,
// blending the same src color over the same dst color, but with
// three different transfer functions, for simplicity the same for src and dst.
SkColor src = 0x7f7f0000;
SkColor dsts[3];
for (SkColor& dst : dsts) {
dst = 0xff007f00;
}
auto gamut = SkMatrix44::I();
auto blending = SkColorSpace_New::Blending::Linear;
SkColorSpace_New linear{SkColorSpace_New::TransferFn::MakeLinear(), gamut, blending},
srgb{SkColorSpace_New::TransferFn::MakeSRGB(), gamut, blending},
gamma{SkColorSpace_New::TransferFn::MakeGamma(3), gamut, blending};
SkColor* dst = dsts;
for (const SkColorSpace_New* cs : {&linear, &srgb, &gamma}) {
SkJumper_MemoryCtx src_ctx = { &src, 0 },
dst_ctx = { dst++, 0 };
SkRasterPipeline_<256> p;
p.append(SkRasterPipeline::load_8888, &src_ctx);
cs->transferFn().linearizeSrc(&p, kUnpremul_SkAlphaType);
p.append(SkRasterPipeline::premul);
p.append(SkRasterPipeline::load_8888_dst, &dst_ctx);
cs->transferFn().linearizeDst(&p, kUnpremul_SkAlphaType);
p.append(SkRasterPipeline::premul_dst);
p.append(SkRasterPipeline::srcover);
p.append(SkRasterPipeline::unpremul);
cs->transferFn().encodeSrc(&p);
p.append(SkRasterPipeline::store_8888, &dst_ctx);
p.run(0,0,1,1);
}
// Double check the uninteresting channels: alpha's opaque, no blue.
REPORTER_ASSERT(r, SkColorGetA(dsts[0]) == 0xff && SkColorGetB(dsts[0]) == 0x00);
REPORTER_ASSERT(r, SkColorGetA(dsts[1]) == 0xff && SkColorGetB(dsts[1]) == 0x00);
REPORTER_ASSERT(r, SkColorGetA(dsts[2]) == 0xff && SkColorGetB(dsts[2]) == 0x00);
// Because we're doing linear blending, a more-exponential transfer function will
// brighten the encoded values more when linearizing. So we expect to see that
// linear is darker than sRGB, and sRGB in turn is darker than gamma 3.
REPORTER_ASSERT(r, SkColorGetR(dsts[0]) < SkColorGetR(dsts[1]));
REPORTER_ASSERT(r, SkColorGetR(dsts[1]) < SkColorGetR(dsts[2]));
REPORTER_ASSERT(r, SkColorGetG(dsts[0]) < SkColorGetG(dsts[1]));
REPORTER_ASSERT(r, SkColorGetG(dsts[1]) < SkColorGetG(dsts[2]));
}