blob: 63be548cc85d5b132fa459a979368528152cfdef [file] [log] [blame]
/*
* 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/SkCanvas.h"
#include "include/core/SkData.h"
#include "include/core/SkPaint.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
#include "include/effects/SkImageFilters.h"
#include "include/effects/SkRuntimeEffect.h"
#include "tools/Resources.h"
const char* gProg = R"(
uniform half4 gColor;
void main(float2 p, inout half4 color) {
color = half4(half2(p)*(1.0/255), gColor.b, 1);
}
)";
class RuntimeShader : public skiagm::GM {
bool runAsBench() const override { return true; }
SkString onShortName() override { return SkString("runtime_shader"); }
SkISize onISize() override { return {512, 256}; }
void onDraw(SkCanvas* canvas) override {
sk_sp<SkRuntimeEffect> gEffect = std::get<0>(SkRuntimeEffect::Make(SkString(gProg)));
SkASSERT(gEffect);
SkMatrix localM;
localM.setRotate(90, 128, 128);
SkColor4f inputColor = { 1, 0, 0, 1 };
auto shader = gEffect->makeShader(SkData::MakeWithCopy(&inputColor, sizeof(inputColor)),
nullptr, 0, &localM, true);
SkPaint p;
p.setShader(std::move(shader));
canvas->drawRect({0, 0, 256, 256}, p);
}
};
DEF_GM(return new RuntimeShader;)
static sk_sp<SkShader> make_shader(sk_sp<SkImage> img, SkISize size) {
SkMatrix scale = SkMatrix::Scale(size.width() / (float)img->width(),
size.height() / (float)img->height());
return img->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, &scale);
}
#include "include/core/SkSurface.h"
#include "include/effects/SkGradientShader.h"
#include "include/utils/SkRandom.h"
static sk_sp<SkShader> make_threshold(SkISize size) {
auto info = SkImageInfo::Make(size.width(), size.height(), kAlpha_8_SkColorType,
kPremul_SkAlphaType);
auto surf = SkSurface::MakeRaster(info);
auto canvas = surf->getCanvas();
const SkScalar rad = 50;
SkColor colors[] = {SK_ColorBLACK, 0};
SkPaint paint;
paint.setAntiAlias(true);
paint.setShader(SkGradientShader::MakeRadial({0,0}, rad, colors, nullptr, 2, SkTileMode::kClamp));
SkPaint layerPaint;
const SkScalar sigma = 16.0f;
layerPaint.setImageFilter(SkImageFilters::Blur(sigma, sigma, nullptr));
canvas->saveLayer(nullptr, &layerPaint);
SkRandom rand;
for (int i = 0; i < 25; ++i) {
SkScalar x = rand.nextF() * size.width();
SkScalar y = rand.nextF() * size.height();
canvas->save();
canvas->translate(x, y);
canvas->drawCircle(0, 0, rad, paint);
canvas->restore();
}
canvas->restore(); // apply the blur
return surf->makeImageSnapshot()->makeShader();
}
class ThresholdRT : public skiagm::GM {
sk_sp<SkShader> fBefore, fAfter, fThreshold;
sk_sp<SkRuntimeEffect> fEffect;
float fCutoff = 0.5; // so we get something interested when we're not animated
void onOnceBeforeDraw() override {
const SkISize size = {256, 256};
fThreshold = make_threshold(size);
fBefore = make_shader(GetResourceAsImage("images/mandrill_256.png"), size);
fAfter = make_shader(GetResourceAsImage("images/dog.jpg"), size);
const char code[] = R"(
in shader before_map;
in shader after_map;
in shader threshold_map;
uniform float cutoff;
uniform float slope;
float smooth_cutoff(float x) {
x = x * slope + (0.5 - slope * cutoff);
return clamp(x, 0, 1);
}
void main(float2 xy, inout half4 color) {
half4 before = sample(before_map, xy);
half4 after = sample(after_map, xy);
float m = smooth_cutoff(sample(threshold_map, xy).a);
color = mix(before, after, half(m));
}
)";
auto [effect, error] = SkRuntimeEffect::Make(SkString(code));
if (!effect) {
SkDebugf("runtime error %s\n", error.c_str());
}
fEffect = effect;
}
bool runAsBench() const override { return true; }
SkString onShortName() override { return SkString("threshold_rt"); }
SkISize onISize() override { return {256, 256}; }
void onDraw(SkCanvas* canvas) override {
struct {
float cutoff, slope;
} uni = {
fCutoff, 10
};
sk_sp<SkData> data = SkData::MakeWithCopy(&uni, sizeof(uni));
sk_sp<SkShader> children[] = { fBefore, fAfter, fThreshold };
SkPaint paint;
paint.setShader(fEffect->makeShader(data, children, SK_ARRAY_COUNT(children),
nullptr, true));
canvas->drawRect({0, 0, 256, 256}, paint);
auto draw = [&](SkScalar x, SkScalar y, sk_sp<SkShader> shader) {
paint.setShader(shader);
canvas->save();
canvas->translate(x, y);
canvas->drawRect({0, 0, 256, 256}, paint);
canvas->restore();
};
draw(256, 0, fThreshold);
draw( 0, 256, fBefore);
draw(256, 256, fAfter);
}
bool onAnimate(double nanos) override {
double t = sin(nanos / (1000 * 1000 * 1000));
fCutoff = float(t + 1) * 0.55f - 0.05f;
return true;
}
};
DEF_GM(return new ThresholdRT;)
class SpiralRT : public skiagm::GM {
sk_sp<SkRuntimeEffect> fEffect;
float fSecs = 4; // so we get something interested when we're not animated
void onOnceBeforeDraw() override {
const char code[] = R"(
uniform float rad_scale;
uniform float2 in_center;
layout(srgb_unpremul) uniform float4 in_colors0;
layout(srgb_unpremul) uniform float4 in_colors1;
void main(float2 p, inout half4 color) {
float2 pp = p - in_center;
float radius = length(pp);
radius = sqrt(radius);
float angle = atan(pp.y / pp.x);
float t = (angle + 3.1415926/2) / (3.1415926);
t += radius * rad_scale;
t = fract(t);
float4 m = in_colors0 * (1-t) + in_colors1 * t;
color = half4(m);
}
)";
auto [effect, error] = SkRuntimeEffect::Make(SkString(code));
if (!effect) {
SkDebugf("runtime error %s\n", error.c_str());
}
fEffect = effect;
}
bool runAsBench() const override { return true; }
SkString onShortName() override { return SkString("spiral_rt"); }
SkISize onISize() override { return {512, 512}; }
void onDraw(SkCanvas* canvas) override {
struct {
float rad_scale;
SkV2 in_center;
SkV4 in_colors0;
SkV4 in_colors1;
} uni {
std::sin(fSecs / 2) / 5,
{256, 256}, // center
{1, 0, 0, 1}, // color0
{0, 1, 0, 1}, // color1
};
SkPaint paint;
paint.setShader(fEffect->makeShader(SkData::MakeWithCopy(&uni, sizeof(uni)),
nullptr, 0, nullptr, true));
canvas->drawRect({0, 0, 512, 512}, paint);
}
bool onAnimate(double nanos) override {
fSecs = nanos / (1000 * 1000 * 1000);
return true;
}
};
DEF_GM(return new SpiralRT;)
class ColorCubeRT : public skiagm::GM {
sk_sp<SkImage> fMandrill, fMandrillSepia, fIdentityCube, fSepiaCube;
sk_sp<SkRuntimeEffect> fEffect;
void onOnceBeforeDraw() override {
fMandrill = GetResourceAsImage("images/mandrill_256.png");
fMandrillSepia = GetResourceAsImage("images/mandrill_sepia.png");
fIdentityCube = GetResourceAsImage("images/lut_identity.png");
fSepiaCube = GetResourceAsImage("images/lut_sepia.png");
const char code[] = R"(
in shader input;
in shader color_cube;
uniform float rg_scale;
uniform float rg_bias;
uniform float b_scale;
uniform float inv_size;
void main(float2 xy, inout half4 color) {
float4 c = float4(unpremul(sample(input, xy)));
// Map to cube coords:
float3 cubeCoords = float3(c.rg * rg_scale + rg_bias, c.b * b_scale);
// Compute slice coordinate
float2 coords1 = float2((floor(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
float2 coords2 = float2(( ceil(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
// Two bilinear fetches, plus a manual lerp for the third axis:
color = mix(sample(color_cube, coords1), sample(color_cube, coords2),
half(fract(cubeCoords.b)));
// Premul again
color.rgb *= color.a;
}
)";
auto [effect, error] = SkRuntimeEffect::Make(SkString(code));
if (!effect) {
SkDebugf("runtime error %s\n", error.c_str());
}
fEffect = effect;
}
SkString onShortName() override { return SkString("color_cube_rt"); }
SkISize onISize() override { return {512, 512}; }
void onDraw(SkCanvas* canvas) override {
// First we draw the unmodified image, and a copy that was sepia-toned in Photoshop:
canvas->drawImage(fMandrill, 0, 0);
canvas->drawImage(fMandrillSepia, 0, 256);
// LUT dimensions should be (kSize^2, kSize)
constexpr float kSize = 16.0f;
SkRuntimeShaderBuilder builder(fEffect);
builder.input("rg_scale") = (kSize - 1) / kSize;
builder.input("rg_bias") = 0.5f / kSize;
builder.input("b_scale") = kSize - 1;
builder.input("inv_size") = 1.0f / kSize;
builder.child("input") = fMandrill->makeShader();
// TODO: Move filter quality to the shader itself. We need to enforce at least kLow here
// so that we bilerp the color cube image.
SkPaint paint;
paint.setFilterQuality(kLow_SkFilterQuality);
// TODO: Should we add SkImage::makeNormalizedShader() to handle this automatically?
SkMatrix normalize = SkMatrix::Scale(1.0f / (kSize * kSize), 1.0f / kSize);
// Now draw the image with an identity color cube - it should look like the original
builder.child("color_cube") = fIdentityCube->makeShader(normalize);
paint.setShader(builder.makeShader(nullptr, true));
canvas->translate(256, 0);
canvas->drawRect({ 0, 0, 256, 256 }, paint);
// ... and with a sepia-tone color cube. This should match the sepia-toned image.
builder.child("color_cube") = fSepiaCube->makeShader(normalize);
paint.setShader(builder.makeShader(nullptr, true));
canvas->translate(0, 256);
canvas->drawRect({ 0, 0, 256, 256 }, paint);
}
};
DEF_GM(return new ColorCubeRT;)