blob: db2202e4b48ca75edea072e8c94ee3f1a0e51789 [file] [log] [blame]
/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm/gm.h"
#if SK_SUPPORT_GPU
#include "include/core/SkFont.h"
#include "include/effects/SkColorMatrixFilter.h"
#include "include/effects/SkGradientShader.h"
#include "include/effects/SkMorphologyImageFilter.h"
#include "include/effects/SkShaderMaskFilter.h"
#include "include/utils/SkPaintFilterCanvas.h"
#include "src/core/SkLineClipper.h"
#include "tools/Resources.h"
#include "tools/gpu/YUVUtils.h"
#include <array>
// This GM mimics the draw calls used by complex compositors that focus on drawing rectangles
// and quadrilaterals with per-edge AA, with complex images, effects, and seamless tiling.
// It will be updated to reflect the patterns seen in Chromium's SkiaRenderer. It is currently
// restricted to adding draw ops directly in Ganesh since there is no fully-specified public API.
static constexpr SkScalar kTileWidth = 40;
static constexpr SkScalar kTileHeight = 30;
static constexpr int kRowCount = 4;
static constexpr int kColCount = 3;
// To mimic Chromium's BSP clipping strategy, a set of three lines formed by triangle edges
// of the below points are used to clip against the regular tile grid. The tile grid occupies
// a 120 x 120 rectangle (40px * 3 cols by 30px * 4 rows).
static constexpr SkPoint kClipP1 = {1.75f * kTileWidth, 0.8f * kTileHeight};
static constexpr SkPoint kClipP2 = {0.6f * kTileWidth, 2.f * kTileHeight};
static constexpr SkPoint kClipP3 = {2.9f * kTileWidth, 3.5f * kTileHeight};
///////////////////////////////////////////////////////////////////////////////////////////////
// Utilities for operating on lines and tiles
///////////////////////////////////////////////////////////////////////////////////////////////
// p0 and p1 form a segment contained the tile grid, so extends them by a large enough margin
// that the output points stored in 'line' are outside the tile grid (thus effectively infinite).
static void clipping_line_segment(const SkPoint& p0, const SkPoint& p1, SkPoint line[2]) {
SkVector v = p1 - p0;
// 10f was chosen as a balance between large enough to scale the currently set clip
// points outside of the tile grid, but small enough to preserve precision.
line[0] = p0 - v * 10.f;
line[1] = p1 + v * 10.f;
}
// Returns true if line segment (p0-p1) intersects with line segment (l0-l1); if true is returned,
// the intersection point is stored in 'intersect'.
static bool intersect_line_segments(const SkPoint& p0, const SkPoint& p1,
const SkPoint& l0, const SkPoint& l1, SkPoint* intersect) {
static constexpr SkScalar kHorizontalTolerance = 0.01f; // Pretty conservative
// Use doubles for accuracy, since the clipping strategy used below can create T
// junctions, and lower precision could artificially create gaps
double pY = (double) p1.fY - (double) p0.fY;
double pX = (double) p1.fX - (double) p0.fX;
double lY = (double) l1.fY - (double) l0.fY;
double lX = (double) l1.fX - (double) l0.fX;
double plY = (double) p0.fY - (double) l0.fY;
double plX = (double) p0.fX - (double) l0.fX;
if (SkScalarNearlyZero(pY, kHorizontalTolerance)) {
if (SkScalarNearlyZero(lY, kHorizontalTolerance)) {
// Two horizontal lines
return false;
} else {
// Recalculate but swap p and l
return intersect_line_segments(l0, l1, p0, p1, intersect);
}
}
// Up to now, the line segments do not form an invalid intersection
double lNumerator = plX * pY - plY * pX;
double lDenom = lX * pY - lY * pX;
if (SkScalarNearlyZero(lDenom)) {
// Parallel or identical
return false;
}
// Calculate alphaL that provides the intersection point along (l0-l1), e.g. l0+alphaL*(l1-l0)
double alphaL = lNumerator / lDenom;
if (alphaL < 0.0 || alphaL > 1.0) {
// Outside of the l segment
return false;
}
// Calculate alphaP from the valid alphaL (since it could be outside p segment)
// double alphaP = (alphaL * l.fY - pl.fY) / p.fY;
double alphaP = (alphaL * lY - plY) / pY;
if (alphaP < 0.0 || alphaP > 1.0) {
// Outside of p segment
return false;
}
// Is valid, so calculate the actual intersection point
*intersect = l1 * SkScalar(alphaL) + l0 * SkScalar(1.0 - alphaL);
return true;
}
// Draw a line through the two points, outset by a fixed length in screen space
static void draw_outset_line(SkCanvas* canvas, const SkMatrix& local, const SkPoint pts[2],
const SkPaint& paint) {
static constexpr SkScalar kLineOutset = 10.f;
SkPoint mapped[2];
local.mapPoints(mapped, pts, 2);
SkVector v = mapped[1] - mapped[0];
v.setLength(v.length() + kLineOutset);
canvas->drawLine(mapped[1] - v, mapped[0] + v, paint);
}
// Draw grid of red lines at interior tile boundaries.
static void draw_tile_boundaries(SkCanvas* canvas, const SkMatrix& local) {
SkPaint paint;
paint.setAntiAlias(true);
paint.setColor(SK_ColorRED);
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(0.f);
for (int x = 1; x < kColCount; ++x) {
SkPoint pts[] = {{x * kTileWidth, 0}, {x * kTileWidth, kRowCount * kTileHeight}};
draw_outset_line(canvas, local, pts, paint);
}
for (int y = 1; y < kRowCount; ++y) {
SkPoint pts[] = {{0, y * kTileHeight}, {kTileWidth * kColCount, y * kTileHeight}};
draw_outset_line(canvas, local, pts, paint);
}
}
// Draw the arbitrary clipping/split boundaries that intersect the tile grid as green lines
static void draw_clipping_boundaries(SkCanvas* canvas, const SkMatrix& local) {
SkPaint paint;
paint.setAntiAlias(true);
paint.setColor(SK_ColorGREEN);
paint.setStyle(SkPaint::kStroke_Style);
paint.setStrokeWidth(0.f);
// Clip the "infinite" line segments to a rectangular region outside the tile grid
SkRect border = SkRect::MakeWH(kTileWidth * kColCount, kTileHeight * kRowCount);
// Draw p1 to p2
SkPoint line[2];
SkPoint clippedLine[2];
clipping_line_segment(kClipP1, kClipP2, line);
SkAssertResult(SkLineClipper::IntersectLine(line, border, clippedLine));
draw_outset_line(canvas, local, clippedLine, paint);
// Draw p2 to p3
clipping_line_segment(kClipP2, kClipP3, line);
SkAssertResult(SkLineClipper::IntersectLine(line, border, clippedLine));
draw_outset_line(canvas, local, clippedLine, paint);
// Draw p3 to p1
clipping_line_segment(kClipP3, kClipP1, line);
SkAssertResult(SkLineClipper::IntersectLine(line, border, clippedLine));
draw_outset_line(canvas, local, clippedLine, paint);
}
static void draw_text(SkCanvas* canvas, const char* text) {
canvas->drawString(text, 0, 0, SkFont(nullptr, 12), SkPaint());
}
/////////////////////////////////////////////////////////////////////////////////////////////////
// Abstraction for rendering a possibly clipped tile, that can apply different effects to mimic
// the Chromium quad types, and a generic GM template to arrange renderers x transforms in a grid
/////////////////////////////////////////////////////////////////////////////////////////////////
class ClipTileRenderer : public SkRefCntBase {
public:
virtual ~ClipTileRenderer() {}
// Draw the base rect, possibly clipped by 'clip' if that is not null. The edges to antialias
// are specified in 'edgeAA' (to make manipulation easier than an unsigned bitfield). 'tileID'
// represents the location of rect within the tile grid, 'quadID' is the unique ID of the clip
// region within the tile (reset for each tile).
//
// The edgeAA order matches that of clip, so it refers to top, right, bottom, left.
// Return draw count
virtual int drawTile(SkCanvas* canvas, const SkRect& rect, const SkPoint clip[4],
const bool edgeAA[4], int tileID, int quadID) = 0;
virtual void drawBanner(SkCanvas* canvas) = 0;
// Return draw count
virtual int drawTiles(SkCanvas* canvas) {
// All three lines in a list
SkPoint lines[6];
clipping_line_segment(kClipP1, kClipP2, lines);
clipping_line_segment(kClipP2, kClipP3, lines + 2);
clipping_line_segment(kClipP3, kClipP1, lines + 4);
bool edgeAA[4];
int tileID = 0;
int drawCount = 0;
for (int i = 0; i < kRowCount; ++i) {
for (int j = 0; j < kColCount; ++j) {
// The unclipped tile geometry
SkRect tile = SkRect::MakeXYWH(j * kTileWidth, i * kTileHeight,
kTileWidth, kTileHeight);
// Base edge AA flags if there are no clips; clipped lines will only turn off edges
edgeAA[0] = i == 0; // Top
edgeAA[1] = j == kColCount - 1; // Right
edgeAA[2] = i == kRowCount - 1; // Bottom
edgeAA[3] = j == 0; // Left
// Now clip against the 3 lines formed by kClipPx and split into general purpose
// quads as needed.
int quadCount = 0;
drawCount += this->clipTile(canvas, tileID, tile, nullptr, edgeAA, lines, 3,
&quadCount);
tileID++;
}
}
return drawCount;
}
protected:
SkCanvas::QuadAAFlags maskToFlags(const bool edgeAA[4]) const {
unsigned flags = (edgeAA[0] * SkCanvas::kTop_QuadAAFlag) |
(edgeAA[1] * SkCanvas::kRight_QuadAAFlag) |
(edgeAA[2] * SkCanvas::kBottom_QuadAAFlag) |
(edgeAA[3] * SkCanvas::kLeft_QuadAAFlag);
return static_cast<SkCanvas::QuadAAFlags>(flags);
}
// Recursively splits the quadrilateral against the segments stored in 'lines', which must be
// 2 * lineCount long. Increments 'quadCount' for each split quadrilateral, and invokes the
// drawTile at leaves.
int clipTile(SkCanvas* canvas, int tileID, const SkRect& baseRect, const SkPoint quad[4],
const bool edgeAA[4], const SkPoint lines[], int lineCount, int* quadCount) {
if (lineCount == 0) {
// No lines, so end recursion by drawing the tile. If the tile was never split then
// 'quad' remains null so that drawTile() can differentiate how it should draw.
int draws = this->drawTile(canvas, baseRect, quad, edgeAA, tileID, *quadCount);
*quadCount = *quadCount + 1;
return draws;
}
static constexpr int kTL = 0; // Top-left point index in points array
static constexpr int kTR = 1; // Top-right point index in points array
static constexpr int kBR = 2; // Bottom-right point index in points array
static constexpr int kBL = 3; // Bottom-left point index in points array
static constexpr int kS0 = 4; // First split point index in points array
static constexpr int kS1 = 5; // Second split point index in points array
SkPoint points[6];
if (quad) {
// Copy the original 4 points into set of points to consider
for (int i = 0; i < 4; ++i) {
points[i] = quad[i];
}
} else {
// Haven't been split yet, so fill in based on the rect
baseRect.toQuad(points);
}
// Consider the first line against the 4 quad edges in tile, which should have 0,1, or 2
// intersection points since the tile is convex.
int splitIndices[2]; // Edge that was intersected
int intersectionCount = 0;
for (int i = 0; i < 4; ++i) {
SkPoint intersect;
if (intersect_line_segments(points[i], points[i == 3 ? 0 : i + 1],
lines[0], lines[1], &intersect)) {
// If the intersected point is the same as the last found intersection, the line
// runs through a vertex, so don't double count it
bool duplicate = false;
for (int j = 0; j < intersectionCount; ++j) {
if (SkScalarNearlyZero((intersect - points[kS0 + j]).length())) {
duplicate = true;
break;
}
}
if (!duplicate) {
points[kS0 + intersectionCount] = intersect;
splitIndices[intersectionCount] = i;
intersectionCount++;
}
}
}
if (intersectionCount < 2) {
// Either the first line never intersected the quad (count == 0), or it intersected at a
// single vertex without going through quad area (count == 1), so check next line
return this->clipTile(
canvas, tileID, baseRect, quad, edgeAA, lines + 2, lineCount - 1, quadCount);
}
SkASSERT(intersectionCount == 2);
// Split the tile points into 2+ sub quads and recurse to the next lines, which may or may
// not further split the tile. Since the configurations are relatively simple, the possible
// splits are hardcoded below; subtile quad orderings are such that the sub tiles remain in
// clockwise order and match expected edges for QuadAAFlags. subtile indices refer to the
// 6-element 'points' array.
SkSTArray<3, std::array<int, 4>> subtiles;
int s2 = -1; // Index of an original vertex chosen for a artificial split
if (splitIndices[1] - splitIndices[0] == 2) {
// Opposite edges, so the split trivially forms 2 sub quads
if (splitIndices[0] == 0) {
subtiles.push_back({{kTL, kS0, kS1, kBL}});
subtiles.push_back({{kS0, kTR, kBR, kS1}});
} else {
subtiles.push_back({{kTL, kTR, kS0, kS1}});
subtiles.push_back({{kS1, kS0, kBR, kBL}});
}
} else {
// Adjacent edges, which makes for a more complicated split, since it forms a degenerate
// quad (triangle) and a pentagon that must be artificially split. The pentagon is split
// using one of the original vertices (remembered in 's2'), which adds an additional
// degenerate quad, but ensures there are no T-junctions.
switch(splitIndices[0]) {
case 0:
// Could be connected to edge 1 or edge 3
if (splitIndices[1] == 1) {
s2 = kBL;
subtiles.push_back({{kS0, kTR, kS1, kS0}}); // degenerate
subtiles.push_back({{kTL, kS0, edgeAA[0] ? kS0 : kBL, kBL}}); // degenerate
subtiles.push_back({{kS0, kS1, kBR, kBL}});
} else {
SkASSERT(splitIndices[1] == 3);
s2 = kBR;
subtiles.push_back({{kTL, kS0, kS1, kS1}}); // degenerate
subtiles.push_back({{kS1, edgeAA[3] ? kS1 : kBR, kBR, kBL}}); // degenerate
subtiles.push_back({{kS0, kTR, kBR, kS1}});
}
break;
case 1:
// Edge 0 handled above, should only be connected to edge 2
SkASSERT(splitIndices[1] == 2);
s2 = kTL;
subtiles.push_back({{kS0, kS0, kBR, kS1}}); // degenerate
subtiles.push_back({{kTL, kTR, kS0, edgeAA[1] ? kS0 : kTL}}); // degenerate
subtiles.push_back({{kTL, kS0, kS1, kBL}});
break;
case 2:
// Edge 1 handled above, should only be connected to edge 3
SkASSERT(splitIndices[1] == 3);
s2 = kTR;
subtiles.push_back({{kS1, kS0, kS0, kBL}}); // degenerate
subtiles.push_back({{edgeAA[2] ? kS0 : kTR, kTR, kBR, kS0}}); // degenerate
subtiles.push_back({{kTL, kTR, kS0, kS1}});
break;
case 3:
// Fall through, an adjacent edge split that hits edge 3 should have first found
// been found with edge 0 or edge 2 for the other end
default:
SkASSERT(false);
return 0;
}
}
SkPoint sub[4];
bool subAA[4];
int draws = 0;
for (int i = 0; i < subtiles.count(); ++i) {
// Fill in the quad points and update edge AA rules for new interior edges
for (int j = 0; j < 4; ++j) {
int p = subtiles[i][j];
sub[j] = points[p];
int np = j == 3 ? subtiles[i][0] : subtiles[i][j + 1];
// The "new" edges are the edges that connect between the two split points or
// between a split point and the chosen s2 point. Otherwise the edge remains aligned
// with the original shape, so should preserve the AA setting.
if ((p >= kS0 && (np == s2 || np >= kS0)) ||
((np >= kS0) && (p == s2 || p >= kS0))) {
// New edge
subAA[j] = false;
} else {
// The subtiles indices were arranged so that their edge ordering was still top,
// right, bottom, left so 'j' can be used to access edgeAA
subAA[j] = edgeAA[j];
}
}
// Split the sub quad with the next line
draws += this->clipTile(canvas, tileID, baseRect, sub, subAA, lines + 2, lineCount - 1,
quadCount);
}
return draws;
}
};
static constexpr int kMatrixCount = 5;
class CompositorGM : public skiagm::GM {
public:
CompositorGM(const char* name, sk_sp<ClipTileRenderer> renderer)
: fName(name) {
fRenderers.push_back(std::move(renderer));
}
CompositorGM(const char* name, const SkTArray<sk_sp<ClipTileRenderer>> renderers)
: fRenderers(renderers)
, fName(name) {}
protected:
SkISize onISize() override {
// The GM draws a grid of renderers (rows) x transforms (col). Within each cell, the
// renderer draws the transformed tile grid, which is approximately
// (kColCount*kTileWidth, kRowCount*kTileHeight), although it has additional line
// visualizations and can be transformed outside of those rectangular bounds (i.e. persp),
// so pad the cell dimensions to be conservative. Must also account for the banner text.
static constexpr SkScalar kCellWidth = 1.3f * kColCount * kTileWidth;
static constexpr SkScalar kCellHeight = 1.3f * kRowCount * kTileHeight;
return SkISize::Make(SkScalarRoundToInt(kCellWidth * kMatrixCount + 175.f),
SkScalarRoundToInt(kCellHeight * fRenderers.count() + 75.f));
}
SkString onShortName() override {
SkString fullName;
fullName.appendf("compositor_quads_%s", fName.c_str());
return fullName;
}
void onOnceBeforeDraw() override {
this->configureMatrices();
}
void onDraw(SkCanvas* canvas) override {
static constexpr SkScalar kGap = 40.f;
static constexpr SkScalar kBannerWidth = 120.f;
static constexpr SkScalar kOffset = 15.f;
SkTArray<int> drawCounts(fRenderers.count());
drawCounts.push_back_n(fRenderers.count(), 0);
canvas->save();
canvas->translate(kOffset + kBannerWidth, kOffset);
for (int i = 0; i < fMatrices.count(); ++i) {
canvas->save();
draw_text(canvas, fMatrixNames[i].c_str());
canvas->translate(0.f, kGap);
for (int j = 0; j < fRenderers.count(); ++j) {
canvas->save();
draw_tile_boundaries(canvas, fMatrices[i]);
draw_clipping_boundaries(canvas, fMatrices[i]);
canvas->concat(fMatrices[i]);
drawCounts[j] += fRenderers[j]->drawTiles(canvas);
canvas->restore();
// And advance to the next row
canvas->translate(0.f, kGap + kRowCount * kTileHeight);
}
// Reset back to the left edge
canvas->restore();
// And advance to the next column
canvas->translate(kGap + kColCount * kTileWidth, 0.f);
}
canvas->restore();
// Print a row header, with total draw counts
canvas->save();
canvas->translate(kOffset, kGap + 0.5f * kRowCount * kTileHeight);
for (int j = 0; j < fRenderers.count(); ++j) {
fRenderers[j]->drawBanner(canvas);
canvas->translate(0.f, 15.f);
draw_text(canvas, SkStringPrintf("Draws = %d", drawCounts[j]).c_str());
canvas->translate(0.f, kGap + kRowCount * kTileHeight);
}
canvas->restore();
}
private:
SkTArray<sk_sp<ClipTileRenderer>> fRenderers;
SkTArray<SkMatrix> fMatrices;
SkTArray<SkString> fMatrixNames;
SkString fName;
void configureMatrices() {
fMatrices.reset();
fMatrixNames.reset();
fMatrices.push_back_n(kMatrixCount);
// Identity
fMatrices[0].setIdentity();
fMatrixNames.push_back(SkString("Identity"));
// Translate/scale
fMatrices[1].setTranslate(5.5f, 20.25f);
fMatrices[1].postScale(.9f, .7f);
fMatrixNames.push_back(SkString("T+S"));
// Rotation
fMatrices[2].setRotate(20.0f);
fMatrices[2].preTranslate(15.f, -20.f);
fMatrixNames.push_back(SkString("Rotate"));
// Skew
fMatrices[3].setSkew(.5f, .25f);
fMatrices[3].preTranslate(-30.f, 0.f);
fMatrixNames.push_back(SkString("Skew"));
// Perspective
SkPoint src[4];
SkRect::MakeWH(kColCount * kTileWidth, kRowCount * kTileHeight).toQuad(src);
SkPoint dst[4] = {{0, 0},
{kColCount * kTileWidth + 10.f, 15.f},
{kColCount * kTileWidth - 28.f, kRowCount * kTileHeight + 40.f},
{25.f, kRowCount * kTileHeight - 15.f}};
SkAssertResult(fMatrices[4].setPolyToPoly(src, dst, 4));
fMatrices[4].preTranslate(0.f, 10.f);
fMatrixNames.push_back(SkString("Perspective"));
SkASSERT(fMatrices.count() == fMatrixNames.count());
}
typedef skiagm::GM INHERITED;
};
////////////////////////////////////////////////////////////////////////////////////////////////
// Implementations of TileRenderer that color the clipped tiles in various ways
////////////////////////////////////////////////////////////////////////////////////////////////
class DebugTileRenderer : public ClipTileRenderer {
public:
static sk_sp<ClipTileRenderer> Make() {
// Since aa override is disabled, the quad flags arg doesn't matter.
return sk_sp<ClipTileRenderer>(new DebugTileRenderer(SkCanvas::kAll_QuadAAFlags, false));
}
static sk_sp<ClipTileRenderer> MakeAA() {
return sk_sp<ClipTileRenderer>(new DebugTileRenderer(SkCanvas::kAll_QuadAAFlags, true));
}
static sk_sp<ClipTileRenderer> MakeNonAA() {
return sk_sp<ClipTileRenderer>(new DebugTileRenderer(SkCanvas::kNone_QuadAAFlags, true));
}
int drawTile(SkCanvas* canvas, const SkRect& rect, const SkPoint clip[4], const bool edgeAA[4],
int tileID, int quadID) override {
// Colorize the tile based on its grid position and quad ID
int i = tileID / kColCount;
int j = tileID % kColCount;
SkColor4f c = {(i + 1.f) / kRowCount, (j + 1.f) / kColCount, .4f, 1.f};
float alpha = quadID / 10.f;
c.fR = c.fR * (1 - alpha) + alpha;
c.fG = c.fG * (1 - alpha) + alpha;
c.fB = c.fB * (1 - alpha) + alpha;
c.fA = c.fA * (1 - alpha) + alpha;
SkCanvas::QuadAAFlags aaFlags = fEnableAAOverride ? fAAOverride : this->maskToFlags(edgeAA);
canvas->experimental_DrawEdgeAAQuad(
rect, clip, aaFlags, c.toSkColor(), SkBlendMode::kSrcOver);
return 1;
}
void drawBanner(SkCanvas* canvas) override {
draw_text(canvas, "Edge AA");
canvas->translate(0.f, 15.f);
SkString config;
static const char* kFormat = "Ext(%s) - Int(%s)";
if (fEnableAAOverride) {
SkASSERT(fAAOverride == SkCanvas::kAll_QuadAAFlags ||
fAAOverride == SkCanvas::kNone_QuadAAFlags);
if (fAAOverride == SkCanvas::kAll_QuadAAFlags) {
config.appendf(kFormat, "yes", "yes");
} else {
config.appendf(kFormat, "no", "no");
}
} else {
config.appendf(kFormat, "yes", "no");
}
draw_text(canvas, config.c_str());
}
private:
SkCanvas::QuadAAFlags fAAOverride;
bool fEnableAAOverride;
DebugTileRenderer(SkCanvas::QuadAAFlags aa, bool enableAAOverrde)
: fAAOverride(aa)
, fEnableAAOverride(enableAAOverrde) {}
typedef ClipTileRenderer INHERITED;
};
// Tests tmp_drawEdgeAAQuad
class SolidColorRenderer : public ClipTileRenderer {
public:
static sk_sp<ClipTileRenderer> Make(const SkColor4f& color) {
return sk_sp<ClipTileRenderer>(new SolidColorRenderer(color));
}
int drawTile(SkCanvas* canvas, const SkRect& rect, const SkPoint clip[4], const bool edgeAA[4],
int tileID, int quadID) override {
canvas->experimental_DrawEdgeAAQuad(rect, clip, this->maskToFlags(edgeAA),
fColor.toSkColor(), SkBlendMode::kSrcOver);
return 1;
}
void drawBanner(SkCanvas* canvas) override {
draw_text(canvas, "Solid Color");
}
private:
SkColor4f fColor;
SolidColorRenderer(const SkColor4f& color) : fColor(color) {}
typedef ClipTileRenderer INHERITED;
};
// Tests drawEdgeAAImageSet(), but can batch the entries together in different ways
class TextureSetRenderer : public ClipTileRenderer {
public:
static sk_sp<ClipTileRenderer> MakeUnbatched(sk_sp<SkImage> image) {
return Make("Texture", "", std::move(image), nullptr, nullptr, nullptr, nullptr,
1.f, true, 0);
}
static sk_sp<ClipTileRenderer> MakeBatched(sk_sp<SkImage> image, int transformCount) {
const char* subtitle = transformCount == 0 ? "" : "w/ xforms";
return Make("Texture Set", subtitle, std::move(image), nullptr, nullptr, nullptr, nullptr,
1.f, false, transformCount);
}
static sk_sp<ClipTileRenderer> MakeShader(const char* name, sk_sp<SkImage> image,
sk_sp<SkShader> shader, bool local) {
return Make("Shader", name, std::move(image), std::move(shader),
nullptr, nullptr, nullptr, 1.f, local, 0);
}
static sk_sp<ClipTileRenderer> MakeColorFilter(const char* name, sk_sp<SkImage> image,
sk_sp<SkColorFilter> filter) {
return Make("Color Filter", name, std::move(image), nullptr, std::move(filter), nullptr,
nullptr, 1.f, false, 0);
}
static sk_sp<ClipTileRenderer> MakeImageFilter(const char* name, sk_sp<SkImage> image,
sk_sp<SkImageFilter> filter) {
return Make("Image Filter", name, std::move(image), nullptr, nullptr, std::move(filter),
nullptr, 1.f, false, 0);
}
static sk_sp<ClipTileRenderer> MakeMaskFilter(const char* name, sk_sp<SkImage> image,
sk_sp<SkMaskFilter> filter) {
return Make("Mask Filter", name, std::move(image), nullptr, nullptr, nullptr,
std::move(filter), 1.f, false, 0);
}
static sk_sp<ClipTileRenderer> MakeAlpha(sk_sp<SkImage> image, SkScalar alpha) {
return Make("Alpha", SkStringPrintf("a = %.2f", alpha).c_str(), std::move(image), nullptr,
nullptr, nullptr, nullptr, alpha, false, 0);
}
static sk_sp<ClipTileRenderer> Make(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 resetAfterEachQuad, int transformCount) {
return sk_sp<ClipTileRenderer>(new TextureSetRenderer(topBanner, bottomBanner,
std::move(image), std::move(shader), std::move(colorFilter), std::move(imageFilter),
std::move(maskFilter), paintAlpha, resetAfterEachQuad, transformCount));
}
int drawTiles(SkCanvas* canvas) override {
int draws = this->INHERITED::drawTiles(canvas);
// Push the last tile set
draws += this->drawAndReset(canvas);
return draws;
}
int drawTile(SkCanvas* canvas, const SkRect& rect, const SkPoint clip[4], const bool edgeAA[4],
int tileID, int quadID) override {
// 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;
}
int matrixIdx = -1;
if (!fResetEachQuad && fTransformBatchCount > 0) {
// Handle transform batching. This works by capturing the CTM of the first tile draw,
// and then calculate the difference between that and future CTMs for later tiles.
if (fPreViewMatrices.count() == 0) {
fBaseCTM = canvas->getTotalMatrix();
fPreViewMatrices.push_back(SkMatrix::I());
matrixIdx = 0;
} else {
// Calculate matrix s.t. getTotalMatrix() = fBaseCTM * M
SkMatrix invBase;
if (!fBaseCTM.invert(&invBase)) {
SkDebugf("Cannot invert CTM, transform batching will not be correct.\n");
} else {
SkMatrix preView = SkMatrix::Concat(invBase, canvas->getTotalMatrix());
if (preView != fPreViewMatrices[fPreViewMatrices.count() - 1]) {
// Add the new matrix
fPreViewMatrices.push_back(preView);
} // else re-use the last matrix
matrixIdx = fPreViewMatrices.count() - 1;
}
}
}
// 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::MakeRectToRect(SkRect::MakeWH(kColCount * kTileWidth,
kRowCount * kTileHeight),
SkRect::MakeWH(fImage->width(),
fImage->height()),
SkMatrix::kFill_ScaleToFit);
SkRect localRect = gridToImage.mapRect(rect);
// drawTextureSet automatically derives appropriate local quad from localRect if clipPtr
// is not null.
fSetEntries.push_back(
{fImage, localRect, rect, matrixIdx, 1.f, this->maskToFlags(edgeAA), hasClip});
if (fResetEachQuad) {
// Only ever draw one entry at a time
return this->drawAndReset(canvas);
} else {
return 0;
}
}
void drawBanner(SkCanvas* canvas) override {
if (fTopBanner.size() > 0) {
draw_text(canvas, fTopBanner.c_str());
}
canvas->translate(0.f, 15.f);
if (fBottomBanner.size() > 0) {
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->setFilterQuality(kLow_SkFilterQuality);
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::MakeRectToRect(kTarget, rect,
SkMatrix::kFill_ScaleToFit);
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(), &paint, SkCanvas::kFast_SrcRectConstraint);
// Reset for next tile
fDstClips.reset();
fPreViewMatrices.reset();
fSetEntries.reset();
fBatchCount = 0;
return 1;
}
typedef ClipTileRenderer INHERITED;
};
class YUVTextureSetRenderer : public ClipTileRenderer {
public:
static sk_sp<ClipTileRenderer> MakeFromJPEG(sk_sp<SkData> imageData) {
return sk_sp<ClipTileRenderer>(new YUVTextureSetRenderer(std::move(imageData)));
}
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->getGrContext());
if (!fImage) {
return 0;
}
}
int draws = this->INHERITED::drawTiles(canvas);
// Push the last tile set
draws += this->drawAndReset(canvas);
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::MakeRectToRect(SkRect::MakeWH(kColCount * kTileWidth,
kRowCount * kTileHeight),
SkRect::MakeWH(fImage->width(),
fImage->height()),
SkMatrix::kFill_ScaleToFit);
SkRect localRect = gridToImage.mapRect(rect);
// drawTextureSet automatically derives appropriate local quad from localRect if clipPtr
// is not null.
fSetEntries.push_back(
{fImage, localRect, rect, -1, 1.f, 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 - 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.setFilterQuality(kLow_SkFilterQuality);
paint.setBlendMode(SkBlendMode::kSrcOver);
canvas->experimental_DrawEdgeAAImageSet(
fSetEntries.begin(), fSetEntries.count(), fDstClips.begin(), nullptr, &paint,
SkCanvas::kFast_SrcRectConstraint);
// Reset for next tile
fDstClips.reset();
fSetEntries.reset();
return 1;
}
typedef ClipTileRenderer INHERITED;
};
static SkTArray<sk_sp<ClipTileRenderer>> make_debug_renderers() {
SkTArray<sk_sp<ClipTileRenderer>> renderers;
renderers.push_back(DebugTileRenderer::Make());
renderers.push_back(DebugTileRenderer::MakeAA());
renderers.push_back(DebugTileRenderer::MakeNonAA());
return renderers;
}
static SkTArray<sk_sp<ClipTileRenderer>> 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 = SkImage::MakeFromBitmap(bm);
SkTArray<sk_sp<ClipTileRenderer>> renderers;
renderers.push_back(TextureSetRenderer::MakeShader("Gradient", image, gradient, false));
renderers.push_back(TextureSetRenderer::MakeShader("Local Gradient", image, gradient, true));
return renderers;
}
static SkTArray<sk_sp<ClipTileRenderer>> make_image_renderers() {
sk_sp<SkImage> mandrill = GetResourceAsImage("images/mandrill_512.png");
SkTArray<sk_sp<ClipTileRenderer>> renderers;
renderers.push_back(TextureSetRenderer::MakeUnbatched(mandrill));
renderers.push_back(TextureSetRenderer::MakeBatched(mandrill, 0));
renderers.push_back(TextureSetRenderer::MakeBatched(mandrill, kMatrixCount));
renderers.push_back(YUVTextureSetRenderer::MakeFromJPEG(
GetResourceAsData("images/mandrill_h1v1.jpg")));
return renderers;
}
static SkTArray<sk_sp<ClipTileRenderer>> 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 = SkDilateImageFilter::Make(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));
SkTArray<sk_sp<ClipTileRenderer>> renderers;
renderers.push_back(TextureSetRenderer::MakeAlpha(mandrill, 0.5f));
renderers.push_back(TextureSetRenderer::MakeColorFilter("Saturation", mandrill,
std::move(colorFilter)));
// NOTE: won't draw correctly until SkCanvas' AutoLoopers are used to handle image filters
renderers.push_back(TextureSetRenderer::MakeImageFilter("Dilate", mandrill,
std::move(imageFilter)));
renderers.push_back(TextureSetRenderer::MakeMaskFilter("Shader", mandrill,
std::move(maskFilter)));
// NOTE: blur mask filters do work (tested locally), but visually they don't make much
// sense, since each quad is blurred independently
return renderers;
}
DEF_GM(return new CompositorGM("debug", make_debug_renderers());)
DEF_GM(return new CompositorGM("color", SolidColorRenderer::Make({.2f, .8f, .3f, 1.f}));)
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());)
#endif // SK_SUPPORT_GPU