1 /*
2 * Copyright 2019 Google LLC
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "gm/gm.h"
9 #include "include/core/SkCanvas.h"
10 #include "include/core/SkData.h"
11 #include "include/core/SkPaint.h"
12 #include "include/core/SkRRect.h"
13 #include "include/core/SkSize.h"
14 #include "include/core/SkString.h"
15 #include "include/core/SkSurface.h"
16 #include "include/effects/SkGradientShader.h"
17 #include "include/effects/SkImageFilters.h"
18 #include "include/effects/SkRuntimeEffect.h"
19 #include "include/utils/SkRandom.h"
20 #include "tools/Resources.h"
21
22 enum RT_Flags {
23 kAnimate_RTFlag = 0x1,
24 kBench_RTFlag = 0x2,
25 kColorFilter_RTFlag = 0x4,
26 };
27
28 class RuntimeShaderGM : public skiagm::GM {
29 public:
RuntimeShaderGM(const char * name,SkISize size,const char * sksl,uint32_t flags=0)30 RuntimeShaderGM(const char* name, SkISize size, const char* sksl, uint32_t flags = 0)
31 : fName(name), fSize(size), fFlags(flags), fSkSL(sksl) {}
32
onOnceBeforeDraw()33 void onOnceBeforeDraw() override {
34 auto [effect, error] = (fFlags & kColorFilter_RTFlag)
35 ? SkRuntimeEffect::MakeForColorFilter(fSkSL)
36 : SkRuntimeEffect::MakeForShader(fSkSL);
37 if (!effect) {
38 SkDebugf("RuntimeShader error: %s\n", error.c_str());
39 }
40 fEffect = std::move(effect);
41 }
42
runAsBench() const43 bool runAsBench() const override { return SkToBool(fFlags & kBench_RTFlag); }
onShortName()44 SkString onShortName() override { return fName; }
onISize()45 SkISize onISize() override { return fSize; }
46
onAnimate(double nanos)47 bool onAnimate(double nanos) override {
48 fSecs = nanos / (1000 * 1000 * 1000);
49 return SkToBool(fFlags & kAnimate_RTFlag);
50 }
51
52 protected:
53 SkString fName;
54 SkISize fSize;
55 uint32_t fFlags;
56 float fSecs = 0.0f;
57
58 SkString fSkSL;
59 sk_sp<SkRuntimeEffect> fEffect;
60 };
61
62 class SimpleRT : public RuntimeShaderGM {
63 public:
SimpleRT()64 SimpleRT() : RuntimeShaderGM("runtime_shader", {512, 256}, R"(
65 uniform half4 gColor;
66
67 half4 main(float2 p) {
68 return half4(p*(1.0/255), gColor.b, 1);
69 }
70 )", kBench_RTFlag) {}
71
onDraw(SkCanvas * canvas)72 void onDraw(SkCanvas* canvas) override {
73 SkRuntimeShaderBuilder builder(fEffect);
74
75 SkMatrix localM;
76 localM.setRotate(90, 128, 128);
77 builder.uniform("gColor") = SkColor4f{1, 0, 0, 1};
78
79 SkPaint p;
80 p.setShader(builder.makeShader(&localM, true));
81 canvas->drawRect({0, 0, 256, 256}, p);
82 }
83 };
DEF_GM(return new SimpleRT;)84 DEF_GM(return new SimpleRT;)
85
86 static sk_sp<SkShader> make_shader(sk_sp<SkImage> img, SkISize size) {
87 SkMatrix scale = SkMatrix::Scale(size.width() / (float)img->width(),
88 size.height() / (float)img->height());
89 return img->makeShader(SkSamplingOptions(), scale);
90 }
91
make_threshold(SkISize size)92 static sk_sp<SkShader> make_threshold(SkISize size) {
93 auto info = SkImageInfo::Make(size.width(), size.height(), kAlpha_8_SkColorType,
94 kPremul_SkAlphaType);
95 auto surf = SkSurface::MakeRaster(info);
96 auto canvas = surf->getCanvas();
97
98 const SkScalar rad = 50;
99 SkColor colors[] = {SK_ColorBLACK, 0};
100 SkPaint paint;
101 paint.setAntiAlias(true);
102 paint.setShader(SkGradientShader::MakeRadial({0,0}, rad, colors, nullptr, 2, SkTileMode::kClamp));
103
104 SkPaint layerPaint;
105 const SkScalar sigma = 16.0f;
106 layerPaint.setImageFilter(SkImageFilters::Blur(sigma, sigma, nullptr));
107 canvas->saveLayer(nullptr, &layerPaint);
108
109 SkRandom rand;
110 for (int i = 0; i < 25; ++i) {
111 SkScalar x = rand.nextF() * size.width();
112 SkScalar y = rand.nextF() * size.height();
113 canvas->save();
114 canvas->translate(x, y);
115 canvas->drawCircle(0, 0, rad, paint);
116 canvas->restore();
117 }
118
119 canvas->restore(); // apply the blur
120
121 return surf->makeImageSnapshot()->makeShader(SkSamplingOptions());
122 }
123
124 class ThresholdRT : public RuntimeShaderGM {
125 public:
ThresholdRT()126 ThresholdRT() : RuntimeShaderGM("threshold_rt", {256, 256}, R"(
127 uniform shader before_map;
128 uniform shader after_map;
129 uniform shader threshold_map;
130
131 uniform float cutoff;
132 uniform float slope;
133
134 float smooth_cutoff(float x) {
135 x = x * slope + (0.5 - slope * cutoff);
136 return clamp(x, 0, 1);
137 }
138
139 half4 main(float2 xy) {
140 half4 before = before_map.eval(xy);
141 half4 after = after_map.eval(xy);
142
143 float m = smooth_cutoff(threshold_map.eval(xy).a);
144 return mix(before, after, m);
145 }
146 )", kAnimate_RTFlag | kBench_RTFlag) {}
147
148 sk_sp<SkShader> fBefore, fAfter, fThreshold;
149
onOnceBeforeDraw()150 void onOnceBeforeDraw() override {
151 const SkISize size = {256, 256};
152 fThreshold = make_threshold(size);
153 fBefore = make_shader(GetResourceAsImage("images/mandrill_256.png"), size);
154 fAfter = make_shader(GetResourceAsImage("images/dog.jpg"), size);
155
156 this->RuntimeShaderGM::onOnceBeforeDraw();
157 }
158
onDraw(SkCanvas * canvas)159 void onDraw(SkCanvas* canvas) override {
160 SkRuntimeShaderBuilder builder(fEffect);
161
162 builder.uniform("cutoff") = sin(fSecs) * 0.55f + 0.5f;
163 builder.uniform("slope") = 10.0f;
164
165 builder.child("before_map") = fBefore;
166 builder.child("after_map") = fAfter;
167 builder.child("threshold_map") = fThreshold;
168
169 SkPaint paint;
170 paint.setShader(builder.makeShader(nullptr, true));
171 canvas->drawRect({0, 0, 256, 256}, paint);
172
173 auto draw = [&](SkScalar x, SkScalar y, sk_sp<SkShader> shader) {
174 paint.setShader(shader);
175 canvas->save();
176 canvas->translate(x, y);
177 canvas->drawRect({0, 0, 256, 256}, paint);
178 canvas->restore();
179 };
180 draw(256, 0, fThreshold);
181 draw( 0, 256, fBefore);
182 draw(256, 256, fAfter);
183 }
184 };
185 DEF_GM(return new ThresholdRT;)
186
187 class SpiralRT : public RuntimeShaderGM {
188 public:
SpiralRT()189 SpiralRT() : RuntimeShaderGM("spiral_rt", {512, 512}, R"(
190 uniform float rad_scale;
191 uniform float2 in_center;
192 layout(srgb_unpremul) uniform float4 in_colors0;
193 layout(srgb_unpremul) uniform float4 in_colors1;
194
195 half4 main(float2 p) {
196 float2 pp = p - in_center;
197 float radius = length(pp);
198 radius = sqrt(radius);
199 float angle = atan(pp.y / pp.x);
200 float t = (angle + 3.1415926/2) / (3.1415926);
201 t += radius * rad_scale;
202 t = fract(t);
203 return in_colors0 * (1-t) + in_colors1 * t;
204 }
205 )", kAnimate_RTFlag | kBench_RTFlag) {}
206
onDraw(SkCanvas * canvas)207 void onDraw(SkCanvas* canvas) override {
208 SkRuntimeShaderBuilder builder(fEffect);
209
210 builder.uniform("rad_scale") = std::sin(fSecs * 0.5f + 2.0f) / 5;
211 builder.uniform("in_center") = SkV2{256, 256};
212 builder.uniform("in_colors0") = SkV4{1, 0, 0, 1};
213 builder.uniform("in_colors1") = SkV4{0, 1, 0, 1};
214
215 SkPaint paint;
216 paint.setShader(builder.makeShader(nullptr, true));
217 canvas->drawRect({0, 0, 512, 512}, paint);
218 }
219 };
220 DEF_GM(return new SpiralRT;)
221
222 // Test case for sampling with both unmodified input coordinates, and explicit coordinates.
223 // The first version of skbug.com/11869 suffered a bug where all samples of a child were treated
224 // as pass-through if *at least one* used the unmodified coordinates. This was detected & tracked
225 // in b/181092919. This GM is similar, and demonstrates the bug before the fix was applied.
226 class UnsharpRT : public RuntimeShaderGM {
227 public:
UnsharpRT()228 UnsharpRT() : RuntimeShaderGM("unsharp_rt", {512, 256}, R"(
229 uniform shader child;
230 half4 main(float2 xy) {
231 half4 c = child.eval(xy) * 5;
232 c -= child.eval(xy + float2( 1, 0));
233 c -= child.eval(xy + float2(-1, 0));
234 c -= child.eval(xy + float2( 0, 1));
235 c -= child.eval(xy + float2( 0, -1));
236 return c;
237 }
238 )") {}
239
240 sk_sp<SkImage> fMandrill;
241
onOnceBeforeDraw()242 void onOnceBeforeDraw() override {
243 fMandrill = GetResourceAsImage("images/mandrill_256.png");
244 this->RuntimeShaderGM::onOnceBeforeDraw();
245 }
246
onDraw(SkCanvas * canvas)247 void onDraw(SkCanvas* canvas) override {
248 // First we draw the unmodified image
249 canvas->drawImage(fMandrill, 0, 0);
250
251 // Now draw the image with our unsharp mask applied
252 SkRuntimeShaderBuilder builder(fEffect);
253 const SkSamplingOptions sampling(SkFilterMode::kNearest);
254 builder.child("child") = fMandrill->makeShader(sampling);
255
256 SkPaint paint;
257 paint.setShader(builder.makeShader(nullptr, true));
258 canvas->translate(256, 0);
259 canvas->drawRect({ 0, 0, 256, 256 }, paint);
260 }
261 };
262 DEF_GM(return new UnsharpRT;)
263
264 class ColorCubeRT : public RuntimeShaderGM {
265 public:
ColorCubeRT()266 ColorCubeRT() : RuntimeShaderGM("color_cube_rt", {512, 512}, R"(
267 uniform shader child;
268 uniform shader color_cube;
269
270 uniform float rg_scale;
271 uniform float rg_bias;
272 uniform float b_scale;
273 uniform float inv_size;
274
275 half4 main(float2 xy) {
276 float4 c = unpremul(child.eval(xy));
277
278 // Map to cube coords:
279 float3 cubeCoords = float3(c.rg * rg_scale + rg_bias, c.b * b_scale);
280
281 // Compute slice coordinate
282 float2 coords1 = float2((floor(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
283 float2 coords2 = float2(( ceil(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
284
285 // Two bilinear fetches, plus a manual lerp for the third axis:
286 half4 color = mix(color_cube.eval(coords1), color_cube.eval(coords2),
287 fract(cubeCoords.b));
288
289 // Premul again
290 color.rgb *= color.a;
291
292 return color;
293 }
294 )") {}
295
296 sk_sp<SkImage> fMandrill, fMandrillSepia, fIdentityCube, fSepiaCube;
297
onOnceBeforeDraw()298 void onOnceBeforeDraw() override {
299 fMandrill = GetResourceAsImage("images/mandrill_256.png");
300 fMandrillSepia = GetResourceAsImage("images/mandrill_sepia.png");
301 fIdentityCube = GetResourceAsImage("images/lut_identity.png");
302 fSepiaCube = GetResourceAsImage("images/lut_sepia.png");
303
304 this->RuntimeShaderGM::onOnceBeforeDraw();
305 }
306
onDraw(SkCanvas * canvas)307 void onDraw(SkCanvas* canvas) override {
308 SkRuntimeShaderBuilder builder(fEffect);
309
310 // First we draw the unmodified image, and a copy that was sepia-toned in Photoshop:
311 canvas->drawImage(fMandrill, 0, 0);
312 canvas->drawImage(fMandrillSepia, 0, 256);
313
314 // LUT dimensions should be (kSize^2, kSize)
315 constexpr float kSize = 16.0f;
316
317 const SkSamplingOptions sampling(SkFilterMode::kLinear);
318
319 builder.uniform("rg_scale") = (kSize - 1) / kSize;
320 builder.uniform("rg_bias") = 0.5f / kSize;
321 builder.uniform("b_scale") = kSize - 1;
322 builder.uniform("inv_size") = 1.0f / kSize;
323
324 builder.child("child") = fMandrill->makeShader(sampling);
325
326 SkPaint paint;
327
328 // TODO: Should we add SkImage::makeNormalizedShader() to handle this automatically?
329 SkMatrix normalize = SkMatrix::Scale(1.0f / (kSize * kSize), 1.0f / kSize);
330
331 // Now draw the image with an identity color cube - it should look like the original
332 builder.child("color_cube") = fIdentityCube->makeShader(sampling, normalize);
333 paint.setShader(builder.makeShader(nullptr, true));
334 canvas->translate(256, 0);
335 canvas->drawRect({ 0, 0, 256, 256 }, paint);
336
337 // ... and with a sepia-tone color cube. This should match the sepia-toned image.
338 builder.child("color_cube") = fSepiaCube->makeShader(sampling, normalize);
339 paint.setShader(builder.makeShader(nullptr, true));
340 canvas->translate(0, 256);
341 canvas->drawRect({ 0, 0, 256, 256 }, paint);
342 }
343 };
344 DEF_GM(return new ColorCubeRT;)
345
346 // Same as above, but demonstrating how to implement this as a runtime color filter (that samples
347 // a shader child for the LUT).
348 class ColorCubeColorFilterRT : public RuntimeShaderGM {
349 public:
ColorCubeColorFilterRT()350 ColorCubeColorFilterRT() : RuntimeShaderGM("color_cube_cf_rt", {512, 512}, R"(
351 uniform shader color_cube;
352
353 uniform float rg_scale;
354 uniform float rg_bias;
355 uniform float b_scale;
356 uniform float inv_size;
357
358 half4 main(half4 inColor) {
359 float4 c = unpremul(inColor);
360
361 // Map to cube coords:
362 float3 cubeCoords = float3(c.rg * rg_scale + rg_bias, c.b * b_scale);
363
364 // Compute slice coordinate
365 float2 coords1 = float2((floor(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
366 float2 coords2 = float2(( ceil(cubeCoords.b) + cubeCoords.r) * inv_size, cubeCoords.g);
367
368 // Two bilinear fetches, plus a manual lerp for the third axis:
369 half4 color = mix(color_cube.eval(coords1), color_cube.eval(coords2),
370 fract(cubeCoords.b));
371
372 // Premul again
373 color.rgb *= color.a;
374
375 return color;
376 }
377 )", kColorFilter_RTFlag) {}
378
379 sk_sp<SkImage> fMandrill, fMandrillSepia, fIdentityCube, fSepiaCube;
380
onOnceBeforeDraw()381 void onOnceBeforeDraw() override {
382 fMandrill = GetResourceAsImage("images/mandrill_256.png");
383 fMandrillSepia = GetResourceAsImage("images/mandrill_sepia.png");
384 fIdentityCube = GetResourceAsImage("images/lut_identity.png");
385 fSepiaCube = GetResourceAsImage("images/lut_sepia.png");
386
387 this->RuntimeShaderGM::onOnceBeforeDraw();
388 }
389
onDraw(SkCanvas * canvas)390 void onDraw(SkCanvas* canvas) override {
391 // First we draw the unmodified image, and a copy that was sepia-toned in Photoshop:
392 canvas->drawImage(fMandrill, 0, 0);
393 canvas->drawImage(fMandrillSepia, 0, 256);
394
395 // LUT dimensions should be (kSize^2, kSize)
396 constexpr float kSize = 16.0f;
397
398 const SkSamplingOptions sampling(SkFilterMode::kLinear);
399
400 float uniforms[] = {
401 (kSize - 1) / kSize, // rg_scale
402 0.5f / kSize, // rg_bias
403 kSize - 1, // b_scale
404 1.0f / kSize, // inv_size
405 };
406
407 SkPaint paint;
408
409 // TODO: Should we add SkImage::makeNormalizedShader() to handle this automatically?
410 SkMatrix normalize = SkMatrix::Scale(1.0f / (kSize * kSize), 1.0f / kSize);
411
412 // Now draw the image with an identity color cube - it should look like the original
413 SkRuntimeEffect::ChildPtr children[] = {fIdentityCube->makeShader(sampling, normalize)};
414 paint.setColorFilter(fEffect->makeColorFilter(
415 SkData::MakeWithCopy(uniforms, sizeof(uniforms)), SkMakeSpan(children)));
416 canvas->drawImage(fMandrill, 256, 0, sampling, &paint);
417
418 // ... and with a sepia-tone color cube. This should match the sepia-toned image.
419 children[0] = fSepiaCube->makeShader(sampling, normalize);
420 paint.setColorFilter(fEffect->makeColorFilter(
421 SkData::MakeWithCopy(uniforms, sizeof(uniforms)), SkMakeSpan(children)));
422 canvas->drawImage(fMandrill, 256, 256, sampling, &paint);
423 }
424 };
425 DEF_GM(return new ColorCubeColorFilterRT;)
426
427 class DefaultColorRT : public RuntimeShaderGM {
428 public:
DefaultColorRT()429 DefaultColorRT() : RuntimeShaderGM("default_color_rt", {512, 256}, R"(
430 uniform shader child;
431 half4 main(float2 xy) {
432 return child.eval(xy);
433 }
434 )") {}
435
436 sk_sp<SkImage> fMandrill;
437
onOnceBeforeDraw()438 void onOnceBeforeDraw() override {
439 fMandrill = GetResourceAsImage("images/mandrill_256.png");
440 this->RuntimeShaderGM::onOnceBeforeDraw();
441 }
442
onDraw(SkCanvas * canvas)443 void onDraw(SkCanvas* canvas) override {
444 SkRuntimeShaderBuilder builder(fEffect);
445
446 // First, we leave the child as null, so sampling it returns the default (paint) color
447 SkPaint paint;
448 paint.setColor4f({ 0.25f, 0.75f, 0.75f, 1.0f });
449 paint.setShader(builder.makeShader(nullptr, false));
450 canvas->drawRect({ 0, 0, 256, 256 }, paint);
451
452 // Now we bind an image shader as the child. This (by convention) scales by the paint alpha
453 builder.child("child") = fMandrill->makeShader(SkSamplingOptions());
454 paint.setColor4f({ 1.0f, 1.0f, 1.0f, 0.5f });
455 paint.setShader(builder.makeShader(nullptr, false));
456 canvas->translate(256, 0);
457 canvas->drawRect({ 0, 0, 256, 256 }, paint);
458
459 }
460 };
461 DEF_GM(return new DefaultColorRT;)
462
463 // Emits coverage for a rounded rectangle whose corners are superellipses defined by the boundary:
464 //
465 // x^n + y^n == 1
466 //
467 // Where x and y are normalized, clamped coordinates ranging from 0..1 inside the nearest corner's
468 // bounding box.
469 //
470 // See: https://en.wikipedia.org/wiki/Superellipse
471 class ClipSuperRRect : public RuntimeShaderGM {
472 public:
ClipSuperRRect(const char * name,float power)473 ClipSuperRRect(const char* name, float power) : RuntimeShaderGM(name, {500, 500}, R"(
474 uniform float power_minus1;
475 uniform float2 stretch_factor;
476 uniform float2x2 derivatives;
477 half4 main(float2 xy) {
478 xy = max(abs(xy) + stretch_factor, 0);
479 float2 exp_minus1 = pow(xy, power_minus1.xx); // If power == 3.5: xy * xy * sqrt(xy)
480 float f = dot(exp_minus1, xy) - 1; // f = x^n + y^n - 1
481 float2 grad = exp_minus1 * derivatives;
482 float fwidth = abs(grad.x) + abs(grad.y) + 1e-12; // 1e-12 to avoid a divide by zero.
483 return half4(saturate(.5 - f/fwidth)); // Approx coverage by riding the gradient to f=0.
484 }
485 )"), fPower(power) {}
486
drawSuperRRect(SkCanvas * canvas,const SkRect & superRRect,float radX,float radY,SkColor color)487 void drawSuperRRect(SkCanvas* canvas, const SkRect& superRRect, float radX, float radY,
488 SkColor color) {
489 SkPaint paint;
490 paint.setColor(color);
491
492 if (fPower == 2) {
493 // Draw a normal round rect for the sake of testing.
494 SkRRect rrect = SkRRect::MakeRectXY(superRRect, radX, radY);
495 paint.setAntiAlias(true);
496 canvas->drawRRect(rrect, paint);
497 return;
498 }
499
500 SkRuntimeShaderBuilder builder(fEffect);
501 builder.uniform("power_minus1") = fPower - 1;
502
503 // Size the corners such that the "apex" of our "super" rounded corner is in the same
504 // location that the apex of a circular rounded corner would be with the given radii. We
505 // define the apex as the point on the rounded corner that is 45 degrees between the
506 // horizontal and vertical edges.
507 float scale = (1 - SK_ScalarRoot2Over2) / (1 - exp2f(-1/fPower));
508 float cornerWidth = radX * scale;
509 float cornerHeight = radY * scale;
510 cornerWidth = std::min(cornerWidth, superRRect.width() * .5f);
511 cornerHeight = std::min(cornerHeight, superRRect.height() * .5f);
512 // The stretch factor controls how long the flat edge should be between rounded corners.
513 builder.uniform("stretch_factor") = SkV2{1 - superRRect.width()*.5f / cornerWidth,
514 1 - superRRect.height()*.5f / cornerHeight};
515
516 // Calculate a 2x2 "derivatives" matrix that the shader will use to find the gradient.
517 //
518 // f = s^n + t^n - 1 [s,t are "super" rounded corner coords in normalized 0..1 space]
519 //
520 // gradient = [df/dx df/dy] = [ns^(n-1) nt^(n-1)] * |ds/dx ds/dy|
521 // |dt/dx dt/dy|
522 //
523 // = [s^(n-1) t^(n-1)] * |n 0| * |ds/dx ds/dy|
524 // |0 n| |dt/dx dt/dy|
525 //
526 // = [s^(n-1) t^(n-1)] * |2n/cornerWidth 0| * mat2x2(canvasMatrix)^-1
527 // |0 2n/cornerHeight|
528 //
529 // = [s^(n-1) t^(n-1)] * "derivatives"
530 //
531 const SkMatrix& M = canvas->getTotalMatrix();
532 float a=M.getScaleX(), b=M.getSkewX(), c=M.getSkewY(), d=M.getScaleY();
533 float determinant = a*d - b*c;
534 float dx = fPower / (cornerWidth * determinant);
535 float dy = fPower / (cornerHeight * determinant);
536 builder.uniform("derivatives") = SkV4{d*dx, -c*dy, -b*dx, a*dy};
537
538 // This matrix will be inverted by the effect system, giving a matrix that converts local
539 // coordinates to (almost) coner coordinates. To get the rest of the way to the nearest
540 // corner's space, the shader will have to take the absolute value, add the stretch_factor,
541 // then clamp above zero.
542 SkMatrix cornerToLocal;
543 cornerToLocal.setScaleTranslate(cornerWidth, cornerHeight, superRRect.centerX(),
544 superRRect.centerY());
545 canvas->clipShader(builder.makeShader(&cornerToLocal, false));
546
547 // Bloat the outer edges of the rect we will draw so it contains all the antialiased pixels.
548 // Bloat by a full pixel instead of half in case Skia is in a mode that draws this rect with
549 // unexpected AA of its own.
550 float inverseDet = 1 / fabsf(determinant);
551 float bloatX = (fabsf(d) + fabsf(c)) * inverseDet;
552 float bloatY = (fabsf(b) + fabsf(a)) * inverseDet;
553 canvas->drawRect(superRRect.makeOutset(bloatX, bloatY), paint);
554 }
555
onDraw(SkCanvas * canvas)556 void onDraw(SkCanvas* canvas) override {
557 SkRandom rand(2);
558
559 canvas->save();
560 canvas->translate(canvas->imageInfo().width() / 2.f, canvas->imageInfo().height() / 2.f);
561
562 canvas->save();
563 canvas->rotate(21);
564 this->drawSuperRRect(canvas, SkRect::MakeXYWH(-5, 25, 175, 100), 50, 30,
565 rand.nextU() | 0xff808080);
566 canvas->restore();
567
568 canvas->save();
569 canvas->rotate(94);
570 this->drawSuperRRect(canvas, SkRect::MakeXYWH(95, 75, 125, 100), 30, 30,
571 rand.nextU() | 0xff808080);
572 canvas->restore();
573
574 canvas->save();
575 canvas->rotate(132);
576 this->drawSuperRRect(canvas, SkRect::MakeXYWH(0, 75, 150, 100), 40, 30,
577 rand.nextU() | 0xff808080);
578 canvas->restore();
579
580 canvas->save();
581 canvas->rotate(282);
582 this->drawSuperRRect(canvas, SkRect::MakeXYWH(15, -20, 100, 100), 20, 20,
583 rand.nextU() | 0xff808080);
584 canvas->restore();
585
586 canvas->save();
587 canvas->rotate(0);
588 this->drawSuperRRect(canvas, SkRect::MakeXYWH(140, -50, 90, 110), 25, 25,
589 rand.nextU() | 0xff808080);
590 canvas->restore();
591
592 canvas->save();
593 canvas->rotate(-35);
594 this->drawSuperRRect(canvas, SkRect::MakeXYWH(160, -60, 60, 90), 18, 18,
595 rand.nextU() | 0xff808080);
596 canvas->restore();
597
598 canvas->save();
599 canvas->rotate(65);
600 this->drawSuperRRect(canvas, SkRect::MakeXYWH(220, -120, 60, 90), 18, 18,
601 rand.nextU() | 0xff808080);
602 canvas->restore();
603
604 canvas->save();
605 canvas->rotate(265);
606 this->drawSuperRRect(canvas, SkRect::MakeXYWH(150, -129, 80, 160), 24, 39,
607 rand.nextU() | 0xff808080);
608 canvas->restore();
609
610 canvas->restore();
611 }
612
613 private:
614 const float fPower;
615 };
616 DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow2", 2);)
617 // DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow3", 3);)
618 DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow3.5", 3.5);)
619 // DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow4", 4);)
620 // DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow4.5", 4.5);)
621 // DEF_GM(return new ClipSuperRRect("clip_super_rrect_pow5", 5);)
622
623 DEF_SIMPLE_GM(child_sampling_rt, canvas, 256,256) {
624 static constexpr char scale[] =
625 "uniform shader child;"
626 "half4 main(float2 xy) {"
627 " return child.eval(xy*0.1);"
628 "}";
629
630 SkPaint p;
631 p.setColor(SK_ColorRED);
632 p.setAntiAlias(true);
633 p.setStyle(SkPaint::kStroke_Style);
634 p.setStrokeWidth(1);
635
636 auto surf = SkSurface::MakeRasterN32Premul(100,100);
637 surf->getCanvas()->drawLine(0, 0, 100, 100, p);
638 auto shader = surf->makeImageSnapshot()->makeShader(SkSamplingOptions(SkFilterMode::kLinear));
639
640 SkRuntimeShaderBuilder builder(SkRuntimeEffect::MakeForShader(SkString(scale)).effect);
641 builder.child("child") = shader;
642 p.setShader(builder.makeShader(nullptr, false));
643
644 canvas->drawPaint(p);
645 }
646
normal_map_shader()647 static sk_sp<SkShader> normal_map_shader() {
648 // Produces a hemispherical normal:
649 static const char* kSrc = R"(
650 half4 main(vec2 p) {
651 p = (p / 256) * 2 - 1;
652 float p2 = dot(p, p);
653 vec3 v = (p2 > 1) ? vec3(0, 0, 1) : vec3(p, sqrt(1 - p2));
654 return (v * 0.5 + 0.5).xyz1;
655 }
656 )";
657 auto effect = SkRuntimeEffect::MakeForShader(SkString(kSrc)).effect;
658 return effect->makeShader(nullptr, {}, nullptr, true);
659 }
660
normal_map_image_shader()661 static sk_sp<SkShader> normal_map_image_shader() {
662 // Above, baked into an image:
663 auto surface = SkSurface::MakeRasterN32Premul(256, 256);
664 SkPaint p;
665 p.setShader(normal_map_shader());
666 surface->getCanvas()->drawPaint(p);
667 auto image = surface->makeImageSnapshot();
668 return image->makeShader(SkSamplingOptions{});
669 }
670
lit_shader(sk_sp<SkShader> normals)671 static sk_sp<SkShader> lit_shader(sk_sp<SkShader> normals) {
672 // Simple N.L against a fixed, directional light:
673 static const char* kSrc = R"(
674 uniform shader normals;
675 half4 main(vec2 p) {
676 vec3 n = normalize(normals.eval(p).xyz * 2 - 1);
677 vec3 l = normalize(vec3(1, -1, 1));
678 return saturate(dot(n, l)).xxx1;
679 }
680 )";
681 auto effect = SkRuntimeEffect::MakeForShader(SkString(kSrc)).effect;
682 return effect->makeShader(nullptr, &normals, 1, nullptr, true);
683 }
684
685 DEF_SIMPLE_GM(paint_alpha_normals_rt, canvas, 512,512) {
686 // Various draws, with non-opaque paint alpha. This demonstrates several issues around how
687 // paint alpha is applied differently on CPU (globally, after all shaders) and GPU (per shader,
688 // inconsistently). See: skbug.com/11942
689 //
690 // When this works, it will be a demo of applying paint alpha to fade out a complex effect.
__anon0ac199ea0202(int x, int y, sk_sp<SkShader> shader) 691 auto draw_shader = [=](int x, int y, sk_sp<SkShader> shader) {
692 SkPaint p;
693 p.setAlpha(164);
694 p.setShader(shader);
695
696 canvas->save();
697 canvas->translate(x, y);
698 canvas->clipRect({0, 0, 256, 256});
699 canvas->drawPaint(p);
700 canvas->restore();
701 };
702
703 draw_shader(0, 0, normal_map_shader());
704 draw_shader(0, 256, normal_map_image_shader());
705
706 draw_shader(256, 0, lit_shader(normal_map_shader()));
707 draw_shader(256, 256, lit_shader(normal_map_image_shader()));
708 }
709