| /* |
| * Copyright 2018 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "src/gpu/gradients/GrGradientShader.h" |
| |
| #include "src/gpu/gradients/GrGradientBitmapCache.h" |
| |
| #include "include/gpu/GrRecordingContext.h" |
| #include "src/core/SkMathPriv.h" |
| #include "src/core/SkRuntimeEffectPriv.h" |
| #include "src/gpu/GrCaps.h" |
| #include "src/gpu/GrColor.h" |
| #include "src/gpu/GrColorInfo.h" |
| #include "src/gpu/GrRecordingContextPriv.h" |
| #include "src/gpu/SkGr.h" |
| #include "src/gpu/effects/GrMatrixEffect.h" |
| #include "src/gpu/effects/GrSkSLFP.h" |
| #include "src/gpu/effects/GrTextureEffect.h" |
| |
| using Vec4 = skvx::Vec<4, float>; |
| |
| // Intervals smaller than this (that aren't hard stops) on low-precision-only devices force us to |
| // use the textured gradient |
| static const SkScalar kLowPrecisionIntervalLimit = 0.01f; |
| |
| // Each cache entry costs 1K or 2K of RAM. Each bitmap will be 1x256 at either 32bpp or 64bpp. |
| static const int kMaxNumCachedGradientBitmaps = 32; |
| static const int kGradientTextureSize = 256; |
| |
| // NOTE: signature takes raw pointers to the color/pos arrays and a count to make it easy for |
| // MakeColorizer to transparently take care of hard stops at the end points of the gradient. |
| static std::unique_ptr<GrFragmentProcessor> make_textured_colorizer(const SkPMColor4f* colors, |
| const SkScalar* positions, int count, bool premul, const GrFPArgs& args) { |
| static GrGradientBitmapCache gCache(kMaxNumCachedGradientBitmaps, kGradientTextureSize); |
| |
| // Use 8888 or F16, depending on the destination config. |
| // TODO: Use 1010102 for opaque gradients, at least if destination is 1010102? |
| SkColorType colorType = kRGBA_8888_SkColorType; |
| if (GrColorTypeIsWiderThan(args.fDstColorInfo->colorType(), 8)) { |
| auto f16Format = args.fContext->priv().caps()->getDefaultBackendFormat( |
| GrColorType::kRGBA_F16, GrRenderable::kNo); |
| if (f16Format.isValid()) { |
| colorType = kRGBA_F16_SkColorType; |
| } |
| } |
| SkAlphaType alphaType = premul ? kPremul_SkAlphaType : kUnpremul_SkAlphaType; |
| |
| SkBitmap bitmap; |
| gCache.getGradient(colors, positions, count, colorType, alphaType, &bitmap); |
| SkASSERT(1 == bitmap.height() && SkIsPow2(bitmap.width())); |
| SkASSERT(bitmap.isImmutable()); |
| |
| auto view = std::get<0>(GrMakeCachedBitmapProxyView(args.fContext, bitmap, GrMipmapped::kNo)); |
| if (!view) { |
| SkDebugf("Gradient won't draw. Could not create texture."); |
| return nullptr; |
| } |
| |
| auto m = SkMatrix::Scale(view.width(), 1.f); |
| return GrTextureEffect::Make(std::move(view), alphaType, m, GrSamplerState::Filter::kLinear); |
| } |
| |
| |
| static std::unique_ptr<GrFragmentProcessor> make_single_interval_colorizer(const SkPMColor4f& start, |
| const SkPMColor4f& end) { |
| static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"( |
| uniform half4 start; |
| uniform half4 end; |
| half4 main(float2 coord) { |
| // Clamping and/or wrapping was already handled by the parent shader so the output |
| // color is a simple lerp. |
| return mix(start, end, half(coord.x)); |
| } |
| )"); |
| return GrSkSLFP::Make(effect, "SingleIntervalColorizer", /*inputFP=*/nullptr, |
| GrSkSLFP::OptFlags::kNone, |
| "start", start, |
| "end", end); |
| } |
| |
| static std::unique_ptr<GrFragmentProcessor> make_dual_interval_colorizer(const SkPMColor4f& c0, |
| const SkPMColor4f& c1, |
| const SkPMColor4f& c2, |
| const SkPMColor4f& c3, |
| float threshold) { |
| static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"( |
| uniform float4 scale[2]; |
| uniform float4 bias[2]; |
| uniform half threshold; |
| |
| half4 main(float2 coord) { |
| half t = half(coord.x); |
| |
| float4 s, b; |
| if (t < threshold) { |
| s = scale[0]; |
| b = bias[0]; |
| } else { |
| s = scale[1]; |
| b = bias[1]; |
| } |
| |
| return half4(t * s + b); |
| } |
| )"); |
| |
| // Derive scale and biases from the 4 colors and threshold |
| Vec4 vc0 = Vec4::Load(c0.vec()); |
| Vec4 vc1 = Vec4::Load(c1.vec()); |
| Vec4 vc2 = Vec4::Load(c2.vec()); |
| Vec4 vc3 = Vec4::Load(c3.vec()); |
| |
| const Vec4 scale[2] = {(vc1 - vc0) / threshold, |
| (vc3 - vc2) / (1 - threshold)}; |
| const Vec4 bias[2] = {vc0, |
| vc2 - threshold * scale[1]}; |
| return GrSkSLFP::Make(effect, "DualIntervalColorizer", /*inputFP=*/nullptr, |
| GrSkSLFP::OptFlags::kNone, |
| "scale", SkMakeSpan(scale), |
| "bias", SkMakeSpan(bias), |
| "threshold", threshold); |
| } |
| |
| // The "unrolled" colorizer contains hand-written nested ifs which perform a binary search. |
| // This works on ES2 hardware that doesn't support non-constant array indexes. |
| // However, to keep code size under control, we are limited to a small number of stops. |
| static constexpr int kMaxUnrolledColorCount = 16; |
| static constexpr int kMaxUnrolledIntervalCount = kMaxUnrolledColorCount / 2; |
| |
| static std::unique_ptr<GrFragmentProcessor> make_unrolled_colorizer(int intervalCount, |
| const SkPMColor4f* scale, |
| const SkPMColor4f* bias, |
| SkRect thresholds1_7, |
| SkRect thresholds9_13) { |
| SkASSERT(intervalCount >= 1 && intervalCount <= 8); |
| |
| static SkOnce once[kMaxUnrolledIntervalCount]; |
| static sk_sp<SkRuntimeEffect> effects[kMaxUnrolledIntervalCount]; |
| |
| once[intervalCount - 1]([intervalCount] { |
| SkString sksl; |
| |
| // The 7 threshold positions that define the boundaries of the 8 intervals (excluding t = 0, |
| // and t = 1) are packed into two half4s instead of having up to 7 separate scalar uniforms. |
| // For low interval counts, the extra components are ignored in the shader, but the uniform |
| // simplification is worth it. It is assumed thresholds are provided in increasing value, |
| // mapped as: |
| // - thresholds1_7.x = boundary between (0,1) and (2,3) -> 1_2 |
| // - .y = boundary between (2,3) and (4,5) -> 3_4 |
| // - .z = boundary between (4,5) and (6,7) -> 5_6 |
| // - .w = boundary between (6,7) and (8,9) -> 7_8 |
| // - thresholds9_13.x = boundary between (8,9) and (10,11) -> 9_10 |
| // - .y = boundary between (10,11) and (12,13) -> 11_12 |
| // - .z = boundary between (12,13) and (14,15) -> 13_14 |
| // - .w = unused |
| sksl.append("uniform half4 thresholds1_7, thresholds9_13;"); |
| |
| // With the current hardstop detection threshold of 0.00024, the maximum scale and bias |
| // values will be on the order of 4k (since they divide by dt). That is well outside the |
| // precision capabilities of half floats, which can lead to inaccurate gradient calculations |
| sksl.appendf("uniform float4 scale[%d];", intervalCount); |
| sksl.appendf("uniform float4 bias[%d];", intervalCount); |
| |
| // Explicit binary search for the proper interval that t falls within. The interval |
| // count checks are constant expressions, which are then optimized to the minimal number |
| // of branches for the specific interval count. |
| sksl.appendf(R"( |
| half4 main(float2 coord) { |
| half t = half(coord.x); |
| float4 s, b; |
| // thresholds1_7.w is mid point for intervals (0,7) and (8,15) |
| if (%d <= 4 || t < thresholds1_7.w) { |
| // thresholds1_7.y is mid point for intervals (0,3) and (4,7) |
| if (%d <= 2 || t < thresholds1_7.y) { |
| // thresholds1_7.x is mid point for intervals (0,1) and (2,3) |
| if (%d <= 1 || t < thresholds1_7.x) { |
| %s s = scale[0]; b = bias[0]; |
| } else { |
| %s s = scale[1]; b = bias[1]; |
| } |
| } else { |
| // thresholds1_7.z is mid point for intervals (4,5) and (6,7) |
| if (%d <= 3 || t < thresholds1_7.z) { |
| %s s = scale[2]; b = bias[2]; |
| } else { |
| %s s = scale[3]; b = bias[3]; |
| } |
| } |
| } else { |
| // thresholds9_13.y is mid point for intervals (8,11) and (12,15) |
| if (%d <= 6 || t < thresholds9_13.y) { |
| // thresholds9_13.x is mid point for intervals (8,9) and (10,11) |
| if (%d <= 5 || t < thresholds9_13.x) { |
| %s s = scale[4]; b = bias[4]; |
| } else { |
| %s s = scale[5]; b = bias[5]; |
| } |
| } else { |
| // thresholds9_13.z is mid point for intervals (12,13) and (14,15) |
| if (%d <= 7 || t < thresholds9_13.z) { |
| %s s = scale[6]; b = bias[6]; |
| } else { |
| %s s = scale[7]; b = bias[7]; |
| } |
| } |
| } |
| return t * s + b; |
| } |
| )", intervalCount, |
| intervalCount, |
| intervalCount, |
| (intervalCount <= 0) ? "//" : "", |
| (intervalCount <= 1) ? "//" : "", |
| intervalCount, |
| (intervalCount <= 2) ? "//" : "", |
| (intervalCount <= 3) ? "//" : "", |
| intervalCount, |
| intervalCount, |
| (intervalCount <= 4) ? "//" : "", |
| (intervalCount <= 5) ? "//" : "", |
| intervalCount, |
| (intervalCount <= 6) ? "//" : "", |
| (intervalCount <= 7) ? "//" : ""); |
| |
| auto result = SkRuntimeEffect::MakeForShader(std::move(sksl)); |
| SkASSERTF(result.effect, "%s", result.errorText.c_str()); |
| effects[intervalCount - 1] = std::move(result.effect); |
| }); |
| |
| return GrSkSLFP::Make(effects[intervalCount - 1], "UnrolledBinaryColorizer", |
| /*inputFP=*/nullptr, GrSkSLFP::OptFlags::kNone, |
| "thresholds1_7", thresholds1_7, |
| "thresholds9_13", thresholds9_13, |
| "scale", SkMakeSpan(scale, intervalCount), |
| "bias", SkMakeSpan(bias, intervalCount)); |
| } |
| |
| // The "looping" colorizer uses a real loop to binary-search the array of gradient stops. |
| static constexpr int kMaxLoopingColorCount = 128; |
| static constexpr int kMaxLoopingIntervalCount = kMaxLoopingColorCount / 2; |
| |
| static std::unique_ptr<GrFragmentProcessor> make_looping_colorizer(int intervalCount, |
| const SkPMColor4f* scale, |
| const SkPMColor4f* bias, |
| const SkScalar* thresholds) { |
| SkASSERT(intervalCount >= 1 && intervalCount <= kMaxLoopingIntervalCount); |
| SkASSERT((intervalCount & 3) == 0); // intervals are required to come in groups of four |
| int intervalChunks = intervalCount / 4; |
| int cacheIndex = (size_t)intervalChunks - 1; |
| |
| struct EffectCacheEntry { |
| SkOnce once; |
| sk_sp<SkRuntimeEffect> effect; |
| }; |
| |
| static EffectCacheEntry effectCache[kMaxLoopingIntervalCount / 4]; |
| SkASSERT(cacheIndex >= 0 && cacheIndex < (int)SK_ARRAY_COUNT(effectCache)); |
| EffectCacheEntry* cacheEntry = &effectCache[cacheIndex]; |
| |
| cacheEntry->once([intervalCount, intervalChunks, cacheEntry] { |
| SkString sksl; |
| |
| // Binary search for the interval that `t` falls within. We can precalculate the number of |
| // loop iterations we need, and we know `t` will always be in range, so we can just loop a |
| // fixed number of times and can be guaranteed to have found the proper element. |
| // |
| // Threshold values are stored in half4s to keep them compact, so the last two rounds of |
| // binary search are hand-unrolled to allow them to use swizzles. |
| // |
| // Note that this colorizer is also designed to handle the case of exactly 4 intervals (a |
| // single chunk). In this case, the binary search for-loop will optimize away entirely, as |
| // it can be proven to execute zero times. We also optimize away the calculation of `4 * |
| // chunk` near the end via an @if statement, as the result will always be in chunk 0. |
| int loopCount = SkNextLog2(intervalChunks); |
| sksl.appendf(R"( |
| uniform half4 thresholds[%d]; |
| uniform float4 scale[%d]; |
| uniform float4 bias[%d]; |
| |
| half4 main(float2 coord) { |
| half t = half(coord.x); |
| |
| // Choose a chunk from thresholds via binary search in a loop. |
| int low = 0; |
| int high = %d; |
| int chunk = %d; |
| for (int loop = 0; loop < %d; ++loop) { |
| if (t < thresholds[chunk].w) { |
| high = chunk; |
| } else { |
| low = chunk + 1; |
| } |
| chunk = (low + high) / 2; |
| } |
| |
| // Choose the final position via explicit 4-way binary search. |
| int pos; |
| if (t < thresholds[chunk].y) { |
| pos = (t < thresholds[chunk].x) ? 0 : 1; |
| } else { |
| pos = (t < thresholds[chunk].z) ? 2 : 3; |
| } |
| @if (%d > 0) { |
| pos += 4 * chunk; |
| } |
| return t * scale[pos] + bias[pos]; |
| } |
| )", /* thresholds: */ intervalChunks, |
| /* scale: */ intervalCount, |
| /* bias: */ intervalCount, |
| /* high: */ intervalChunks - 1, |
| /* chunk: */ (intervalChunks - 1) / 2, |
| /* loopCount: */ loopCount, |
| /* @if (loopCount > 0): */ loopCount); |
| |
| auto result = SkRuntimeEffect::MakeForShader(std::move(sksl), |
| SkRuntimeEffectPriv::ES3Options()); |
| SkASSERTF(result.effect, "%s", result.errorText.c_str()); |
| cacheEntry->effect = std::move(result.effect); |
| }); |
| |
| return GrSkSLFP::Make(cacheEntry->effect, "LoopingBinaryColorizer", |
| /*inputFP=*/nullptr, GrSkSLFP::OptFlags::kNone, |
| "thresholds", SkMakeSpan((const SkV4*)thresholds, intervalChunks), |
| "scale", SkMakeSpan(scale, intervalCount), |
| "bias", SkMakeSpan(bias, intervalCount)); |
| } |
| |
| // Converts an input array of {colors, positions} into an array of {scales, biases, thresholds}. |
| // The length of the result array may differ from the input due to hard-stops or empty intervals. |
| int build_intervals(int inputLength, |
| const SkPMColor4f* inColors, |
| const SkScalar* inPositions, |
| int outputLength, |
| SkPMColor4f* outScales, |
| SkPMColor4f* outBiases, |
| SkScalar* outThresholds) { |
| // Depending on how the positions resolve into hard stops or regular stops, the number of |
| // intervals specified by the number of colors/positions can change. For instance, a plain |
| // 3 color gradient is two intervals, but a 4 color gradient with a hard stop is also |
| // two intervals. At the most extreme end, an 8 interval gradient made entirely of hard |
| // stops has 16 colors. |
| int intervalCount = 0; |
| for (int i = 0; i < inputLength - 1; i++) { |
| if (intervalCount >= outputLength) { |
| // Already reached our output limit, and haven't run out of color stops. This gradient |
| // cannot be represented without more intervals. |
| return 0; |
| } |
| |
| SkScalar t0 = inPositions[i]; |
| SkScalar t1 = inPositions[i + 1]; |
| SkScalar dt = t1 - t0; |
| // If the interval is empty, skip to the next interval. This will automatically create |
| // distinct hard stop intervals as needed. It also protects against malformed gradients |
| // that have repeated hard stops at the very beginning that are effectively unreachable. |
| if (SkScalarNearlyZero(dt)) { |
| continue; |
| } |
| |
| Vec4 c0 = Vec4::Load(inColors[i].vec()); |
| Vec4 c1 = Vec4::Load(inColors[i + 1].vec()); |
| Vec4 scale = (c1 - c0) / dt; |
| Vec4 bias = c0 - t0 * scale; |
| |
| scale.store(outScales + intervalCount); |
| bias.store(outBiases + intervalCount); |
| outThresholds[intervalCount] = t1; |
| intervalCount++; |
| } |
| return intervalCount; |
| } |
| |
| static std::unique_ptr<GrFragmentProcessor> make_unrolled_binary_colorizer( |
| const SkPMColor4f* colors, const SkScalar* positions, int count) { |
| if (count > kMaxUnrolledColorCount) { |
| // Definitely cannot represent this gradient configuration |
| return nullptr; |
| } |
| |
| SkPMColor4f scales[kMaxUnrolledIntervalCount]; |
| SkPMColor4f biases[kMaxUnrolledIntervalCount]; |
| SkScalar thresholds[kMaxUnrolledIntervalCount] = {}; |
| int intervalCount = build_intervals(count, colors, positions, |
| kMaxUnrolledIntervalCount, scales, biases, thresholds); |
| if (intervalCount <= 0) { |
| return nullptr; |
| } |
| |
| SkRect thresholds1_7 = {thresholds[0], thresholds[1], thresholds[2], thresholds[3]}, |
| thresholds9_13 = {thresholds[4], thresholds[5], thresholds[6], 0.0}; |
| |
| return make_unrolled_colorizer(intervalCount, scales, biases, thresholds1_7, thresholds9_13); |
| } |
| |
| static std::unique_ptr<GrFragmentProcessor> make_looping_binary_colorizer(const SkPMColor4f* colors, |
| const SkScalar* positions, |
| int count) { |
| if (count > kMaxLoopingColorCount) { |
| // Definitely cannot represent this gradient configuration |
| return nullptr; |
| } |
| |
| SkPMColor4f scales[kMaxLoopingIntervalCount]; |
| SkPMColor4f biases[kMaxLoopingIntervalCount]; |
| SkScalar thresholds[kMaxLoopingIntervalCount] = {}; |
| int intervalCount = build_intervals(count, colors, positions, |
| kMaxLoopingIntervalCount, scales, biases, thresholds); |
| if (intervalCount <= 0) { |
| return nullptr; |
| } |
| |
| // We round up the number of intervals to the next power of two. This reduces the number of |
| // unique shaders and doesn't require any additional GPU processing power, but this does waste a |
| // handful of uniforms. |
| int roundedSize = std::max(4, SkNextPow2(intervalCount)); |
| SkASSERT(roundedSize <= kMaxLoopingIntervalCount); |
| for (; intervalCount < roundedSize; ++intervalCount) { |
| thresholds[intervalCount] = thresholds[intervalCount - 1]; |
| scales[intervalCount] = scales[intervalCount - 1]; |
| biases[intervalCount] = biases[intervalCount - 1]; |
| } |
| |
| return make_looping_colorizer(intervalCount, scales, biases, thresholds); |
| } |
| |
| // Analyze the shader's color stops and positions and chooses an appropriate colorizer to represent |
| // the gradient. |
| static std::unique_ptr<GrFragmentProcessor> make_colorizer(const SkPMColor4f* colors, |
| const SkScalar* positions, |
| int count, |
| bool premul, |
| const GrFPArgs& args) { |
| // If there are hard stops at the beginning or end, the first and/or last color should be |
| // ignored by the colorizer since it should only be used in a clamped border color. By detecting |
| // and removing these stops at the beginning, it makes optimizing the remaining color stops |
| // simpler. |
| |
| // SkGradientShaderBase guarantees that pos[0] == 0 by adding a default value. |
| bool bottomHardStop = SkScalarNearlyEqual(positions[0], positions[1]); |
| // The same is true for pos[end] == 1 |
| bool topHardStop = SkScalarNearlyEqual(positions[count - 2], positions[count - 1]); |
| |
| if (bottomHardStop) { |
| colors++; |
| positions++; |
| count--; |
| } |
| if (topHardStop) { |
| count--; |
| } |
| |
| // Two remaining colors means a single interval from 0 to 1 |
| // (but it may have originally been a 3 or 4 color gradient with 1-2 hard stops at the ends) |
| if (count == 2) { |
| return make_single_interval_colorizer(colors[0], colors[1]); |
| } |
| |
| const GrShaderCaps* caps = args.fContext->priv().caps()->shaderCaps(); |
| auto intervalsExceedPrecisionLimit = [&]() -> bool { |
| // The remaining analytic colorizers use scale*t+bias, and the scale/bias values can become |
| // quite large when thresholds are close (but still outside the hardstop limit). If float |
| // isn't 32-bit, output can be incorrect if the thresholds are too close together. However, |
| // the analytic shaders are higher quality, so they can be used with lower precision |
| // hardware when the thresholds are not ill-conditioned. |
| if (!caps->floatIs32Bits()) { |
| // Could run into problems. Check if thresholds are close together (with a limit of .01, |
| // so that scales will be less than 100, which leaves 4 decimals of precision on |
| // 16-bit). |
| for (int i = 0; i < count - 1; i++) { |
| SkScalar dt = SkScalarAbs(positions[i] - positions[i + 1]); |
| if (dt <= kLowPrecisionIntervalLimit && dt > SK_ScalarNearlyZero) { |
| return true; |
| } |
| } |
| } |
| return false; |
| }; |
| |
| auto makeDualIntervalColorizer = [&]() -> std::unique_ptr<GrFragmentProcessor> { |
| // The dual-interval colorizer uses the same principles as the binary-search colorizer, but |
| // is limited to exactly 2 intervals. |
| if (count == 3) { |
| // Must be a dual interval gradient, where the middle point is at 1 and the |
| // two intervals share the middle color stop. |
| return make_dual_interval_colorizer(colors[0], colors[1], |
| colors[1], colors[2], |
| positions[1]); |
| } |
| if (count == 4 && SkScalarNearlyEqual(positions[1], positions[2])) { |
| // Two separate intervals that join at the same threshold position |
| return make_dual_interval_colorizer(colors[0], colors[1], |
| colors[2], colors[3], |
| positions[1]); |
| } |
| // The gradient can't be represented in only two intervals. |
| return nullptr; |
| }; |
| |
| int binaryColorizerLimit = caps->nonconstantArrayIndexSupport() ? kMaxLoopingColorCount |
| : kMaxUnrolledColorCount; |
| if ((count <= binaryColorizerLimit) && !intervalsExceedPrecisionLimit()) { |
| // The dual-interval colorizer uses the same principles as the binary-search colorizer, but |
| // is limited to exactly 2 intervals. |
| std::unique_ptr<GrFragmentProcessor> colorizer = makeDualIntervalColorizer(); |
| if (colorizer) { |
| return colorizer; |
| } |
| // Attempt to create an analytic colorizer that uses a binary-search loop. |
| colorizer = caps->nonconstantArrayIndexSupport() |
| ? make_looping_binary_colorizer(colors, positions, count) |
| : make_unrolled_binary_colorizer(colors, positions, count); |
| if (colorizer) { |
| return colorizer; |
| } |
| } |
| |
| // Otherwise fall back to a rasterized gradient sampled by a texture, which can handle |
| // arbitrary gradients. (This has limited sampling resolution, and always blurs hard-stops.) |
| return make_textured_colorizer(colors, positions, count, premul, args); |
| } |
| |
| // This top-level effect implements clamping on the layout coordinate and requires specifying the |
| // border colors that are used when outside the clamped boundary. Gradients with the |
| // SkTileMode::kClamp should use the colors at their first and last stop (after adding default stops |
| // for t=0,t=1) as the border color. This will automatically replicate the edge color, even when |
| // there is a hard stop. |
| // |
| // The SkTileMode::kDecal can be produced by specifying transparent black as the border colors, |
| // regardless of the gradient's stop colors. |
| static std::unique_ptr<GrFragmentProcessor> make_clamped_gradient( |
| std::unique_ptr<GrFragmentProcessor> colorizer, |
| std::unique_ptr<GrFragmentProcessor> gradLayout, |
| SkPMColor4f leftBorderColor, |
| SkPMColor4f rightBorderColor, |
| bool makePremul, |
| bool colorsAreOpaque) { |
| static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"( |
| uniform shader colorizer; |
| uniform shader gradLayout; |
| |
| uniform half4 leftBorderColor; // t < 0.0 |
| uniform half4 rightBorderColor; // t > 1.0 |
| |
| uniform int makePremul; // specialized |
| uniform int layoutPreservesOpacity; // specialized |
| |
| half4 main(float2 coord) { |
| half4 t = gradLayout.eval(coord); |
| half4 outColor; |
| |
| // If t.x is below 0, use the left border color without invoking the child processor. |
| // If any t.x is above 1, use the right border color. Otherwise, t is in the [0, 1] |
| // range assumed by the colorizer FP, so delegate to the child processor. |
| if (!bool(layoutPreservesOpacity) && t.y < 0) { |
| // layout has rejected this fragment (rely on sksl to remove this branch if the |
| // layout FP preserves opacity is false) |
| outColor = half4(0); |
| } else if (t.x < 0) { |
| outColor = leftBorderColor; |
| } else if (t.x > 1.0) { |
| outColor = rightBorderColor; |
| } else { |
| // Always sample from (x, 0), discarding y, since the layout FP can use y as a |
| // side-channel. |
| outColor = colorizer.eval(t.x0); |
| } |
| if (bool(makePremul)) { |
| outColor.rgb *= outColor.a; |
| } |
| return outColor; |
| } |
| )"); |
| |
| // If the layout does not preserve opacity, remove the opaque optimization, |
| // but otherwise respect the provided color opacity state (which should take |
| // into account the opacity of the border colors). |
| bool layoutPreservesOpacity = gradLayout->preservesOpaqueInput(); |
| GrSkSLFP::OptFlags optFlags = GrSkSLFP::OptFlags::kCompatibleWithCoverageAsAlpha; |
| if (colorsAreOpaque && layoutPreservesOpacity) { |
| optFlags |= GrSkSLFP::OptFlags::kPreservesOpaqueInput; |
| } |
| |
| return GrSkSLFP::Make(effect, "ClampedGradient", /*inputFP=*/nullptr, optFlags, |
| "colorizer", GrSkSLFP::IgnoreOptFlags(std::move(colorizer)), |
| "gradLayout", GrSkSLFP::IgnoreOptFlags(std::move(gradLayout)), |
| "leftBorderColor", leftBorderColor, |
| "rightBorderColor", rightBorderColor, |
| "makePremul", GrSkSLFP::Specialize<int>(makePremul), |
| "layoutPreservesOpacity", |
| GrSkSLFP::Specialize<int>(layoutPreservesOpacity)); |
| } |
| |
| static std::unique_ptr<GrFragmentProcessor> make_tiled_gradient( |
| const GrFPArgs& args, |
| std::unique_ptr<GrFragmentProcessor> colorizer, |
| std::unique_ptr<GrFragmentProcessor> gradLayout, |
| bool mirror, |
| bool makePremul, |
| bool colorsAreOpaque) { |
| static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"( |
| uniform shader colorizer; |
| uniform shader gradLayout; |
| |
| uniform int mirror; // specialized |
| uniform int makePremul; // specialized |
| uniform int layoutPreservesOpacity; // specialized |
| uniform int useFloorAbsWorkaround; // specialized |
| |
| half4 main(float2 coord) { |
| half4 t = gradLayout.eval(coord); |
| |
| if (!bool(layoutPreservesOpacity) && t.y < 0) { |
| // layout has rejected this fragment (rely on sksl to remove this branch if the |
| // layout FP preserves opacity is false) |
| return half4(0); |
| } else { |
| if (bool(mirror)) { |
| half t_1 = t.x - 1; |
| half tiled_t = t_1 - 2 * floor(t_1 * 0.5) - 1; |
| if (bool(useFloorAbsWorkaround)) { |
| // At this point the expected value of tiled_t should between -1 and 1, so |
| // this clamp has no effect other than to break up the floor and abs calls |
| // and make sure the compiler doesn't merge them back together. |
| tiled_t = clamp(tiled_t, -1, 1); |
| } |
| t.x = abs(tiled_t); |
| } else { |
| // Simple repeat mode |
| t.x = fract(t.x); |
| } |
| |
| // Always sample from (x, 0), discarding y, since the layout FP can use y as a |
| // side-channel. |
| half4 outColor = colorizer.eval(t.x0); |
| if (bool(makePremul)) { |
| outColor.rgb *= outColor.a; |
| } |
| return outColor; |
| } |
| } |
| )"); |
| |
| // If the layout does not preserve opacity, remove the opaque optimization, |
| // but otherwise respect the provided color opacity state (which should take |
| // into account the opacity of the border colors). |
| bool layoutPreservesOpacity = gradLayout->preservesOpaqueInput(); |
| GrSkSLFP::OptFlags optFlags = GrSkSLFP::OptFlags::kCompatibleWithCoverageAsAlpha; |
| if (colorsAreOpaque && layoutPreservesOpacity) { |
| optFlags |= GrSkSLFP::OptFlags::kPreservesOpaqueInput; |
| } |
| const bool useFloorAbsWorkaround = |
| args.fContext->priv().caps()->shaderCaps()->mustDoOpBetweenFloorAndAbs(); |
| |
| return GrSkSLFP::Make(effect, "TiledGradient", /*inputFP=*/nullptr, optFlags, |
| "colorizer", GrSkSLFP::IgnoreOptFlags(std::move(colorizer)), |
| "gradLayout", GrSkSLFP::IgnoreOptFlags(std::move(gradLayout)), |
| "mirror", GrSkSLFP::Specialize<int>(mirror), |
| "makePremul", GrSkSLFP::Specialize<int>(makePremul), |
| "layoutPreservesOpacity", |
| GrSkSLFP::Specialize<int>(layoutPreservesOpacity), |
| "useFloorAbsWorkaround", |
| GrSkSLFP::Specialize<int>(useFloorAbsWorkaround)); |
| } |
| |
| // Combines the colorizer and layout with an appropriately configured top-level effect based on the |
| // gradient's tile mode |
| static std::unique_ptr<GrFragmentProcessor> make_gradient( |
| const SkGradientShaderBase& shader, |
| const GrFPArgs& args, |
| std::unique_ptr<GrFragmentProcessor> layout, |
| const SkMatrix* overrideMatrix = nullptr) { |
| // No shader is possible if a layout couldn't be created, e.g. a layout-specific Make() returned |
| // null. |
| if (layout == nullptr) { |
| return nullptr; |
| } |
| |
| // Wrap the layout in a matrix effect to apply the gradient's matrix: |
| SkMatrix matrix; |
| if (!shader.totalLocalMatrix(args.fPreLocalMatrix)->invert(&matrix)) { |
| return nullptr; |
| } |
| // Some two-point conical gradients use a custom matrix here |
| matrix.postConcat(overrideMatrix ? *overrideMatrix : shader.getGradientMatrix()); |
| layout = GrMatrixEffect::Make(matrix, std::move(layout)); |
| |
| // Convert all colors into destination space and into SkPMColor4fs, and handle |
| // premul issues depending on the interpolation mode |
| bool inputPremul = shader.getGradFlags() & SkGradientShader::kInterpolateColorsInPremul_Flag; |
| bool allOpaque = true; |
| SkAutoSTMalloc<4, SkPMColor4f> colors(shader.fColorCount); |
| SkColor4fXformer xformedColors(shader.fOrigColors4f, shader.fColorCount, |
| shader.fColorSpace.get(), args.fDstColorInfo->colorSpace()); |
| for (int i = 0; i < shader.fColorCount; i++) { |
| const SkColor4f& upmColor = xformedColors.fColors[i]; |
| colors[i] = inputPremul ? upmColor.premul() |
| : SkPMColor4f{ upmColor.fR, upmColor.fG, upmColor.fB, upmColor.fA }; |
| if (allOpaque && !SkScalarNearlyEqual(colors[i].fA, 1.0)) { |
| allOpaque = false; |
| } |
| } |
| |
| // SkGradientShader stores positions implicitly when they are evenly spaced, but the getPos() |
| // implementation performs a branch for every position index. Since the shader conversion |
| // requires lots of position tests, calculate all of the positions up front if needed. |
| SkTArray<SkScalar, true> implicitPos; |
| SkScalar* positions; |
| if (shader.fOrigPos) { |
| positions = shader.fOrigPos; |
| } else { |
| implicitPos.reserve_back(shader.fColorCount); |
| SkScalar posScale = SK_Scalar1 / (shader.fColorCount - 1); |
| for (int i = 0 ; i < shader.fColorCount; i++) { |
| implicitPos.push_back(SkIntToScalar(i) * posScale); |
| } |
| positions = implicitPos.begin(); |
| } |
| |
| // All gradients are colorized the same way, regardless of layout |
| std::unique_ptr<GrFragmentProcessor> colorizer = make_colorizer( |
| colors.get(), positions, shader.fColorCount, inputPremul, args); |
| if (colorizer == nullptr) { |
| return nullptr; |
| } |
| |
| // The top-level effect has to export premul colors, but under certain conditions it doesn't |
| // need to do anything to achieve that: i.e. its interpolating already premul colors |
| // (inputPremul) or all the colors have a = 1, in which case premul is a no op. Note that this |
| // allOpaque check is more permissive than SkGradientShaderBase's isOpaque(), since we can |
| // optimize away the make-premul op for two point conical gradients (which report false for |
| // isOpaque). |
| bool makePremul = !inputPremul && !allOpaque; |
| |
| // All tile modes are supported (unless something was added to SkShader) |
| std::unique_ptr<GrFragmentProcessor> gradient; |
| switch(shader.getTileMode()) { |
| case SkTileMode::kRepeat: |
| gradient = make_tiled_gradient(args, std::move(colorizer), std::move(layout), |
| /* mirror */ false, makePremul, allOpaque); |
| break; |
| case SkTileMode::kMirror: |
| gradient = make_tiled_gradient(args, std::move(colorizer), std::move(layout), |
| /* mirror */ true, makePremul, allOpaque); |
| break; |
| case SkTileMode::kClamp: |
| // For the clamped mode, the border colors are the first and last colors, corresponding |
| // to t=0 and t=1, because SkGradientShaderBase enforces that by adding color stops as |
| // appropriate. If there is a hard stop, this grabs the expected outer colors for the |
| // border. |
| gradient = make_clamped_gradient(std::move(colorizer), std::move(layout), |
| colors[0], colors[shader.fColorCount - 1], |
| makePremul, allOpaque); |
| break; |
| case SkTileMode::kDecal: |
| // Even if the gradient colors are opaque, the decal borders are transparent so |
| // disable that optimization |
| gradient = make_clamped_gradient(std::move(colorizer), std::move(layout), |
| SK_PMColor4fTRANSPARENT, SK_PMColor4fTRANSPARENT, |
| makePremul, /* colorsAreOpaque */ false); |
| break; |
| } |
| |
| return gradient; |
| } |
| |
| namespace GrGradientShader { |
| |
| std::unique_ptr<GrFragmentProcessor> MakeLinear(const SkLinearGradient& shader, |
| const GrFPArgs& args) { |
| // We add a tiny delta to t. When gradient stops are set up so that a hard stop in a vertically |
| // or horizontally oriented gradient falls exactly at a column or row of pixel centers we can |
| // get slightly different interpolated t values along the column/row. By adding the delta |
| // we will consistently get the color to the "right" of the stop. Of course if the hard stop |
| // falls at X.5 - delta then we still could get inconsistent results, but that is much less |
| // likely. crbug.com/938592 |
| // If/when we add filtering of the gradient this can be removed. |
| static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"( |
| half4 main(float2 coord) { |
| return half4(half(coord.x) + 0.00001, 1, 0, 0); // y = 1 for always valid |
| } |
| )"); |
| // The linear gradient never rejects a pixel so it doesn't change opacity |
| auto fp = GrSkSLFP::Make(effect, "LinearLayout", /*inputFP=*/nullptr, |
| GrSkSLFP::OptFlags::kPreservesOpaqueInput); |
| return make_gradient(shader, args, std::move(fp)); |
| } |
| |
| std::unique_ptr<GrFragmentProcessor> MakeRadial(const SkRadialGradient& shader, |
| const GrFPArgs& args) { |
| static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"( |
| half4 main(float2 coord) { |
| return half4(half(length(coord)), 1, 0, 0); // y = 1 for always valid |
| } |
| )"); |
| // The radial gradient never rejects a pixel so it doesn't change opacity |
| auto fp = GrSkSLFP::Make(effect, "RadialLayout", /*inputFP=*/nullptr, |
| GrSkSLFP::OptFlags::kPreservesOpaqueInput); |
| return make_gradient(shader, args, std::move(fp)); |
| } |
| |
| std::unique_ptr<GrFragmentProcessor> MakeSweep(const SkSweepGradient& shader, |
| const GrFPArgs& args) { |
| // On some devices they incorrectly implement atan2(y,x) as atan(y/x). In actuality it is |
| // atan2(y,x) = 2 * atan(y / (sqrt(x^2 + y^2) + x)). So to work around this we pass in (sqrt(x^2 |
| // + y^2) + x) as the second parameter to atan2 in these cases. We let the device handle the |
| // undefined behavior of the second paramenter being 0 instead of doing the divide ourselves and |
| // using atan instead. |
| int useAtanWorkaround = |
| args.fContext->priv().caps()->shaderCaps()->atan2ImplementedAsAtanYOverX(); |
| static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"( |
| uniform half bias; |
| uniform half scale; |
| uniform int useAtanWorkaround; // specialized |
| |
| half4 main(float2 coord) { |
| half angle = bool(useAtanWorkaround) |
| ? half(2 * atan(-coord.y, length(coord) - coord.x)) |
| : half(atan(-coord.y, -coord.x)); |
| |
| // 0.1591549430918 is 1/(2*pi), used since atan returns values [-pi, pi] |
| half t = (angle * 0.1591549430918 + 0.5 + bias) * scale; |
| return half4(t, 1, 0, 0); // y = 1 for always valid |
| } |
| )"); |
| // The sweep gradient never rejects a pixel so it doesn't change opacity |
| auto fp = GrSkSLFP::Make(effect, "SweepLayout", /*inputFP=*/nullptr, |
| GrSkSLFP::OptFlags::kPreservesOpaqueInput, |
| "bias", shader.getTBias(), |
| "scale", shader.getTScale(), |
| "useAtanWorkaround", GrSkSLFP::Specialize(useAtanWorkaround)); |
| return make_gradient(shader, args, std::move(fp)); |
| } |
| |
| std::unique_ptr<GrFragmentProcessor> MakeConical(const SkTwoPointConicalGradient& shader, |
| const GrFPArgs& args) { |
| // The 2 point conical gradient can reject a pixel so it does change opacity even if the input |
| // was opaque. Thus, all of these layout FPs disable that optimization. |
| std::unique_ptr<GrFragmentProcessor> fp; |
| SkTLazy<SkMatrix> matrix; |
| switch (shader.getType()) { |
| case SkTwoPointConicalGradient::Type::kStrip: { |
| static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"( |
| uniform half r0_2; |
| half4 main(float2 p) { |
| half v = 1; // validation flag, set to negative to discard fragment later |
| float t = r0_2 - p.y * p.y; |
| if (t >= 0) { |
| t = p.x + sqrt(t); |
| } else { |
| v = -1; |
| } |
| return half4(half(t), v, 0, 0); |
| } |
| )"); |
| float r0 = shader.getStartRadius() / shader.getCenterX1(); |
| fp = GrSkSLFP::Make(effect, "TwoPointConicalStripLayout", /*inputFP=*/nullptr, |
| GrSkSLFP::OptFlags::kNone, |
| "r0_2", r0 * r0); |
| } break; |
| |
| case SkTwoPointConicalGradient::Type::kRadial: { |
| static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"( |
| uniform half r0; |
| uniform half lengthScale; |
| half4 main(float2 p) { |
| half v = 1; // validation flag, set to negative to discard fragment later |
| float t = length(p) * lengthScale - r0; |
| return half4(half(t), v, 0, 0); |
| } |
| )"); |
| float dr = shader.getDiffRadius(); |
| float r0 = shader.getStartRadius() / dr; |
| bool isRadiusIncreasing = dr >= 0; |
| fp = GrSkSLFP::Make(effect, "TwoPointConicalRadialLayout", /*inputFP=*/nullptr, |
| GrSkSLFP::OptFlags::kNone, |
| "r0", r0, |
| "lengthScale", isRadiusIncreasing ? 1.0f : -1.0f); |
| |
| // GPU radial matrix is different from the original matrix, since we map the diff radius |
| // to have |dr| = 1, so manually compute the final gradient matrix here. |
| |
| // Map center to (0, 0) |
| matrix.set(SkMatrix::Translate(-shader.getStartCenter().fX, |
| -shader.getStartCenter().fY)); |
| // scale |diffRadius| to 1 |
| matrix->postScale(1 / dr, 1 / dr); |
| } break; |
| |
| case SkTwoPointConicalGradient::Type::kFocal: { |
| static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"( |
| // Optimization flags, all specialized: |
| uniform int isRadiusIncreasing; |
| uniform int isFocalOnCircle; |
| uniform int isWellBehaved; |
| uniform int isSwapped; |
| uniform int isNativelyFocal; |
| |
| uniform half invR1; // 1/r1 |
| uniform half fx; // focalX = r0/(r0-r1) |
| |
| half4 main(float2 p) { |
| float t = -1; |
| half v = 1; // validation flag, set to negative to discard fragment later |
| |
| float x_t = -1; |
| if (bool(isFocalOnCircle)) { |
| x_t = dot(p, p) / p.x; |
| } else if (bool(isWellBehaved)) { |
| x_t = length(p) - p.x * invR1; |
| } else { |
| float temp = p.x * p.x - p.y * p.y; |
| |
| // Only do sqrt if temp >= 0; this is significantly slower than checking |
| // temp >= 0 in the if statement that checks r(t) >= 0. But GPU may break if |
| // we sqrt a negative float. (Although I havevn't observed that on any |
| // devices so far, and the old approach also does sqrt negative value |
| // without a check.) If the performance is really critical, maybe we should |
| // just compute the area where temp and x_t are always valid and drop all |
| // these ifs. |
| if (temp >= 0) { |
| if (bool(isSwapped) || !bool(isRadiusIncreasing)) { |
| x_t = -sqrt(temp) - p.x * invR1; |
| } else { |
| x_t = sqrt(temp) - p.x * invR1; |
| } |
| } |
| } |
| |
| // The final calculation of t from x_t has lots of static optimizations but only |
| // do them when x_t is positive (which can be assumed true if isWellBehaved is |
| // true) |
| if (!bool(isWellBehaved)) { |
| // This will still calculate t even though it will be ignored later in the |
| // pipeline to avoid a branch |
| if (x_t <= 0.0) { |
| v = -1; |
| } |
| } |
| if (bool(isRadiusIncreasing)) { |
| if (bool(isNativelyFocal)) { |
| t = x_t; |
| } else { |
| t = x_t + fx; |
| } |
| } else { |
| if (bool(isNativelyFocal)) { |
| t = -x_t; |
| } else { |
| t = -x_t + fx; |
| } |
| } |
| |
| if (bool(isSwapped)) { |
| t = 1 - t; |
| } |
| |
| return half4(half(t), v, 0, 0); |
| } |
| )"); |
| |
| const SkTwoPointConicalGradient::FocalData& focalData = shader.getFocalData(); |
| bool isRadiusIncreasing = (1 - focalData.fFocalX) > 0, |
| isFocalOnCircle = focalData.isFocalOnCircle(), |
| isWellBehaved = focalData.isWellBehaved(), |
| isSwapped = focalData.isSwapped(), |
| isNativelyFocal = focalData.isNativelyFocal(); |
| |
| fp = GrSkSLFP::Make(effect, "TwoPointConicalFocalLayout", /*inputFP=*/nullptr, |
| GrSkSLFP::OptFlags::kNone, |
| "isRadiusIncreasing", GrSkSLFP::Specialize<int>(isRadiusIncreasing), |
| "isFocalOnCircle", GrSkSLFP::Specialize<int>(isFocalOnCircle), |
| "isWellBehaved", GrSkSLFP::Specialize<int>(isWellBehaved), |
| "isSwapped", GrSkSLFP::Specialize<int>(isSwapped), |
| "isNativelyFocal", GrSkSLFP::Specialize<int>(isNativelyFocal), |
| "invR1", 1.0f / focalData.fR1, |
| "fx", focalData.fFocalX); |
| } break; |
| } |
| return make_gradient(shader, args, std::move(fp), matrix.getMaybeNull()); |
| } |
| |
| #if GR_TEST_UTILS |
| RandomParams::RandomParams(SkRandom* random) { |
| // Set color count to min of 2 so that we don't trigger the const color optimization and make |
| // a non-gradient processor. |
| fColorCount = random->nextRangeU(2, kMaxRandomGradientColors); |
| fUseColors4f = random->nextBool(); |
| |
| // if one color, omit stops, otherwise randomly decide whether or not to |
| if (fColorCount == 1 || (fColorCount >= 2 && random->nextBool())) { |
| fStops = nullptr; |
| } else { |
| fStops = fStopStorage; |
| } |
| |
| // if using SkColor4f, attach a random (possibly null) color space (with linear gamma) |
| if (fUseColors4f) { |
| fColorSpace = GrTest::TestColorSpace(random); |
| } |
| |
| SkScalar stop = 0.f; |
| for (int i = 0; i < fColorCount; ++i) { |
| if (fUseColors4f) { |
| fColors4f[i].fR = random->nextUScalar1(); |
| fColors4f[i].fG = random->nextUScalar1(); |
| fColors4f[i].fB = random->nextUScalar1(); |
| fColors4f[i].fA = random->nextUScalar1(); |
| } else { |
| fColors[i] = random->nextU(); |
| } |
| if (fStops) { |
| fStops[i] = stop; |
| stop = i < fColorCount - 1 ? stop + random->nextUScalar1() * (1.f - stop) : 1.f; |
| } |
| } |
| fTileMode = static_cast<SkTileMode>(random->nextULessThan(kSkTileModeCount)); |
| } |
| #endif |
| |
| } // namespace GrGradientShader |