blob: 3c6cb9538d3f044b83e30c97e2c68650a537468a [file] [log] [blame]
/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkRefCnt.h"
#include "include/core/SkString.h"
#include "include/core/SkUnPreMultiply.h"
#include "include/effects/SkColorMatrix.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/private/SkColorData.h"
#include "include/private/SkNx.h"
#include "src/core/SkColorFilter_Matrix.h"
#include "src/core/SkColorSpacePriv.h"
#include "src/core/SkRasterPipeline.h"
#include "src/core/SkReadBuffer.h"
#include "src/core/SkRuntimeEffectPriv.h"
#include "src/core/SkVM.h"
#include "src/core/SkWriteBuffer.h"
static bool is_alpha_unchanged(const float matrix[20]) {
const float* srcA = matrix + 15;
return SkScalarNearlyZero (srcA[0])
&& SkScalarNearlyZero (srcA[1])
&& SkScalarNearlyZero (srcA[2])
&& SkScalarNearlyEqual(srcA[3], 1)
&& SkScalarNearlyZero (srcA[4]);
}
SkColorFilter_Matrix::SkColorFilter_Matrix(const float array[20], Domain domain)
: fAlphaIsUnchanged(is_alpha_unchanged(array))
, fDomain(domain) {
memcpy(fMatrix, array, 20 * sizeof(float));
}
void SkColorFilter_Matrix::flatten(SkWriteBuffer& buffer) const {
SkASSERT(sizeof(fMatrix)/sizeof(float) == 20);
buffer.writeScalarArray(fMatrix, 20);
// RGBA flag
buffer.writeBool(fDomain == Domain::kRGBA);
}
sk_sp<SkFlattenable> SkColorFilter_Matrix::CreateProc(SkReadBuffer& buffer) {
float matrix[20];
if (!buffer.readScalarArray(matrix, 20)) {
return nullptr;
}
auto is_rgba = buffer.readBool();
return is_rgba ? SkColorFilters::Matrix(matrix)
: SkColorFilters::HSLAMatrix(matrix);
}
bool SkColorFilter_Matrix::onAsAColorMatrix(float matrix[20]) const {
if (matrix) {
memcpy(matrix, fMatrix, 20 * sizeof(float));
}
return true;
}
bool SkColorFilter_Matrix::onAppendStages(const SkStageRec& rec, bool shaderIsOpaque) const {
const bool willStayOpaque = shaderIsOpaque && fAlphaIsUnchanged,
hsla = fDomain == Domain::kHSLA;
SkRasterPipeline* p = rec.fPipeline;
if (!shaderIsOpaque) { p->append(SkRasterPipeline::unpremul); }
if ( hsla) { p->append(SkRasterPipeline::rgb_to_hsl); }
if ( true) { p->append(SkRasterPipeline::matrix_4x5, fMatrix); }
if ( hsla) { p->append(SkRasterPipeline::hsl_to_rgb); }
if ( true) { p->append(SkRasterPipeline::clamp_0); }
if ( true) { p->append(SkRasterPipeline::clamp_1); }
if (!willStayOpaque) { p->append(SkRasterPipeline::premul); }
return true;
}
skvm::Color SkColorFilter_Matrix::onProgram(skvm::Builder* p, skvm::Color c,
const SkColorInfo& /*dst*/,
skvm::Uniforms* uniforms, SkArenaAlloc*) const {
auto apply_matrix = [&](auto xyzw) {
auto dot = [&](int j) {
auto custom_mad = [&](float f, skvm::F32 m, skvm::F32 a) {
// skvm::Builder won't fold f*0 == 0, but we shouldn't encounter NaN here.
// While looking, also simplify f == ±1. Anything else becomes a uniform.
return f == 0.0f ? a
: f == +1.0f ? a + m
: f == -1.0f ? a - m
: m * p->uniformF(uniforms->pushF(f)) + a;
};
// Similarly, let skvm::Builder fold away the additive bias when zero.
const float b = fMatrix[4+j*5];
skvm::F32 bias = b == 0.0f ? p->splat(0.0f)
: p->uniformF(uniforms->pushF(b));
#ifndef SKIA_STRUCTURED_BINDINGS_BACKPORT
auto [x,y,z,w] = xyzw;
#else
STRUCTURED_BINDING_4(x,y,z,w, xyzw);
#endif
return custom_mad(fMatrix[0+j*5], x,
custom_mad(fMatrix[1+j*5], y,
custom_mad(fMatrix[2+j*5], z,
custom_mad(fMatrix[3+j*5], w, bias))));
};
return std::make_tuple(dot(0), dot(1), dot(2), dot(3));
};
c = unpremul(c);
if (fDomain == Domain::kHSLA) {
#ifndef SKIA_STRUCTURED_BINDINGS_BACKPORT
auto [h,s,l,a] = apply_matrix(p->to_hsla(c));
#else
STRUCTURED_BINDING_4(h,s,l,a, apply_matrix(p->to_hsla(c)));
#endif
c = p->to_rgba({h,s,l,a});
} else {
#ifndef SKIA_STRUCTURED_BINDINGS_BACKPORT
auto [r,g,b,a] = apply_matrix(c);
#else
STRUCTURED_BINDING_4(r,g,b,a, apply_matrix(c));
#endif
c = {r,g,b,a};
}
return premul(clamp01(c));
}
#if SK_SUPPORT_GPU
#include "src/gpu/effects/GrSkSLFP.h"
// Convert RGBA -> HSLA (including unpremul).
//
// Based on work by Sam Hocevar, Emil Persson, and Ian Taylor [1][2][3]. High-level ideas:
//
// - minimize the number of branches by sorting and computing the hue phase in parallel (vec4s)
//
// - trade the third sorting branch for a potentially faster std::min and leaving 2nd/3rd
// channels unsorted (based on the observation that swapping both the channels and the bias sign
// has no effect under abs)
//
// - use epsilon offsets for denominators, to avoid explicit zero-checks
//
// An additional trick we employ is deferring premul->unpremul conversion until the very end: the
// alpha factor gets naturally simplified for H and S, and only L requires a dedicated unpremul
// division (so we trade three divs for one).
//
// [1] http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
// [2] http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
// [3] http://www.chilliant.com/rgb2hsv.html
static std::unique_ptr<GrFragmentProcessor> rgb_to_hsl(std::unique_ptr<GrFragmentProcessor> child) {
static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForColorFilter, R"(
half4 main(half4 c) {
half4 p = (c.g < c.b) ? half4(c.bg, -1, 2/3.0)
: half4(c.gb, 0, -1/3.0);
half4 q = (c.r < p.x) ? half4(p.x, c.r, p.yw)
: half4(c.r, p.x, p.yz);
// q.x -> max channel value
// q.yz -> 2nd/3rd channel values (unsorted)
// q.w -> bias value dependent on max channel selection
half eps = 0.0001;
half pmV = q.x;
half pmC = pmV - min(q.y, q.z);
half pmL = pmV - pmC * 0.5;
half H = abs(q.w + (q.y - q.z) / (pmC * 6 + eps));
half S = pmC / (c.a + eps - abs(pmL * 2 - c.a));
half L = pmL / (c.a + eps);
return half4(H, S, L, c.a);
}
)");
SkASSERT(SkRuntimeEffectPriv::SupportsConstantOutputForConstantInput(effect));
return GrSkSLFP::Make(
effect, "RgbToHsl", std::move(child), GrSkSLFP::OptFlags::kPreservesOpaqueInput);
}
// Convert HSLA -> RGBA (including clamp and premul).
//
// Based on work by Sam Hocevar, Emil Persson, and Ian Taylor [1][2][3].
//
// [1] http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
// [2] http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
// [3] http://www.chilliant.com/rgb2hsv.html
static std::unique_ptr<GrFragmentProcessor> hsl_to_rgb(std::unique_ptr<GrFragmentProcessor> child) {
static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForColorFilter, R"(
half4 main(half4 color) {
half3 hsl = color.rgb;
half C = (1 - abs(2 * hsl.z - 1)) * hsl.y;
half3 p = hsl.xxx + half3(0, 2/3.0, 1/3.0);
half3 q = saturate(abs(fract(p) * 6 - 3) - 1);
half3 rgb = (q - 0.5) * C + hsl.z;
color = saturate(half4(rgb, color.a));
color.rgb *= color.a;
return color;
}
)");
SkASSERT(SkRuntimeEffectPriv::SupportsConstantOutputForConstantInput(effect));
return GrSkSLFP::Make(
effect, "HslToRgb", std::move(child), GrSkSLFP::OptFlags::kPreservesOpaqueInput);
}
GrFPResult SkColorFilter_Matrix::asFragmentProcessor(std::unique_ptr<GrFragmentProcessor> fp,
GrRecordingContext*,
const GrColorInfo&) const {
switch (fDomain) {
case Domain::kRGBA:
fp = GrFragmentProcessor::ColorMatrix(std::move(fp), fMatrix,
/* unpremulInput = */ true,
/* clampRGBOutput = */ true,
/* premulOutput = */ true);
break;
case Domain::kHSLA:
fp = rgb_to_hsl(std::move(fp));
fp = GrFragmentProcessor::ColorMatrix(std::move(fp), fMatrix,
/* unpremulInput = */ false,
/* clampRGBOutput = */ false,
/* premulOutput = */ false);
fp = hsl_to_rgb(std::move(fp));
break;
}
return GrFPSuccess(std::move(fp));
}
#endif
///////////////////////////////////////////////////////////////////////////////
static sk_sp<SkColorFilter> MakeMatrix(const float array[20],
SkColorFilter_Matrix::Domain domain) {
if (!sk_floats_are_finite(array, 20)) {
return nullptr;
}
return sk_make_sp<SkColorFilter_Matrix>(array, domain);
}
sk_sp<SkColorFilter> SkColorFilters::Matrix(const float array[20]) {
return MakeMatrix(array, SkColorFilter_Matrix::Domain::kRGBA);
}
sk_sp<SkColorFilter> SkColorFilters::Matrix(const SkColorMatrix& cm) {
return MakeMatrix(cm.fMat.data(), SkColorFilter_Matrix::Domain::kRGBA);
}
sk_sp<SkColorFilter> SkColorFilters::HSLAMatrix(const float array[20]) {
return MakeMatrix(array, SkColorFilter_Matrix::Domain::kHSLA);
}
sk_sp<SkColorFilter> SkColorFilters::HSLAMatrix(const SkColorMatrix& cm) {
return MakeMatrix(cm.fMat.data(), SkColorFilter_Matrix::Domain::kHSLA);
}
void SkColorFilter_Matrix::RegisterFlattenables() {
SK_REGISTER_FLATTENABLE(SkColorFilter_Matrix);
}