1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2019 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "gm/gm.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBitmap.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkData.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkFont.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSize.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurface.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkGradientShader.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkImageFilters.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkRuntimeEffect.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkRandom.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkRuntimeEffectPriv.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrCaps.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrRecordingContextPriv.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "tools/Resources.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "tools/ToolUtils.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "tools/fonts/FontToolUtils.h"
27*c8dee2aaSAndroid Build Coastguard Worker
28*c8dee2aaSAndroid Build Coastguard Worker static constexpr int kBoxSize = 100;
29*c8dee2aaSAndroid Build Coastguard Worker static constexpr int kPadding = 5;
30*c8dee2aaSAndroid Build Coastguard Worker static constexpr int kLabelHeight = 15;
31*c8dee2aaSAndroid Build Coastguard Worker
next_column(SkCanvas * canvas)32*c8dee2aaSAndroid Build Coastguard Worker static void next_column(SkCanvas* canvas) {
33*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(kBoxSize + kPadding, 0);
34*c8dee2aaSAndroid Build Coastguard Worker }
35*c8dee2aaSAndroid Build Coastguard Worker
next_row(SkCanvas * canvas)36*c8dee2aaSAndroid Build Coastguard Worker static void next_row(SkCanvas* canvas) {
37*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
38*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(0, kBoxSize + kPadding + kLabelHeight);
39*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
40*c8dee2aaSAndroid Build Coastguard Worker }
41*c8dee2aaSAndroid Build Coastguard Worker
columns_to_width(int columns)42*c8dee2aaSAndroid Build Coastguard Worker static constexpr int columns_to_width(int columns) {
43*c8dee2aaSAndroid Build Coastguard Worker return (kPadding + kBoxSize) * columns + kPadding;
44*c8dee2aaSAndroid Build Coastguard Worker }
45*c8dee2aaSAndroid Build Coastguard Worker
rows_to_height(int rows)46*c8dee2aaSAndroid Build Coastguard Worker static constexpr int rows_to_height(int rows) {
47*c8dee2aaSAndroid Build Coastguard Worker return (kPadding + kLabelHeight + kBoxSize) * rows + kPadding;
48*c8dee2aaSAndroid Build Coastguard Worker }
49*c8dee2aaSAndroid Build Coastguard Worker
draw_label(SkCanvas * canvas,const char * label)50*c8dee2aaSAndroid Build Coastguard Worker static void draw_label(SkCanvas* canvas, const char* label) {
51*c8dee2aaSAndroid Build Coastguard Worker SkFont font = ToolUtils::DefaultPortableFont();
52*c8dee2aaSAndroid Build Coastguard Worker SkPaint p(SkColors::kBlack);
53*c8dee2aaSAndroid Build Coastguard Worker SkRect bounds;
54*c8dee2aaSAndroid Build Coastguard Worker font.measureText(label, strlen(label), SkTextEncoding::kUTF8, &bounds);
55*c8dee2aaSAndroid Build Coastguard Worker
56*c8dee2aaSAndroid Build Coastguard Worker canvas->drawSimpleText(label, strlen(label), SkTextEncoding::kUTF8,
57*c8dee2aaSAndroid Build Coastguard Worker (kBoxSize - bounds.width()) * 0.5f,
58*c8dee2aaSAndroid Build Coastguard Worker (kLabelHeight + bounds.height()) * 0.5f, font, p);
59*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(0, kLabelHeight);
60*c8dee2aaSAndroid Build Coastguard Worker }
61*c8dee2aaSAndroid Build Coastguard Worker
draw_shader(SkCanvas * canvas,sk_sp<SkShader> shader,bool allowRasterFallback=true)62*c8dee2aaSAndroid Build Coastguard Worker static SkBitmap draw_shader(SkCanvas* canvas, sk_sp<SkShader> shader,
63*c8dee2aaSAndroid Build Coastguard Worker bool allowRasterFallback = true) {
64*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
65*c8dee2aaSAndroid Build Coastguard Worker paint.setShader(std::move(shader));
66*c8dee2aaSAndroid Build Coastguard Worker
67*c8dee2aaSAndroid Build Coastguard Worker SkBitmap bitmap;
68*c8dee2aaSAndroid Build Coastguard Worker SkImageInfo info = SkImageInfo::MakeN32Premul({kBoxSize, kBoxSize});
69*c8dee2aaSAndroid Build Coastguard Worker auto surface = canvas->makeSurface(info);
70*c8dee2aaSAndroid Build Coastguard Worker if (allowRasterFallback && !surface) {
71*c8dee2aaSAndroid Build Coastguard Worker surface = SkSurfaces::Raster(info);
72*c8dee2aaSAndroid Build Coastguard Worker }
73*c8dee2aaSAndroid Build Coastguard Worker
74*c8dee2aaSAndroid Build Coastguard Worker if (surface) {
75*c8dee2aaSAndroid Build Coastguard Worker surface->getCanvas()->clear(SK_ColorWHITE);
76*c8dee2aaSAndroid Build Coastguard Worker surface->getCanvas()->scale(kBoxSize, kBoxSize);
77*c8dee2aaSAndroid Build Coastguard Worker surface->getCanvas()->drawRect({0, 0, 1, 1}, paint);
78*c8dee2aaSAndroid Build Coastguard Worker
79*c8dee2aaSAndroid Build Coastguard Worker bitmap.allocPixels(info);
80*c8dee2aaSAndroid Build Coastguard Worker surface->readPixels(bitmap, 0, 0);
81*c8dee2aaSAndroid Build Coastguard Worker
82*c8dee2aaSAndroid Build Coastguard Worker canvas->drawImage(bitmap.asImage(), 0, 0);
83*c8dee2aaSAndroid Build Coastguard Worker }
84*c8dee2aaSAndroid Build Coastguard Worker return bitmap;
85*c8dee2aaSAndroid Build Coastguard Worker }
86*c8dee2aaSAndroid Build Coastguard Worker
87*c8dee2aaSAndroid Build Coastguard Worker /*
88*c8dee2aaSAndroid Build Coastguard Worker Test cases are inserted into the middle of this shader. The pasted expression is expected to
89*c8dee2aaSAndroid Build Coastguard Worker produce a single float. It can reference:
90*c8dee2aaSAndroid Build Coastguard Worker
91*c8dee2aaSAndroid Build Coastguard Worker 'x' : float in [xMin, xMax]
92*c8dee2aaSAndroid Build Coastguard Worker 'xi' : int in [xMin, xMax]
93*c8dee2aaSAndroid Build Coastguard Worker 'p' : float2 in [xMin, xMax] Lerps from (xMax, xMin) to (xMin, xMax)
94*c8dee2aaSAndroid Build Coastguard Worker 'pi' : int2 in [xMin, xMax] Lerps from (xMax, xMin) to (xMin, xMax)
95*c8dee2aaSAndroid Build Coastguard Worker (helpful for intrinsics with a mix of scalar/vector params)
96*c8dee2aaSAndroid Build Coastguard Worker 'v1' : float2(1)
97*c8dee2aaSAndroid Build Coastguard Worker 'v2' : float2(2)
98*c8dee2aaSAndroid Build Coastguard Worker */
make_unary_sksl_1d(const char * fn,bool requireES3)99*c8dee2aaSAndroid Build Coastguard Worker static SkString make_unary_sksl_1d(const char* fn, bool requireES3) {
100*c8dee2aaSAndroid Build Coastguard Worker return SkStringPrintf(
101*c8dee2aaSAndroid Build Coastguard Worker "#version %s\n"
102*c8dee2aaSAndroid Build Coastguard Worker "uniform float xScale; uniform float xBias;"
103*c8dee2aaSAndroid Build Coastguard Worker "uniform float yScale; uniform float yBias;"
104*c8dee2aaSAndroid Build Coastguard Worker "half4 main(float2 p) {"
105*c8dee2aaSAndroid Build Coastguard Worker " const float2 v1 = float2(1);"
106*c8dee2aaSAndroid Build Coastguard Worker " const float2 v2 = float2(2);"
107*c8dee2aaSAndroid Build Coastguard Worker " p = float2(p.x, 1 - p.x) * xScale + xBias;"
108*c8dee2aaSAndroid Build Coastguard Worker " float x = p.x;"
109*c8dee2aaSAndroid Build Coastguard Worker " int2 pi = int2(floor(p));"
110*c8dee2aaSAndroid Build Coastguard Worker " int xi = pi.x;"
111*c8dee2aaSAndroid Build Coastguard Worker " float y = float(%s) * yScale + yBias;"
112*c8dee2aaSAndroid Build Coastguard Worker " return y.xxx1;"
113*c8dee2aaSAndroid Build Coastguard Worker "}",
114*c8dee2aaSAndroid Build Coastguard Worker requireES3 ? "300" : "100", fn);
115*c8dee2aaSAndroid Build Coastguard Worker }
116*c8dee2aaSAndroid Build Coastguard Worker
117*c8dee2aaSAndroid Build Coastguard Worker // Draws one row of boxes, then advances the canvas translation vertically
plot(SkCanvas * canvas,const char * fn,float xMin,float xMax,float yMin,float yMax,const char * label=nullptr,bool requireES3=false)118*c8dee2aaSAndroid Build Coastguard Worker static void plot(SkCanvas* canvas,
119*c8dee2aaSAndroid Build Coastguard Worker const char* fn,
120*c8dee2aaSAndroid Build Coastguard Worker float xMin,
121*c8dee2aaSAndroid Build Coastguard Worker float xMax,
122*c8dee2aaSAndroid Build Coastguard Worker float yMin,
123*c8dee2aaSAndroid Build Coastguard Worker float yMax,
124*c8dee2aaSAndroid Build Coastguard Worker const char* label = nullptr,
125*c8dee2aaSAndroid Build Coastguard Worker bool requireES3 = false) {
126*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
127*c8dee2aaSAndroid Build Coastguard Worker
128*c8dee2aaSAndroid Build Coastguard Worker draw_label(canvas, label ? label : fn);
129*c8dee2aaSAndroid Build Coastguard Worker
130*c8dee2aaSAndroid Build Coastguard Worker auto [effect, error] = SkRuntimeEffect::MakeForShader(make_unary_sksl_1d(fn, requireES3));
131*c8dee2aaSAndroid Build Coastguard Worker if (!effect) {
132*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("Error: %s\n", error.c_str());
133*c8dee2aaSAndroid Build Coastguard Worker return;
134*c8dee2aaSAndroid Build Coastguard Worker }
135*c8dee2aaSAndroid Build Coastguard Worker
136*c8dee2aaSAndroid Build Coastguard Worker SkRuntimeShaderBuilder builder(effect);
137*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("xScale") = xMax - xMin;
138*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("xBias") = xMin;
139*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("yScale") = 1.0f / (yMax - yMin);
140*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("yBias") = -yMin / (yMax - yMin);
141*c8dee2aaSAndroid Build Coastguard Worker
142*c8dee2aaSAndroid Build Coastguard Worker SkBitmap bitmap =
143*c8dee2aaSAndroid Build Coastguard Worker draw_shader(canvas, builder.makeShader(), /*allowRasterFallback=*/!requireES3);
144*c8dee2aaSAndroid Build Coastguard Worker if (!bitmap.empty()) {
145*c8dee2aaSAndroid Build Coastguard Worker // Plot.
146*c8dee2aaSAndroid Build Coastguard Worker SkPaint plotPaint({ 0.0f, 0.5f, 0.0f, 1.0f });
147*c8dee2aaSAndroid Build Coastguard Worker SkPoint pts[kBoxSize];
148*c8dee2aaSAndroid Build Coastguard Worker for (int x = 0; x < kBoxSize; ++x) {
149*c8dee2aaSAndroid Build Coastguard Worker SkColor c = bitmap.getColor(x, 0);
150*c8dee2aaSAndroid Build Coastguard Worker SkScalar y = (1 - (SkColorGetR(c) / 255.0f)) * kBoxSize;
151*c8dee2aaSAndroid Build Coastguard Worker pts[x].set(x + 0.5f, y);
152*c8dee2aaSAndroid Build Coastguard Worker }
153*c8dee2aaSAndroid Build Coastguard Worker plotPaint.setAntiAlias(true);
154*c8dee2aaSAndroid Build Coastguard Worker canvas->drawPoints(SkCanvas::kPolygon_PointMode, kBoxSize, pts, plotPaint);
155*c8dee2aaSAndroid Build Coastguard Worker }
156*c8dee2aaSAndroid Build Coastguard Worker
157*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
158*c8dee2aaSAndroid Build Coastguard Worker next_column(canvas);
159*c8dee2aaSAndroid Build Coastguard Worker }
160*c8dee2aaSAndroid Build Coastguard Worker
plot_es3(SkCanvas * canvas,const char * fn,float xMin,float xMax,float yMin,float yMax,const char * label=nullptr)161*c8dee2aaSAndroid Build Coastguard Worker static void plot_es3(SkCanvas* canvas,
162*c8dee2aaSAndroid Build Coastguard Worker const char* fn,
163*c8dee2aaSAndroid Build Coastguard Worker float xMin,
164*c8dee2aaSAndroid Build Coastguard Worker float xMax,
165*c8dee2aaSAndroid Build Coastguard Worker float yMin,
166*c8dee2aaSAndroid Build Coastguard Worker float yMax,
167*c8dee2aaSAndroid Build Coastguard Worker const char* label = nullptr) {
168*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, fn, xMin, xMax, yMin, yMax, label, /*requireES3=*/true);
169*c8dee2aaSAndroid Build Coastguard Worker }
170*c8dee2aaSAndroid Build Coastguard Worker
171*c8dee2aaSAndroid Build Coastguard Worker // The OpenGL ES Shading Language, Version 1.00, Section 8.1
172*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(runtime_intrinsics_trig,
173*c8dee2aaSAndroid Build Coastguard Worker canvas,
174*c8dee2aaSAndroid Build Coastguard Worker columns_to_width(3),
175*c8dee2aaSAndroid Build Coastguard Worker rows_to_height(5)) {
176*c8dee2aaSAndroid Build Coastguard Worker const float kPI = SK_FloatPI, kTwoPI = 2 * SK_FloatPI, kPIOverTwo = SK_FloatPI / 2;
177*c8dee2aaSAndroid Build Coastguard Worker
178*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(kPadding, kPadding);
179*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
180*c8dee2aaSAndroid Build Coastguard Worker
181*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "radians(x)", 0.0f, 360.0f, 0.0f, kTwoPI);
182*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "degrees(x)", 0.0f, kTwoPI, 0.0f, 360.0f);
183*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
184*c8dee2aaSAndroid Build Coastguard Worker
185*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "sin(x)", 0.0f, kTwoPI, -1.0f, 1.0f);
186*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "cos(x)", 0.0f, kTwoPI, -1.0f, 1.0f);
187*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "tan(x)", 0.0f, kPI, -10.0f, 10.0f);
188*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
189*c8dee2aaSAndroid Build Coastguard Worker
190*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "asin(x)", -1.0f, 1.0f, -kPIOverTwo, kPIOverTwo);
191*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "acos(x)", -1.0f, 1.0f, 0.0f, kPI);
192*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "atan(x)", -10.0f, 10.0f, -kPIOverTwo, kPIOverTwo);
193*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
194*c8dee2aaSAndroid Build Coastguard Worker
195*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "atan(0.1, x)", -1.0f, 1.0f, 0.0f, kPI);
196*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "atan(-0.1, x)", -1.0f, 1.0f, -kPI, 0.0f);
197*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
198*c8dee2aaSAndroid Build Coastguard Worker
199*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "atan(x, 0.1)", -1.0f, 1.0f, -kPIOverTwo, kPIOverTwo);
200*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "atan(x, -0.1)", -1.0f, 1.0f, -kPI, kPI);
201*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
202*c8dee2aaSAndroid Build Coastguard Worker }
203*c8dee2aaSAndroid Build Coastguard Worker
204*c8dee2aaSAndroid Build Coastguard Worker // The OpenGL ES Shading Language, Version 3.00, Section 8.1
205*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GPU_GM_CAN_FAIL(runtime_intrinsics_trig_es3,
206*c8dee2aaSAndroid Build Coastguard Worker ctx, canvas, errorMsg,
207*c8dee2aaSAndroid Build Coastguard Worker columns_to_width(3),
208*c8dee2aaSAndroid Build Coastguard Worker rows_to_height(2)) {
209*c8dee2aaSAndroid Build Coastguard Worker if (ctx->priv().caps()->shaderCaps()->supportedSkSLVerion() < SkSL::Version::k300) {
210*c8dee2aaSAndroid Build Coastguard Worker *errorMsg = "SkSL 300 is not supported.";
211*c8dee2aaSAndroid Build Coastguard Worker return skiagm::DrawResult::kSkip;
212*c8dee2aaSAndroid Build Coastguard Worker }
213*c8dee2aaSAndroid Build Coastguard Worker
214*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(kPadding, kPadding);
215*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
216*c8dee2aaSAndroid Build Coastguard Worker
217*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "sinh(x)", -2.0f, 2.0f, -4.0f, 4.0f);
218*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "cosh(x)", -2.0f, 2.0f, 0.0f, 4.0f);
219*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "tanh(x)", -2.0f, 2.0f, -1.0f, 1.0f);
220*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
221*c8dee2aaSAndroid Build Coastguard Worker
222*c8dee2aaSAndroid Build Coastguard Worker if (ctx->priv().caps()->shaderCaps()->fInverseHyperbolicSupport) {
223*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "asinh(x)", -2.0f, 2.0f, -2.0f, 2.0f);
224*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "acosh(x)", 0.0f, 5.0f, 0.0f, 3.0f);
225*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "atanh(x)", -1.0f, 1.0f, -4.0f, 4.0f);
226*c8dee2aaSAndroid Build Coastguard Worker }
227*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
228*c8dee2aaSAndroid Build Coastguard Worker
229*c8dee2aaSAndroid Build Coastguard Worker return skiagm::DrawResult::kOk;
230*c8dee2aaSAndroid Build Coastguard Worker }
231*c8dee2aaSAndroid Build Coastguard Worker
232*c8dee2aaSAndroid Build Coastguard Worker // The OpenGL ES Shading Language, Version 1.00, Section 8.2
233*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(runtime_intrinsics_exponential,
234*c8dee2aaSAndroid Build Coastguard Worker canvas,
235*c8dee2aaSAndroid Build Coastguard Worker columns_to_width(2),
236*c8dee2aaSAndroid Build Coastguard Worker rows_to_height(5)) {
237*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(kPadding, kPadding);
238*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
239*c8dee2aaSAndroid Build Coastguard Worker
240*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "pow(x, 3)", 0.0f, 8.0f, 0.0f, 500.0f);
241*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "pow(x, -3)", 0.0f, 4.0f, 0.0f, 10.0f);
242*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
243*c8dee2aaSAndroid Build Coastguard Worker
244*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "pow(0.9, x)", -10.0f, 10.0f, 0.0f, 3.0f);
245*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "pow(1.1, x)", -10.0f, 10.0f, 0.0f, 3.0f);
246*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
247*c8dee2aaSAndroid Build Coastguard Worker
248*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "exp(x)", -1.0f, 7.0f, 0.0f, 1000.0f);
249*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "log(x)", 0.0f, 2.5f, -4.0f, 1.0f);
250*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
251*c8dee2aaSAndroid Build Coastguard Worker
252*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "exp2(x)", -1.0f, 7.0f, 0.0f, 130.0f);
253*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "log2(x)", 0.0f, 4.0f, -4.0f, 2.0f);
254*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
255*c8dee2aaSAndroid Build Coastguard Worker
256*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "sqrt(x)", 0.0f, 25.0f, 0.0f, 5.0f);
257*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "inversesqrt(x)", 0.0f, 25.0f, 0.2f, 4.0f);
258*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
259*c8dee2aaSAndroid Build Coastguard Worker }
260*c8dee2aaSAndroid Build Coastguard Worker
261*c8dee2aaSAndroid Build Coastguard Worker // The OpenGL ES Shading Language, Version 1.00, Section 8.3
262*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(runtime_intrinsics_common,
263*c8dee2aaSAndroid Build Coastguard Worker canvas,
264*c8dee2aaSAndroid Build Coastguard Worker columns_to_width(6),
265*c8dee2aaSAndroid Build Coastguard Worker rows_to_height(7)) {
266*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(kPadding, kPadding);
267*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
268*c8dee2aaSAndroid Build Coastguard Worker
269*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "abs(x)", -10.0f, 10.0f, 0.0f, 10.0f);
270*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "sign(x)", -1.0f, 1.0f, -1.5f, 1.5f);
271*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
272*c8dee2aaSAndroid Build Coastguard Worker
273*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "floor(x)", -3.0f, 3.0f, -4.0f, 4.0f);
274*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "ceil(x)", -3.0f, 3.0f, -4.0f, 4.0f);
275*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "fract(x)", -3.0f, 3.0f, 0.0f, 1.0f);
276*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "mod(x, 2)", -4.0f, 4.0f, -2.0f, 2.0f, "mod(scalar)");
277*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "mod(p, -2).x", -4.0f, 4.0f, -2.0f, 2.0f, "mod(mixed)" );
278*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "mod(p, v2).x", -4.0f, 4.0f, -2.0f, 2.0f, "mod(vector)");
279*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
280*c8dee2aaSAndroid Build Coastguard Worker
281*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "min(x, 1)", 0.0f, 2.0f, 0.0f, 2.0f, "min(scalar)");
282*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "min(p, 1).x", 0.0f, 2.0f, 0.0f, 2.0f, "min(mixed)" );
283*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "min(p, v1).x", 0.0f, 2.0f, 0.0f, 2.0f, "min(vector)");
284*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "max(x, 1)", 0.0f, 2.0f, 0.0f, 2.0f, "max(scalar)");
285*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "max(p, 1).x", 0.0f, 2.0f, 0.0f, 2.0f, "max(mixed)" );
286*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "max(p, v1).x", 0.0f, 2.0f, 0.0f, 2.0f, "max(vector)");
287*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
288*c8dee2aaSAndroid Build Coastguard Worker
289*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "clamp(x, 1, 2)", 0.0f, 3.0f, 0.0f, 3.0f, "clamp(scalar)");
290*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "clamp(p, 1, 2).x", 0.0f, 3.0f, 0.0f, 3.0f, "clamp(mixed)" );
291*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "clamp(p, v1, v2).x", 0.0f, 3.0f, 0.0f, 3.0f, "clamp(vector)");
292*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "saturate(x)", -1.0f, 2.0f, -0.5f, 1.5f);
293*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
294*c8dee2aaSAndroid Build Coastguard Worker
295*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "mix(1, 2, x)", -1.0f, 2.0f, 0.0f, 3.0f, "mix(scalar)");
296*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "mix(v1, v2, x).x", -1.0f, 2.0f, 0.0f, 3.0f, "mix(mixed)" );
297*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "mix(v1, v2, p).x", -1.0f, 2.0f, 0.0f, 3.0f, "mix(vector)");
298*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
299*c8dee2aaSAndroid Build Coastguard Worker
300*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "step(1, x)", 0.0f, 2.0f, -0.5f, 1.5f, "step(scalar)");
301*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "step(1, p).x", 0.0f, 2.0f, -0.5f, 1.5f, "step(mixed)" );
302*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "step(v1, p).x", 0.0f, 2.0f, -0.5f, 1.5f, "step(vector)");
303*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "smoothstep(1, 2, x)", 0.5f, 2.5f, -0.5f, 1.5f, "smooth(scalar)");
304*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "smoothstep(1, 2, p).x", 0.5f, 2.5f, -0.5f, 1.5f, "smooth(mixed)" );
305*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "smoothstep(v1, v2, p).x", 0.5f, 2.5f, -0.5f, 1.5f, "smooth(vector)");
306*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
307*c8dee2aaSAndroid Build Coastguard Worker
308*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "floor(p).x", -3.0f, 3.0f, -4.0f, 4.0f);
309*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "ceil(p).x", -3.0f, 3.0f, -4.0f, 4.0f);
310*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "floor(p).y", -3.0f, 3.0f, -4.0f, 4.0f);
311*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "ceil(p).y", -3.0f, 3.0f, -4.0f, 4.0f);
312*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
313*c8dee2aaSAndroid Build Coastguard Worker }
314*c8dee2aaSAndroid Build Coastguard Worker
315*c8dee2aaSAndroid Build Coastguard Worker // The OpenGL ES Shading Language, Version 3.00, Section 8.1
316*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GPU_GM_CAN_FAIL(runtime_intrinsics_common_es3,
317*c8dee2aaSAndroid Build Coastguard Worker ctx, canvas, errorMsg,
318*c8dee2aaSAndroid Build Coastguard Worker columns_to_width(6),
319*c8dee2aaSAndroid Build Coastguard Worker rows_to_height(5)) {
320*c8dee2aaSAndroid Build Coastguard Worker if (ctx->priv().caps()->shaderCaps()->supportedSkSLVerion() < SkSL::Version::k300) {
321*c8dee2aaSAndroid Build Coastguard Worker *errorMsg = "SkSL 300 is not supported.";
322*c8dee2aaSAndroid Build Coastguard Worker return skiagm::DrawResult::kSkip;
323*c8dee2aaSAndroid Build Coastguard Worker }
324*c8dee2aaSAndroid Build Coastguard Worker
325*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(kPadding, kPadding);
326*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
327*c8dee2aaSAndroid Build Coastguard Worker
328*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "floatBitsToInt(x)", -2, 2, -2'000'000'000, 2'000'000'000,
329*c8dee2aaSAndroid Build Coastguard Worker "floatBitsToInt(s)");
330*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "floatBitsToInt(p).x", -2, 2, -2'000'000'000, 2'000'000'000,
331*c8dee2aaSAndroid Build Coastguard Worker "floatBitsToInt(v)");
332*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "floatBitsToUint(x)", -2, 2, 0, 4'000'000'000,
333*c8dee2aaSAndroid Build Coastguard Worker "floatBitsToUint(s)");
334*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "floatBitsToUint(p).x", -2, 2, 0, 4'000'000'000,
335*c8dee2aaSAndroid Build Coastguard Worker "floatBitsToUint(v)");
336*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
337*c8dee2aaSAndroid Build Coastguard Worker
338*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "intBitsToFloat(xi)", -2'000'000'000, 2'000'000'000, -2, 2,
339*c8dee2aaSAndroid Build Coastguard Worker "intBitsToFloat(s)");
340*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "intBitsToFloat(pi).x", -2'000'000'000, 2'000'000'000, -2, 2,
341*c8dee2aaSAndroid Build Coastguard Worker "intBitsToFloat(v)");
342*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "uintBitsToFloat(uint(xi))", 0, 4'000'000'000, -2, 2,
343*c8dee2aaSAndroid Build Coastguard Worker "uintBitsToFloat(s)");
344*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "uintBitsToFloat(uint2(pi)).x", 0, 4'000'000'000, -2, 2,
345*c8dee2aaSAndroid Build Coastguard Worker "uintBitsToFloat(v)");
346*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
347*c8dee2aaSAndroid Build Coastguard Worker
348*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "trunc(x)", -2, 2, -3, 3);
349*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "trunc(p).x", -2, 2, -3, 3);
350*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "round(x)", -2, 2, -3, 3);
351*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "round(p).x", -2, 2, -3, 3);
352*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "roundEven(x)", -2, 2, -3, 3);
353*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "roundEven(p).x", -2, 2, -3, 3);
354*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
355*c8dee2aaSAndroid Build Coastguard Worker
356*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "min(xi, 1)", -2, 5, -3, 5, "min(int-scalar)");
357*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "min(pi, 1).x", -2, 5, -3, 5, "min(int-mixed)" );
358*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "min(pi, int2(1)).x", -2, 5, -3, 5, "min(int-vector)");
359*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "max(xi, 1)", -2, 5, -3, 5, "max(int-scalar)");
360*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "max(pi, 1).x", -2, 5, -3, 5, "max(int-mixed)" );
361*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "max(pi, int2(1)).x", -2, 5, -3, 5, "max(int-vector)");
362*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
363*c8dee2aaSAndroid Build Coastguard Worker
364*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "clamp(xi, 1, 3)", -1, 5, -1, 5, "clamp(int-scalar)");
365*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "clamp(pi, 1, 3).x", -1, 5, -1, 5, "clamp(int-mixed)" );
366*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "clamp(pi, int2(1), int2(3)).x", -1, 5, -1, 5, "clamp(int-vector)");
367*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "mix(p.x, p.y, (x>0) )", -1, 2, 0, 3, "mix(scalar, bool)");
368*c8dee2aaSAndroid Build Coastguard Worker plot_es3(canvas, "mix(p.yx, p, (x>0).xx).x", -1, 2, 0, 3, "mix(vector, bool)");
369*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
370*c8dee2aaSAndroid Build Coastguard Worker
371*c8dee2aaSAndroid Build Coastguard Worker return skiagm::DrawResult::kOk;
372*c8dee2aaSAndroid Build Coastguard Worker }
373*c8dee2aaSAndroid Build Coastguard Worker
374*c8dee2aaSAndroid Build Coastguard Worker
375*c8dee2aaSAndroid Build Coastguard Worker // The OpenGL ES Shading Language, Version 1.00, Section 8.4
376*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(runtime_intrinsics_geometric,
377*c8dee2aaSAndroid Build Coastguard Worker canvas,
378*c8dee2aaSAndroid Build Coastguard Worker columns_to_width(4),
379*c8dee2aaSAndroid Build Coastguard Worker rows_to_height(5)) {
380*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(kPadding, kPadding);
381*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
382*c8dee2aaSAndroid Build Coastguard Worker
383*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "length(x)", -1.0f, 1.0f, -0.5f, 1.5f);
384*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "length(p)", 0.0f, 1.0f, 0.5f, 1.5f);
385*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "distance(x, 0)", -1.0f, 1.0f, -0.5f, 1.5f);
386*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "distance(p, v1)", 0.0f, 1.0f, 0.5f, 1.5f);
387*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
388*c8dee2aaSAndroid Build Coastguard Worker
389*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "dot(x, 2)", -1.0f, 1.0f, -2.5f, 2.5f);
390*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "dot(p, p.y1)", -1.0f, 1.0f, -2.5f, 0.5f);
391*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
392*c8dee2aaSAndroid Build Coastguard Worker
393*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "cross(p.xy1, p.y1x).x", 0.0f, 1.0f, -1.0f, 1.0f);
394*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "cross(p.xy1, p.y1x).y", 0.0f, 1.0f, -1.0f, 1.0f);
395*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "cross(p.xy1, p.y1x).z", 0.0f, 1.0f, -1.0f, 1.0f);
396*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
397*c8dee2aaSAndroid Build Coastguard Worker
398*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "normalize(x)", -2.0f, 2.0f, -1.5f, 1.5f);
399*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "normalize(p).x", 0.0f, 2.0f, 0.0f, 1.0f);
400*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "normalize(p).y", 0.0f, 2.0f, 0.0f, 1.0f);
401*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "faceforward(v1, p.x0, v1.x0).x", -1.0f, 1.0f, -1.5f, 1.5f, "faceforward");
402*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
403*c8dee2aaSAndroid Build Coastguard Worker
404*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "reflect(p.x1, v1.0x).x", -1.0f, 1.0f, -1.0f, 1.0f, "reflect(horiz)");
405*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "reflect(p.x1, normalize(v1)).y", -1.0f, 1.0f, -1.0f, 1.0f, "reflect(diag)" );
406*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "refract(v1.x0, v1.0x, x).x", 0.0f, 1.0f, -1.0f, 1.0f, "refract().x");
407*c8dee2aaSAndroid Build Coastguard Worker plot(canvas, "refract(v1.x0, v1.0x, x).y", 0.0f, 1.0f, -1.0f, 1.0f, "refract().y");
408*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
409*c8dee2aaSAndroid Build Coastguard Worker }
410*c8dee2aaSAndroid Build Coastguard Worker
411*c8dee2aaSAndroid Build Coastguard Worker #define SKSL_MATRIX_SELECTORS \
412*c8dee2aaSAndroid Build Coastguard Worker "inline float2 sel2(float x) {" \
413*c8dee2aaSAndroid Build Coastguard Worker " return float2(" \
414*c8dee2aaSAndroid Build Coastguard Worker " x < 0.5 ? 1 : 0," \
415*c8dee2aaSAndroid Build Coastguard Worker " x >= 0.5 ? 1 : 0);" \
416*c8dee2aaSAndroid Build Coastguard Worker "}" \
417*c8dee2aaSAndroid Build Coastguard Worker "inline float3 sel3(float x) {" \
418*c8dee2aaSAndroid Build Coastguard Worker " return float3(" \
419*c8dee2aaSAndroid Build Coastguard Worker " x < 0.33 ? 1 : 0," \
420*c8dee2aaSAndroid Build Coastguard Worker " x >= 0.33 && x < 0.66 ? 1 : 0," \
421*c8dee2aaSAndroid Build Coastguard Worker " x >= 0.66 ? 1 : 0);" \
422*c8dee2aaSAndroid Build Coastguard Worker "}" \
423*c8dee2aaSAndroid Build Coastguard Worker "inline float4 sel4(float x) {" \
424*c8dee2aaSAndroid Build Coastguard Worker " return float4(" \
425*c8dee2aaSAndroid Build Coastguard Worker " x < 0.25 ? 1 : 0," \
426*c8dee2aaSAndroid Build Coastguard Worker " x >= 0.25 && x < 0.5 ? 1 : 0," \
427*c8dee2aaSAndroid Build Coastguard Worker " x >= 0.5 && x < 0.75 ? 1 : 0," \
428*c8dee2aaSAndroid Build Coastguard Worker " x >= 0.75 ? 1 : 0);" \
429*c8dee2aaSAndroid Build Coastguard Worker "}"
430*c8dee2aaSAndroid Build Coastguard Worker
431*c8dee2aaSAndroid Build Coastguard Worker // Shader for testing matrixCompMult intrinsic
make_matrix_comp_mult_sksl(int dim)432*c8dee2aaSAndroid Build Coastguard Worker static SkString make_matrix_comp_mult_sksl(int dim) {
433*c8dee2aaSAndroid Build Coastguard Worker return SkStringPrintf(
434*c8dee2aaSAndroid Build Coastguard Worker "uniform float%dx%d m1;" // dim, dim
435*c8dee2aaSAndroid Build Coastguard Worker "uniform float%dx%d m2;" // dim, dim
436*c8dee2aaSAndroid Build Coastguard Worker SKSL_MATRIX_SELECTORS
437*c8dee2aaSAndroid Build Coastguard Worker "half4 main(float2 p) {"
438*c8dee2aaSAndroid Build Coastguard Worker " float%d colSel = sel%d(p.x);" // dim, dim
439*c8dee2aaSAndroid Build Coastguard Worker " float%d rowSel = sel%d(p.y);" // dim, dim
440*c8dee2aaSAndroid Build Coastguard Worker " float%d col = matrixCompMult(m1, m2) * colSel;" // dim
441*c8dee2aaSAndroid Build Coastguard Worker " float v = dot(col, rowSel);"
442*c8dee2aaSAndroid Build Coastguard Worker " return v.xxx1;"
443*c8dee2aaSAndroid Build Coastguard Worker "}", dim, dim, dim, dim, dim, dim, dim, dim, dim);
444*c8dee2aaSAndroid Build Coastguard Worker }
445*c8dee2aaSAndroid Build Coastguard Worker
446*c8dee2aaSAndroid Build Coastguard Worker template <int N>
plot_matrix_comp_mult(SkCanvas * canvas,std::array<float,N * N> mtx1,std::array<float,N * N> mtx2,const char * label)447*c8dee2aaSAndroid Build Coastguard Worker static void plot_matrix_comp_mult(SkCanvas* canvas,
448*c8dee2aaSAndroid Build Coastguard Worker std::array<float, N*N> mtx1,
449*c8dee2aaSAndroid Build Coastguard Worker std::array<float, N*N> mtx2,
450*c8dee2aaSAndroid Build Coastguard Worker const char* label) {
451*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
452*c8dee2aaSAndroid Build Coastguard Worker
453*c8dee2aaSAndroid Build Coastguard Worker draw_label(canvas, label);
454*c8dee2aaSAndroid Build Coastguard Worker
455*c8dee2aaSAndroid Build Coastguard Worker auto [effect, error] = SkRuntimeEffect::MakeForShader(make_matrix_comp_mult_sksl(N));
456*c8dee2aaSAndroid Build Coastguard Worker if (!effect) {
457*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("Error: %s\n", error.c_str());
458*c8dee2aaSAndroid Build Coastguard Worker return;
459*c8dee2aaSAndroid Build Coastguard Worker }
460*c8dee2aaSAndroid Build Coastguard Worker
461*c8dee2aaSAndroid Build Coastguard Worker SkRuntimeShaderBuilder builder(effect);
462*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("m1") = mtx1;
463*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("m2") = mtx2;
464*c8dee2aaSAndroid Build Coastguard Worker
465*c8dee2aaSAndroid Build Coastguard Worker draw_shader(canvas, builder.makeShader());
466*c8dee2aaSAndroid Build Coastguard Worker
467*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
468*c8dee2aaSAndroid Build Coastguard Worker next_column(canvas);
469*c8dee2aaSAndroid Build Coastguard Worker }
470*c8dee2aaSAndroid Build Coastguard Worker
471*c8dee2aaSAndroid Build Coastguard Worker // Shader for testing inverse() intrinsic
make_matrix_inverse_sksl(int dim)472*c8dee2aaSAndroid Build Coastguard Worker static SkString make_matrix_inverse_sksl(int dim) {
473*c8dee2aaSAndroid Build Coastguard Worker return SkStringPrintf(
474*c8dee2aaSAndroid Build Coastguard Worker "uniform float scale; uniform float bias;"
475*c8dee2aaSAndroid Build Coastguard Worker "uniform float%dx%d m;" // dim, dim
476*c8dee2aaSAndroid Build Coastguard Worker SKSL_MATRIX_SELECTORS
477*c8dee2aaSAndroid Build Coastguard Worker "half4 main(float2 p) {"
478*c8dee2aaSAndroid Build Coastguard Worker " float%d colSel = sel%d(p.x);" // dim, dim
479*c8dee2aaSAndroid Build Coastguard Worker " float%d rowSel = sel%d(p.y);" // dim, dim
480*c8dee2aaSAndroid Build Coastguard Worker " float%d col = inverse(m) * colSel;" // dim
481*c8dee2aaSAndroid Build Coastguard Worker " float v = dot(col, rowSel) * scale + bias;"
482*c8dee2aaSAndroid Build Coastguard Worker " return v.xxx1;"
483*c8dee2aaSAndroid Build Coastguard Worker "}", dim, dim, dim, dim, dim, dim, dim);
484*c8dee2aaSAndroid Build Coastguard Worker }
485*c8dee2aaSAndroid Build Coastguard Worker
486*c8dee2aaSAndroid Build Coastguard Worker template <int N>
plot_matrix_inverse(SkCanvas * canvas,std::array<float,N * N> mtx,const char * label)487*c8dee2aaSAndroid Build Coastguard Worker static void plot_matrix_inverse(SkCanvas* canvas, std::array<float, N*N> mtx, const char* label) {
488*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
489*c8dee2aaSAndroid Build Coastguard Worker
490*c8dee2aaSAndroid Build Coastguard Worker draw_label(canvas, label);
491*c8dee2aaSAndroid Build Coastguard Worker
492*c8dee2aaSAndroid Build Coastguard Worker auto [effect, error] = SkRuntimeEffect::MakeForShader(make_matrix_inverse_sksl(N));
493*c8dee2aaSAndroid Build Coastguard Worker if (!effect) {
494*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("Error: %s\n", error.c_str());
495*c8dee2aaSAndroid Build Coastguard Worker return;
496*c8dee2aaSAndroid Build Coastguard Worker }
497*c8dee2aaSAndroid Build Coastguard Worker
498*c8dee2aaSAndroid Build Coastguard Worker SkRuntimeShaderBuilder builder(effect);
499*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("scale") = 0.5f;
500*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("bias") = 0.5f;
501*c8dee2aaSAndroid Build Coastguard Worker builder.uniform("m") = mtx;
502*c8dee2aaSAndroid Build Coastguard Worker
503*c8dee2aaSAndroid Build Coastguard Worker draw_shader(canvas, builder.makeShader());
504*c8dee2aaSAndroid Build Coastguard Worker
505*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
506*c8dee2aaSAndroid Build Coastguard Worker next_column(canvas);
507*c8dee2aaSAndroid Build Coastguard Worker }
508*c8dee2aaSAndroid Build Coastguard Worker
509*c8dee2aaSAndroid Build Coastguard Worker // The OpenGL ES Shading Language, Version 1.00, Section 8.5
510*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(runtime_intrinsics_matrix,
511*c8dee2aaSAndroid Build Coastguard Worker canvas,
512*c8dee2aaSAndroid Build Coastguard Worker columns_to_width(3),
513*c8dee2aaSAndroid Build Coastguard Worker rows_to_height(2)) {
514*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(kPadding, kPadding);
515*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
516*c8dee2aaSAndroid Build Coastguard Worker
517*c8dee2aaSAndroid Build Coastguard Worker // Random pairs of matrices where the elements of matrixCompMult(m1, m2) lie in [0, 1]
518*c8dee2aaSAndroid Build Coastguard Worker plot_matrix_comp_mult<2>(canvas,
519*c8dee2aaSAndroid Build Coastguard Worker {1.00f, 0.0f, 2.0f, 0.5f},
520*c8dee2aaSAndroid Build Coastguard Worker {0.75f, 2.0f, 0.2f, 1.2f},
521*c8dee2aaSAndroid Build Coastguard Worker "compMult(2x2)");
522*c8dee2aaSAndroid Build Coastguard Worker
523*c8dee2aaSAndroid Build Coastguard Worker plot_matrix_comp_mult<3>(canvas,
524*c8dee2aaSAndroid Build Coastguard Worker {1.00f, 0.0f, 2.0f, 0.5f, -1.0f, -2.0f, -0.5f, 4.00f, 0.25f},
525*c8dee2aaSAndroid Build Coastguard Worker {0.75f, 2.0f, 0.2f, 1.2f, -0.8f, -0.1f, -1.8f, 0.25f, 2.00f},
526*c8dee2aaSAndroid Build Coastguard Worker "compMult(3x3)");
527*c8dee2aaSAndroid Build Coastguard Worker
528*c8dee2aaSAndroid Build Coastguard Worker plot_matrix_comp_mult<4>(canvas,
529*c8dee2aaSAndroid Build Coastguard Worker {1.00f, 0.0f, 2.0f, 0.5f, -1.0f, -2.0f, -0.5f, 4.00f, 0.25f, 0.05f,
530*c8dee2aaSAndroid Build Coastguard Worker 10.00f, -0.66f, -1.0f, -0.5f, 0.5f, 0.66f},
531*c8dee2aaSAndroid Build Coastguard Worker {0.75f, 2.0f, 0.2f, 1.2f, -0.8f, -0.1f, -1.8f, 0.25f, 2.00f, 2.00f,
532*c8dee2aaSAndroid Build Coastguard Worker 0.03f, -1.00f, -1.0f, -0.5f, 1.7f, 0.66f},
533*c8dee2aaSAndroid Build Coastguard Worker "compMult(4x4)");
534*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
535*c8dee2aaSAndroid Build Coastguard Worker
536*c8dee2aaSAndroid Build Coastguard Worker // Random, invertible matrices where the elements of inverse(m) lie in [-1, 1]
537*c8dee2aaSAndroid Build Coastguard Worker plot_matrix_inverse<2>(canvas,
538*c8dee2aaSAndroid Build Coastguard Worker { 1.20f, 0.68f,
539*c8dee2aaSAndroid Build Coastguard Worker -0.27f, -1.55f},
540*c8dee2aaSAndroid Build Coastguard Worker "inverse(2x2)");
541*c8dee2aaSAndroid Build Coastguard Worker
542*c8dee2aaSAndroid Build Coastguard Worker plot_matrix_inverse<3>(canvas,
543*c8dee2aaSAndroid Build Coastguard Worker {-1.13f, -2.96f, -0.14f,
544*c8dee2aaSAndroid Build Coastguard Worker 1.45f, -1.88f, -1.02f,
545*c8dee2aaSAndroid Build Coastguard Worker -2.54f, -2.58f, -1.17f},
546*c8dee2aaSAndroid Build Coastguard Worker "inverse(3x3)");
547*c8dee2aaSAndroid Build Coastguard Worker
548*c8dee2aaSAndroid Build Coastguard Worker plot_matrix_inverse<4>(canvas,
549*c8dee2aaSAndroid Build Coastguard Worker {-1.51f, -3.95f, -0.19f, 1.93f,
550*c8dee2aaSAndroid Build Coastguard Worker -2.51f, -1.35f, -3.39f, -3.45f,
551*c8dee2aaSAndroid Build Coastguard Worker -1.56f, 1.61f, -0.22f, -1.08f,
552*c8dee2aaSAndroid Build Coastguard Worker -2.81f, -2.14f, -0.09f, 3.00f},
553*c8dee2aaSAndroid Build Coastguard Worker "inverse(4x4)");
554*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
555*c8dee2aaSAndroid Build Coastguard Worker }
556*c8dee2aaSAndroid Build Coastguard Worker
557*c8dee2aaSAndroid Build Coastguard Worker /*
558*c8dee2aaSAndroid Build Coastguard Worker Specialized shader for testing relational operators.
559*c8dee2aaSAndroid Build Coastguard Worker */
make_bvec_sksl(const char * type,const char * fn)560*c8dee2aaSAndroid Build Coastguard Worker static SkString make_bvec_sksl(const char* type, const char* fn) {
561*c8dee2aaSAndroid Build Coastguard Worker // We use negative floats, to ensure that the integer variants are working with the correct
562*c8dee2aaSAndroid Build Coastguard Worker // interpretation of the data.
563*c8dee2aaSAndroid Build Coastguard Worker return SkStringPrintf(
564*c8dee2aaSAndroid Build Coastguard Worker "uniform %s2 v1;"
565*c8dee2aaSAndroid Build Coastguard Worker "half4 main(float2 p) {"
566*c8dee2aaSAndroid Build Coastguard Worker " p.x = p.x < 0.33 ? -3.0 : (p.x < 0.66 ? -2.0 : -1.0);"
567*c8dee2aaSAndroid Build Coastguard Worker " p.y = p.y < 0.33 ? -3.0 : (p.y < 0.66 ? -2.0 : -1.0);"
568*c8dee2aaSAndroid Build Coastguard Worker " bool2 cmp = %s;"
569*c8dee2aaSAndroid Build Coastguard Worker " return half4(cmp.x ? 1.0 : 0.0, cmp.y ? 1.0 : 0.0, 0, 1);"
570*c8dee2aaSAndroid Build Coastguard Worker "}",
571*c8dee2aaSAndroid Build Coastguard Worker type, fn);
572*c8dee2aaSAndroid Build Coastguard Worker }
573*c8dee2aaSAndroid Build Coastguard Worker
574*c8dee2aaSAndroid Build Coastguard Worker template <typename T = float>
plot_bvec(SkCanvas * canvas,const char * fn,const char * label)575*c8dee2aaSAndroid Build Coastguard Worker static void plot_bvec(SkCanvas* canvas, const char* fn, const char* label) {
576*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
577*c8dee2aaSAndroid Build Coastguard Worker
578*c8dee2aaSAndroid Build Coastguard Worker draw_label(canvas, label);
579*c8dee2aaSAndroid Build Coastguard Worker
580*c8dee2aaSAndroid Build Coastguard Worker const char* type = std::is_integral<T>::value ? "int" : "float";
581*c8dee2aaSAndroid Build Coastguard Worker auto [effect, error] = SkRuntimeEffect::MakeForShader(make_bvec_sksl(type, fn));
582*c8dee2aaSAndroid Build Coastguard Worker if (!effect) {
583*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("Error: %s\n", error.c_str());
584*c8dee2aaSAndroid Build Coastguard Worker return;
585*c8dee2aaSAndroid Build Coastguard Worker }
586*c8dee2aaSAndroid Build Coastguard Worker
587*c8dee2aaSAndroid Build Coastguard Worker T uniformData[2] = { -2, -2 };
588*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkData> uniforms = SkData::MakeWithCopy(uniformData, sizeof(uniformData));
589*c8dee2aaSAndroid Build Coastguard Worker
590*c8dee2aaSAndroid Build Coastguard Worker draw_shader(canvas, effect->makeShader(uniforms, /*children=*/{}));
591*c8dee2aaSAndroid Build Coastguard Worker
592*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
593*c8dee2aaSAndroid Build Coastguard Worker next_column(canvas);
594*c8dee2aaSAndroid Build Coastguard Worker }
595*c8dee2aaSAndroid Build Coastguard Worker
596*c8dee2aaSAndroid Build Coastguard Worker // The OpenGL ES Shading Language, Version 1.00, Section 8.6
597*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(runtime_intrinsics_relational,
598*c8dee2aaSAndroid Build Coastguard Worker canvas,
599*c8dee2aaSAndroid Build Coastguard Worker columns_to_width(4),
600*c8dee2aaSAndroid Build Coastguard Worker rows_to_height(6)) {
601*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(kPadding, kPadding);
602*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
603*c8dee2aaSAndroid Build Coastguard Worker
604*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<float>(canvas, "lessThan(p, v1)", "lessThan");
605*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<int> (canvas, "lessThan(int2(p), v1)", "lessThan(int)");
606*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<float>(canvas, "lessThanEqual(p, v1)", "lessThanEqual");
607*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<int> (canvas, "lessThanEqual(int2(p), v1)", "lessThanEqual(int)");
608*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
609*c8dee2aaSAndroid Build Coastguard Worker
610*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<float>(canvas, "greaterThan(p, v1)", "greaterThan");
611*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<int> (canvas, "greaterThan(int2(p), v1)", "greaterThan(int)");
612*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<float>(canvas, "greaterThanEqual(p, v1)", "greaterThanEqual");
613*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<int> (canvas, "greaterThanEqual(int2(p), v1)", "greaterThanEqual(int)");
614*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
615*c8dee2aaSAndroid Build Coastguard Worker
616*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<float>(canvas, "equal(p, v1)", "equal");
617*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<int> (canvas, "equal(int2(p), v1)", "equal(int)");
618*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<float>(canvas, "notEqual(p, v1)", "notEqual");
619*c8dee2aaSAndroid Build Coastguard Worker plot_bvec<int> (canvas, "notEqual(int2(p), v1)", "notEqual(int)");
620*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
621*c8dee2aaSAndroid Build Coastguard Worker
622*c8dee2aaSAndroid Build Coastguard Worker plot_bvec(canvas, "equal( lessThanEqual(p, v1), greaterThanEqual(p, v1))", "equal(bvec)");
623*c8dee2aaSAndroid Build Coastguard Worker plot_bvec(canvas, "notEqual(lessThanEqual(p, v1), greaterThanEqual(p, v1))", "notequal(bvec)");
624*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
625*c8dee2aaSAndroid Build Coastguard Worker
626*c8dee2aaSAndroid Build Coastguard Worker plot_bvec(canvas, "not(notEqual(p, v1))", "not(notEqual)");
627*c8dee2aaSAndroid Build Coastguard Worker plot_bvec(canvas, "not(equal(p, v1))", "not(equal)");
628*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
629*c8dee2aaSAndroid Build Coastguard Worker
630*c8dee2aaSAndroid Build Coastguard Worker plot_bvec(canvas, "bool2(any(equal(p, v1)))", "any(equal)");
631*c8dee2aaSAndroid Build Coastguard Worker plot_bvec(canvas, "bool2(all(equal(p, v1)))", "all(equal)");
632*c8dee2aaSAndroid Build Coastguard Worker next_row(canvas);
633*c8dee2aaSAndroid Build Coastguard Worker }
634