xref: /aosp_15_r20/external/skia/gm/workingspace.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2023 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/SkColor.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorSpace.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkData.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkGradientShader.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkRuntimeEffect.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkColorFilterPriv.h"
19*c8dee2aaSAndroid Build Coastguard Worker 
color_shader(SkColor4f color)20*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkShader> color_shader(SkColor4f color) {
21*c8dee2aaSAndroid Build Coastguard Worker     // Why not use SkShaders::Color? We want a shader that inhibits any paint optimization by any
22*c8dee2aaSAndroid Build Coastguard Worker     // backend. The CPU backend will ask the shader portion of the pipeline if it's constant.
23*c8dee2aaSAndroid Build Coastguard Worker     // If so, that portion of the pipeline is executed to get the color, and the color filter is
24*c8dee2aaSAndroid Build Coastguard Worker     // directly applied to the result. The only way to have the color filter run as part of the
25*c8dee2aaSAndroid Build Coastguard Worker     // full CPU pipeline is to have a shader that returns false for isConstant:
26*c8dee2aaSAndroid Build Coastguard Worker     SkBitmap bmp;
27*c8dee2aaSAndroid Build Coastguard Worker     bmp.allocPixels(SkImageInfo::Make(1, 1, kRGBA_8888_SkColorType, kPremul_SkAlphaType));
28*c8dee2aaSAndroid Build Coastguard Worker     bmp.eraseColor(color);
29*c8dee2aaSAndroid Build Coastguard Worker     return bmp.makeShader(SkFilterMode::kNearest);
30*c8dee2aaSAndroid Build Coastguard Worker }
31*c8dee2aaSAndroid Build Coastguard Worker 
paint_color_shader()32*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkShader> paint_color_shader() {
33*c8dee2aaSAndroid Build Coastguard Worker     // This will return the paint color (unless it's a child of a runtime effect)
34*c8dee2aaSAndroid Build Coastguard Worker     SkBitmap bmp;
35*c8dee2aaSAndroid Build Coastguard Worker     bmp.allocPixels(SkImageInfo::MakeA8(1, 1));
36*c8dee2aaSAndroid Build Coastguard Worker     bmp.eraseColor(SkColors::kWhite);
37*c8dee2aaSAndroid Build Coastguard Worker     return bmp.makeShader(SkFilterMode::kNearest);
38*c8dee2aaSAndroid Build Coastguard Worker }
39*c8dee2aaSAndroid Build Coastguard Worker 
raw_shader(SkColor4f color)40*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkShader> raw_shader(SkColor4f color) {
41*c8dee2aaSAndroid Build Coastguard Worker     return SkRuntimeEffect::MakeForShader(SkString("uniform half4 c;"
42*c8dee2aaSAndroid Build Coastguard Worker                                                    "half4 main(float2 xy) { return c; }"))
43*c8dee2aaSAndroid Build Coastguard Worker             .effect->makeShader(SkData::MakeWithCopy(&color, sizeof(SkColor4f)), {});
44*c8dee2aaSAndroid Build Coastguard Worker }
45*c8dee2aaSAndroid Build Coastguard Worker 
managed_shader(SkColor4f color)46*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkShader> managed_shader(SkColor4f color) {
47*c8dee2aaSAndroid Build Coastguard Worker     return SkRuntimeEffect::MakeForShader(SkString("layout(color) uniform half4 c;"
48*c8dee2aaSAndroid Build Coastguard Worker                                                    "half4 main(float2 xy) { return c; }"))
49*c8dee2aaSAndroid Build Coastguard Worker             .effect->makeShader(SkData::MakeWithCopy(&color, sizeof(SkColor4f)), {});
50*c8dee2aaSAndroid Build Coastguard Worker }
51*c8dee2aaSAndroid Build Coastguard Worker 
gradient_shader()52*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkShader> gradient_shader() {
53*c8dee2aaSAndroid Build Coastguard Worker     const SkPoint pts[] = {{0, 0}, {40, 40}};
54*c8dee2aaSAndroid Build Coastguard Worker     const SkColor4f colors[] = {SkColors::kRed, SkColors::kGreen};
55*c8dee2aaSAndroid Build Coastguard Worker     return SkGradientShader::MakeLinear(pts, colors, nullptr, nullptr, 2, SkTileMode::kClamp);
56*c8dee2aaSAndroid Build Coastguard Worker }
57*c8dee2aaSAndroid Build Coastguard Worker 
raw_cf(SkColor4f color)58*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkColorFilter> raw_cf(SkColor4f color) {
59*c8dee2aaSAndroid Build Coastguard Worker     return SkRuntimeEffect::MakeForColorFilter(SkString("uniform half4 c;"
60*c8dee2aaSAndroid Build Coastguard Worker                                                         "half4 main(half4 color) { return c; }"))
61*c8dee2aaSAndroid Build Coastguard Worker             .effect->makeColorFilter(SkData::MakeWithCopy(&color, sizeof(SkColor4f)));
62*c8dee2aaSAndroid Build Coastguard Worker }
63*c8dee2aaSAndroid Build Coastguard Worker 
managed_cf(SkColor4f color)64*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkColorFilter> managed_cf(SkColor4f color) {
65*c8dee2aaSAndroid Build Coastguard Worker     return SkRuntimeEffect::MakeForColorFilter(SkString("layout(color) uniform half4 c;"
66*c8dee2aaSAndroid Build Coastguard Worker                                                         "half4 main(half4 color) { return c; }"))
67*c8dee2aaSAndroid Build Coastguard Worker             .effect->makeColorFilter(SkData::MakeWithCopy(&color, sizeof(SkColor4f)));
68*c8dee2aaSAndroid Build Coastguard Worker }
69*c8dee2aaSAndroid Build Coastguard Worker 
indirect_cf(SkColor4f color)70*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkColorFilter> indirect_cf(SkColor4f color) {
71*c8dee2aaSAndroid Build Coastguard Worker     SkRuntimeEffect::ChildPtr children[] = {color_shader(color)};
72*c8dee2aaSAndroid Build Coastguard Worker     return SkRuntimeEffect::MakeForColorFilter(
73*c8dee2aaSAndroid Build Coastguard Worker                    SkString("uniform shader s;"
74*c8dee2aaSAndroid Build Coastguard Worker                             "half4 main(half4 color) { return s.eval(float2(0)); }"))
75*c8dee2aaSAndroid Build Coastguard Worker             .effect->makeColorFilter(nullptr, children);
76*c8dee2aaSAndroid Build Coastguard Worker }
77*c8dee2aaSAndroid Build Coastguard Worker 
mode_cf(SkColor4f color)78*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkColorFilter> mode_cf(SkColor4f color) {
79*c8dee2aaSAndroid Build Coastguard Worker     return SkColorFilters::Blend(color, nullptr, SkBlendMode::kSrc);
80*c8dee2aaSAndroid Build Coastguard Worker }
81*c8dee2aaSAndroid Build Coastguard Worker 
spin(sk_sp<SkColorFilter> cf)82*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkColorFilter> spin(sk_sp<SkColorFilter> cf) {
83*c8dee2aaSAndroid Build Coastguard Worker     return cf->makeWithWorkingColorSpace(SkColorSpace::MakeSRGB()->makeColorSpin());
84*c8dee2aaSAndroid Build Coastguard Worker }
85*c8dee2aaSAndroid Build Coastguard Worker 
spin(sk_sp<SkShader> shader)86*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkShader> spin(sk_sp<SkShader> shader) {
87*c8dee2aaSAndroid Build Coastguard Worker     return shader->makeWithWorkingColorSpace(SkColorSpace::MakeSRGB()->makeColorSpin());
88*c8dee2aaSAndroid Build Coastguard Worker }
89*c8dee2aaSAndroid Build Coastguard Worker 
linear(sk_sp<SkShader> shader)90*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkShader> linear(sk_sp<SkShader> shader) {
91*c8dee2aaSAndroid Build Coastguard Worker     return shader->makeWithWorkingColorSpace(SkColorSpace::MakeSRGBLinear());
92*c8dee2aaSAndroid Build Coastguard Worker }
93*c8dee2aaSAndroid Build Coastguard Worker 
94*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM_CAN_FAIL(workingspace, canvas, errorMsg, 200, 350) {
95*c8dee2aaSAndroid Build Coastguard Worker     if (!canvas->getSurface()) {
96*c8dee2aaSAndroid Build Coastguard Worker         // The only backend that really fails is DDL (because the color filter fails to evaluate on
97*c8dee2aaSAndroid Build Coastguard Worker         // the CPU when we do paint optimization). We can't identify DDL separate from other
98*c8dee2aaSAndroid Build Coastguard Worker         // recording backends, so skip this GM for all of them:
99*c8dee2aaSAndroid Build Coastguard Worker         *errorMsg = "Not supported in recording/DDL mode";
100*c8dee2aaSAndroid Build Coastguard Worker         return skiagm::DrawResult::kSkip;
101*c8dee2aaSAndroid Build Coastguard Worker     }
102*c8dee2aaSAndroid Build Coastguard Worker 
103*c8dee2aaSAndroid Build Coastguard Worker     // This GM checks that changing the working color space of a color filter does the right thing.
104*c8dee2aaSAndroid Build Coastguard Worker     // We create a variety of color filters that are sensitive to the working space, and test them
105*c8dee2aaSAndroid Build Coastguard Worker     // with both fixed-input color (so that paint optimization can apply the filter on the CPU),
106*c8dee2aaSAndroid Build Coastguard Worker     // and with a shader input (so they're forced to evaluate in the drawing pipeline).
107*c8dee2aaSAndroid Build Coastguard Worker     //
108*c8dee2aaSAndroid Build Coastguard Worker     // In all cases, the tests are designed to draw green if implemented correctly. Any other color
109*c8dee2aaSAndroid Build Coastguard Worker     // (red or blue, most likely) is an error.
110*c8dee2aaSAndroid Build Coastguard Worker     //
111*c8dee2aaSAndroid Build Coastguard Worker     // The bottom row is the exception - it draws red-to-green gradients. The first two should be
112*c8dee2aaSAndroid Build Coastguard Worker     // "ugly" (via brown). The last one should be "nice" (via yellow).
113*c8dee2aaSAndroid Build Coastguard Worker 
114*c8dee2aaSAndroid Build Coastguard Worker     canvas->translate(5, 5);
115*c8dee2aaSAndroid Build Coastguard Worker     canvas->save();
116*c8dee2aaSAndroid Build Coastguard Worker 
117*c8dee2aaSAndroid Build Coastguard Worker     auto cell = [&](sk_sp<SkShader> shader,
118*c8dee2aaSAndroid Build Coastguard Worker                     sk_sp<SkColorFilter> colorFilter,
__anonb244be1f0102(sk_sp<SkShader> shader, sk_sp<SkColorFilter> colorFilter, SkColor4f paintColor = SkColors::kBlack) 119*c8dee2aaSAndroid Build Coastguard Worker                     SkColor4f paintColor = SkColors::kBlack) {
120*c8dee2aaSAndroid Build Coastguard Worker         SkPaint paint;
121*c8dee2aaSAndroid Build Coastguard Worker         paint.setColor(paintColor);
122*c8dee2aaSAndroid Build Coastguard Worker         paint.setShader(shader);
123*c8dee2aaSAndroid Build Coastguard Worker         paint.setColorFilter(colorFilter);
124*c8dee2aaSAndroid Build Coastguard Worker         canvas->drawRect({0, 0, 40, 40}, paint);
125*c8dee2aaSAndroid Build Coastguard Worker         canvas->translate(50, 0);
126*c8dee2aaSAndroid Build Coastguard Worker     };
127*c8dee2aaSAndroid Build Coastguard Worker 
__anonb244be1f0202() 128*c8dee2aaSAndroid Build Coastguard Worker     auto nextRow = [&]() {
129*c8dee2aaSAndroid Build Coastguard Worker         canvas->restore();
130*c8dee2aaSAndroid Build Coastguard Worker         canvas->translate(0, 50);
131*c8dee2aaSAndroid Build Coastguard Worker         canvas->save();
132*c8dee2aaSAndroid Build Coastguard Worker     };
133*c8dee2aaSAndroid Build Coastguard Worker 
134*c8dee2aaSAndroid Build Coastguard Worker     auto blackShader = color_shader(SkColors::kBlack);
135*c8dee2aaSAndroid Build Coastguard Worker 
136*c8dee2aaSAndroid Build Coastguard Worker     cell(nullptr, raw_cf(SkColors::kGreen));
137*c8dee2aaSAndroid Build Coastguard Worker     cell(nullptr, managed_cf(SkColors::kGreen));
138*c8dee2aaSAndroid Build Coastguard Worker     cell(nullptr, indirect_cf(SkColors::kGreen));
139*c8dee2aaSAndroid Build Coastguard Worker     cell(nullptr, mode_cf(SkColors::kGreen));
140*c8dee2aaSAndroid Build Coastguard Worker 
141*c8dee2aaSAndroid Build Coastguard Worker     nextRow();
142*c8dee2aaSAndroid Build Coastguard Worker 
143*c8dee2aaSAndroid Build Coastguard Worker     cell(blackShader, raw_cf(SkColors::kGreen));
144*c8dee2aaSAndroid Build Coastguard Worker     cell(blackShader, managed_cf(SkColors::kGreen));
145*c8dee2aaSAndroid Build Coastguard Worker     cell(blackShader, indirect_cf(SkColors::kGreen));
146*c8dee2aaSAndroid Build Coastguard Worker     cell(blackShader, mode_cf(SkColors::kGreen));
147*c8dee2aaSAndroid Build Coastguard Worker 
148*c8dee2aaSAndroid Build Coastguard Worker     nextRow();
149*c8dee2aaSAndroid Build Coastguard Worker 
150*c8dee2aaSAndroid Build Coastguard Worker     cell(nullptr, spin(raw_cf(SkColors::kRed)));  // Un-managed red turns into green
151*c8dee2aaSAndroid Build Coastguard Worker     cell(nullptr, spin(managed_cf(SkColors::kGreen)));
152*c8dee2aaSAndroid Build Coastguard Worker     cell(nullptr, spin(indirect_cf(SkColors::kGreen)));
153*c8dee2aaSAndroid Build Coastguard Worker     cell(nullptr, spin(mode_cf(SkColors::kGreen)));
154*c8dee2aaSAndroid Build Coastguard Worker 
155*c8dee2aaSAndroid Build Coastguard Worker     nextRow();
156*c8dee2aaSAndroid Build Coastguard Worker 
157*c8dee2aaSAndroid Build Coastguard Worker     cell(blackShader, spin(raw_cf(SkColors::kRed)));  // Un-managed red turns into green
158*c8dee2aaSAndroid Build Coastguard Worker     cell(blackShader, spin(managed_cf(SkColors::kGreen)));
159*c8dee2aaSAndroid Build Coastguard Worker     cell(blackShader, spin(indirect_cf(SkColors::kGreen)));
160*c8dee2aaSAndroid Build Coastguard Worker     cell(blackShader, spin(mode_cf(SkColors::kGreen)));
161*c8dee2aaSAndroid Build Coastguard Worker 
162*c8dee2aaSAndroid Build Coastguard Worker     nextRow();
163*c8dee2aaSAndroid Build Coastguard Worker 
164*c8dee2aaSAndroid Build Coastguard Worker     cell(raw_shader(SkColors::kGreen), nullptr);
165*c8dee2aaSAndroid Build Coastguard Worker     cell(managed_shader(SkColors::kGreen), nullptr);
166*c8dee2aaSAndroid Build Coastguard Worker     cell(color_shader(SkColors::kGreen), nullptr);
167*c8dee2aaSAndroid Build Coastguard Worker     cell(paint_color_shader(), nullptr, SkColors::kGreen);
168*c8dee2aaSAndroid Build Coastguard Worker 
169*c8dee2aaSAndroid Build Coastguard Worker     nextRow();
170*c8dee2aaSAndroid Build Coastguard Worker 
171*c8dee2aaSAndroid Build Coastguard Worker     cell(spin(raw_shader(SkColors::kRed)), nullptr);  // Un-managed red turns into green
172*c8dee2aaSAndroid Build Coastguard Worker     cell(spin(managed_shader(SkColors::kGreen)), nullptr);
173*c8dee2aaSAndroid Build Coastguard Worker     cell(spin(color_shader(SkColors::kGreen)), nullptr);
174*c8dee2aaSAndroid Build Coastguard Worker     cell(spin(paint_color_shader()), nullptr, SkColors::kGreen);
175*c8dee2aaSAndroid Build Coastguard Worker 
176*c8dee2aaSAndroid Build Coastguard Worker     nextRow();
177*c8dee2aaSAndroid Build Coastguard Worker 
178*c8dee2aaSAndroid Build Coastguard Worker     cell(gradient_shader(), nullptr);          // Red to green, via ugly brown
179*c8dee2aaSAndroid Build Coastguard Worker     cell(spin(gradient_shader()), nullptr);    // Same (spin doesn't change anything)
180*c8dee2aaSAndroid Build Coastguard Worker     cell(linear(gradient_shader()), nullptr);  // Red to green, via bright yellow
181*c8dee2aaSAndroid Build Coastguard Worker 
182*c8dee2aaSAndroid Build Coastguard Worker     return skiagm::DrawResult::kOk;
183*c8dee2aaSAndroid Build Coastguard Worker }
184