1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2016 Google Inc.
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 "include/core/SkAlphaType.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBitmap.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlendMode.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlender.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorType.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkData.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImage.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImageInfo.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPixmap.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRRect.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSamplingOptions.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSize.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurface.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTileMode.h"
30*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkPerlinNoiseShader.h"
31*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkRuntimeEffect.h"
32*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkAssert.h"
33*c8dee2aaSAndroid Build Coastguard Worker #include "tests/CtsEnforcement.h"
34*c8dee2aaSAndroid Build Coastguard Worker #include "tests/Test.h"
35*c8dee2aaSAndroid Build Coastguard Worker
36*c8dee2aaSAndroid Build Coastguard Worker #include <cmath>
37*c8dee2aaSAndroid Build Coastguard Worker #include <vector>
38*c8dee2aaSAndroid Build Coastguard Worker
39*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GANESH) || defined(SK_GRAPHITE)
40*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/GpuTypes.h"
41*c8dee2aaSAndroid Build Coastguard Worker #endif
42*c8dee2aaSAndroid Build Coastguard Worker
43*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GANESH)
44*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
45*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkSurfaceGanesh.h"
46*c8dee2aaSAndroid Build Coastguard Worker struct GrContextOptions;
47*c8dee2aaSAndroid Build Coastguard Worker #endif
48*c8dee2aaSAndroid Build Coastguard Worker
49*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GRAPHITE)
50*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/Context.h"
51*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/Surface.h"
52*c8dee2aaSAndroid Build Coastguard Worker #endif
53*c8dee2aaSAndroid Build Coastguard Worker
check_isaimage(skiatest::Reporter * reporter,SkShader * shader,int expectedW,int expectedH,SkTileMode expectedX,SkTileMode expectedY,const SkMatrix & expectedM)54*c8dee2aaSAndroid Build Coastguard Worker static void check_isaimage(skiatest::Reporter* reporter, SkShader* shader,
55*c8dee2aaSAndroid Build Coastguard Worker int expectedW, int expectedH,
56*c8dee2aaSAndroid Build Coastguard Worker SkTileMode expectedX, SkTileMode expectedY,
57*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix& expectedM) {
58*c8dee2aaSAndroid Build Coastguard Worker SkTileMode tileModes[2];
59*c8dee2aaSAndroid Build Coastguard Worker SkMatrix localM;
60*c8dee2aaSAndroid Build Coastguard Worker
61*c8dee2aaSAndroid Build Coastguard Worker // wack these so we don't get a false positive
62*c8dee2aaSAndroid Build Coastguard Worker localM.setScale(9999, -9999);
63*c8dee2aaSAndroid Build Coastguard Worker tileModes[0] = tileModes[1] = (SkTileMode)99;
64*c8dee2aaSAndroid Build Coastguard Worker
65*c8dee2aaSAndroid Build Coastguard Worker SkImage* image = shader->isAImage(&localM, tileModes);
66*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, image);
67*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, image->width() == expectedW);
68*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, image->height() == expectedH);
69*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, localM == expectedM);
70*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, tileModes[0] == expectedX);
71*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, tileModes[1] == expectedY);
72*c8dee2aaSAndroid Build Coastguard Worker }
73*c8dee2aaSAndroid Build Coastguard Worker
DEF_TEST(Shader_isAImage,reporter)74*c8dee2aaSAndroid Build Coastguard Worker DEF_TEST(Shader_isAImage, reporter) {
75*c8dee2aaSAndroid Build Coastguard Worker const int W = 100;
76*c8dee2aaSAndroid Build Coastguard Worker const int H = 100;
77*c8dee2aaSAndroid Build Coastguard Worker SkBitmap bm;
78*c8dee2aaSAndroid Build Coastguard Worker bm.allocN32Pixels(W, H);
79*c8dee2aaSAndroid Build Coastguard Worker auto img = bm.asImage();
80*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix localM = SkMatrix::Scale(2, 3);
81*c8dee2aaSAndroid Build Coastguard Worker const SkTileMode tmx = SkTileMode::kRepeat;
82*c8dee2aaSAndroid Build Coastguard Worker const SkTileMode tmy = SkTileMode::kMirror;
83*c8dee2aaSAndroid Build Coastguard Worker
84*c8dee2aaSAndroid Build Coastguard Worker auto shader0 = bm.makeShader(tmx, tmy, SkSamplingOptions(), localM);
85*c8dee2aaSAndroid Build Coastguard Worker auto shader1 = bm.asImage()->makeShader(tmx, tmy, SkSamplingOptions(), localM);
86*c8dee2aaSAndroid Build Coastguard Worker
87*c8dee2aaSAndroid Build Coastguard Worker check_isaimage(reporter, shader0.get(), W, H, tmx, tmy, localM);
88*c8dee2aaSAndroid Build Coastguard Worker check_isaimage(reporter, shader1.get(), W, H, tmx, tmy, localM);
89*c8dee2aaSAndroid Build Coastguard Worker }
90*c8dee2aaSAndroid Build Coastguard Worker
91*c8dee2aaSAndroid Build Coastguard Worker // Make sure things are ok with just a single leg.
DEF_TEST(ComposeShaderSingle,reporter)92*c8dee2aaSAndroid Build Coastguard Worker DEF_TEST(ComposeShaderSingle, reporter) {
93*c8dee2aaSAndroid Build Coastguard Worker SkBitmap srcBitmap;
94*c8dee2aaSAndroid Build Coastguard Worker srcBitmap.allocN32Pixels(10, 10);
95*c8dee2aaSAndroid Build Coastguard Worker srcBitmap.eraseColor(SK_ColorRED);
96*c8dee2aaSAndroid Build Coastguard Worker SkCanvas canvas(srcBitmap);
97*c8dee2aaSAndroid Build Coastguard Worker SkPaint p;
98*c8dee2aaSAndroid Build Coastguard Worker p.setShader(SkShaders::Blend(SkBlendMode::kClear,
99*c8dee2aaSAndroid Build Coastguard Worker SkShaders::Empty(),
100*c8dee2aaSAndroid Build Coastguard Worker SkShaders::MakeFractalNoise(1.0f, 1.0f, 2, 0.0f)));
101*c8dee2aaSAndroid Build Coastguard Worker SkRRect rr;
102*c8dee2aaSAndroid Build Coastguard Worker SkVector rd[] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}};
103*c8dee2aaSAndroid Build Coastguard Worker rr.setRectRadii({0, 0, 0, 0}, rd);
104*c8dee2aaSAndroid Build Coastguard Worker canvas.drawRRect(rr, p);
105*c8dee2aaSAndroid Build Coastguard Worker }
106*c8dee2aaSAndroid Build Coastguard Worker
107*c8dee2aaSAndroid Build Coastguard Worker // Tests that nested blending will render as expected.
test_nested_blends(skiatest::Reporter * reporter,SkSurface * surface)108*c8dee2aaSAndroid Build Coastguard Worker static void test_nested_blends(skiatest::Reporter* reporter, SkSurface* surface) {
109*c8dee2aaSAndroid Build Coastguard Worker auto [redEffect, redError] = SkRuntimeEffect::MakeForShader(SkString(R"(
110*c8dee2aaSAndroid Build Coastguard Worker half4 main(float2 coord) {
111*c8dee2aaSAndroid Build Coastguard Worker return half4(1, 0, 0, 1);
112*c8dee2aaSAndroid Build Coastguard Worker }
113*c8dee2aaSAndroid Build Coastguard Worker )"));
114*c8dee2aaSAndroid Build Coastguard Worker
115*c8dee2aaSAndroid Build Coastguard Worker auto [greenEffect, greenError] = SkRuntimeEffect::MakeForShader(SkString(R"(
116*c8dee2aaSAndroid Build Coastguard Worker half4 main(float2 coord) {
117*c8dee2aaSAndroid Build Coastguard Worker return half4(0, 1, 0, 1);
118*c8dee2aaSAndroid Build Coastguard Worker }
119*c8dee2aaSAndroid Build Coastguard Worker )"));
120*c8dee2aaSAndroid Build Coastguard Worker
121*c8dee2aaSAndroid Build Coastguard Worker auto [blendEffect, blenderError] = SkRuntimeEffect::MakeForBlender(SkString(R"(
122*c8dee2aaSAndroid Build Coastguard Worker half4 main(half4 src, half4 dst) {
123*c8dee2aaSAndroid Build Coastguard Worker return (src + dst) * 0.5;
124*c8dee2aaSAndroid Build Coastguard Worker }
125*c8dee2aaSAndroid Build Coastguard Worker )"));
126*c8dee2aaSAndroid Build Coastguard Worker
127*c8dee2aaSAndroid Build Coastguard Worker auto [nestedBlendEffect, nestedBlenderError] = SkRuntimeEffect::MakeForBlender(SkString(R"(
128*c8dee2aaSAndroid Build Coastguard Worker uniform blender child_blender;
129*c8dee2aaSAndroid Build Coastguard Worker half4 main(half4 src, half4 dst) {
130*c8dee2aaSAndroid Build Coastguard Worker return (child_blender.eval(src, dst) + dst) * 0.5;
131*c8dee2aaSAndroid Build Coastguard Worker }
132*c8dee2aaSAndroid Build Coastguard Worker )"));
133*c8dee2aaSAndroid Build Coastguard Worker
134*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> redShader = redEffect->makeShader(nullptr, {});
135*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> greenShader = greenEffect->makeShader(nullptr, {});
136*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkBlender> blender = blendEffect->makeBlender(nullptr);
137*c8dee2aaSAndroid Build Coastguard Worker std::vector<SkRuntimeEffect::ChildPtr> children = {SkRuntimeEffect::ChildPtr(blender)};
138*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkBlender> nestedBlender = nestedBlendEffect->makeBlender(nullptr, children);
139*c8dee2aaSAndroid Build Coastguard Worker
140*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
141*c8dee2aaSAndroid Build Coastguard Worker paint.setShader(SkShaders::Blend(nestedBlender, greenShader, redShader));
142*c8dee2aaSAndroid Build Coastguard Worker paint.setBlender(blender);
143*c8dee2aaSAndroid Build Coastguard Worker
144*c8dee2aaSAndroid Build Coastguard Worker // Do the drawing.
145*c8dee2aaSAndroid Build Coastguard Worker SkCanvas* canvas = surface->getCanvas();
146*c8dee2aaSAndroid Build Coastguard Worker canvas->drawPaint(paint);
147*c8dee2aaSAndroid Build Coastguard Worker
148*c8dee2aaSAndroid Build Coastguard Worker // Read pixels.
149*c8dee2aaSAndroid Build Coastguard Worker SkBitmap bitmap;
150*c8dee2aaSAndroid Build Coastguard Worker SkPixmap pixmap;
151*c8dee2aaSAndroid Build Coastguard Worker bitmap.allocPixels(surface->imageInfo());
152*c8dee2aaSAndroid Build Coastguard Worker SkAssertResult(bitmap.peekPixels(&pixmap));
153*c8dee2aaSAndroid Build Coastguard Worker if (!surface->readPixels(pixmap, 0, 0)) {
154*c8dee2aaSAndroid Build Coastguard Worker ERRORF(reporter, "readPixels failed");
155*c8dee2aaSAndroid Build Coastguard Worker return;
156*c8dee2aaSAndroid Build Coastguard Worker }
157*c8dee2aaSAndroid Build Coastguard Worker
158*c8dee2aaSAndroid Build Coastguard Worker // Check the resulting blended color.
159*c8dee2aaSAndroid Build Coastguard Worker // First, in the paint's shader, red and green are averaged in the child blender to get
160*c8dee2aaSAndroid Build Coastguard Worker // (0.5, 0.5, 0, 1), which is then averaged with green in the parent blender to get
161*c8dee2aaSAndroid Build Coastguard Worker // (0.25, 0.75, 0, 1). Then, in the paint's blender this is averaged with a transparent
162*c8dee2aaSAndroid Build Coastguard Worker // background to get (0.125, 0.375, 0, 0.5) and then unpremuled to get (0.25, 0.75, 0, 0.5).
163*c8dee2aaSAndroid Build Coastguard Worker constexpr SkColor4f kExpected = {0.25f, 0.75f, 0.0f, 0.5f};
164*c8dee2aaSAndroid Build Coastguard Worker constexpr float kTolerance[4] = {0.01f, 0.01f, 0.0f, 0.01f};
165*c8dee2aaSAndroid Build Coastguard Worker SkColor4f color = pixmap.getColor4f(0, 0);
166*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < 4; ++i) {
167*c8dee2aaSAndroid Build Coastguard Worker if (std::abs(color[i] - kExpected[i]) > kTolerance[i]) {
168*c8dee2aaSAndroid Build Coastguard Worker ERRORF(reporter,
169*c8dee2aaSAndroid Build Coastguard Worker "Wrong color, expected (%.2f %.2f %.2f %.2f), actual (%.2f, %.2f, %.2f, %.2f)",
170*c8dee2aaSAndroid Build Coastguard Worker kExpected.fR, kExpected.fG, kExpected.fB, kExpected.fA,
171*c8dee2aaSAndroid Build Coastguard Worker color.fR, color.fG, color.fB, color.fA);
172*c8dee2aaSAndroid Build Coastguard Worker break;
173*c8dee2aaSAndroid Build Coastguard Worker }
174*c8dee2aaSAndroid Build Coastguard Worker }
175*c8dee2aaSAndroid Build Coastguard Worker }
176*c8dee2aaSAndroid Build Coastguard Worker
DEF_TEST(ShaderTestNestedBlendsCpu,reporter)177*c8dee2aaSAndroid Build Coastguard Worker DEF_TEST(ShaderTestNestedBlendsCpu, reporter) {
178*c8dee2aaSAndroid Build Coastguard Worker SkImageInfo ii = SkImageInfo::Make(SkISize::Make(1, 1),
179*c8dee2aaSAndroid Build Coastguard Worker SkColorType::kRGBA_8888_SkColorType,
180*c8dee2aaSAndroid Build Coastguard Worker SkAlphaType::kPremul_SkAlphaType);
181*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> surface = SkSurfaces::Raster(ii);
182*c8dee2aaSAndroid Build Coastguard Worker test_nested_blends(reporter, surface.get());
183*c8dee2aaSAndroid Build Coastguard Worker }
184*c8dee2aaSAndroid Build Coastguard Worker
185*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GANESH)
DEF_GANESH_TEST_FOR_RENDERING_CONTEXTS(ShaderTestNestedBlendsGanesh,reporter,contextInfo,CtsEnforcement::kApiLevel_V)186*c8dee2aaSAndroid Build Coastguard Worker DEF_GANESH_TEST_FOR_RENDERING_CONTEXTS(ShaderTestNestedBlendsGanesh,
187*c8dee2aaSAndroid Build Coastguard Worker reporter,
188*c8dee2aaSAndroid Build Coastguard Worker contextInfo,
189*c8dee2aaSAndroid Build Coastguard Worker CtsEnforcement::kApiLevel_V) {
190*c8dee2aaSAndroid Build Coastguard Worker SkImageInfo ii = SkImageInfo::Make(SkISize::Make(1, 1),
191*c8dee2aaSAndroid Build Coastguard Worker SkColorType::kRGBA_8888_SkColorType,
192*c8dee2aaSAndroid Build Coastguard Worker SkAlphaType::kPremul_SkAlphaType);
193*c8dee2aaSAndroid Build Coastguard Worker GrDirectContext* context = contextInfo.directContext();
194*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> surface = SkSurfaces::RenderTarget(context, skgpu::Budgeted::kYes, ii);
195*c8dee2aaSAndroid Build Coastguard Worker test_nested_blends(reporter, surface.get());
196*c8dee2aaSAndroid Build Coastguard Worker }
197*c8dee2aaSAndroid Build Coastguard Worker #endif
198*c8dee2aaSAndroid Build Coastguard Worker
199*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_GRAPHITE)
DEF_GRAPHITE_TEST_FOR_RENDERING_CONTEXTS(ShaderTestNestedBlendsGraphite,reporter,context,CtsEnforcement::kApiLevel_V)200*c8dee2aaSAndroid Build Coastguard Worker DEF_GRAPHITE_TEST_FOR_RENDERING_CONTEXTS(ShaderTestNestedBlendsGraphite, reporter, context,
201*c8dee2aaSAndroid Build Coastguard Worker CtsEnforcement::kApiLevel_V) {
202*c8dee2aaSAndroid Build Coastguard Worker using namespace skgpu::graphite;
203*c8dee2aaSAndroid Build Coastguard Worker
204*c8dee2aaSAndroid Build Coastguard Worker SkImageInfo ii = SkImageInfo::Make(SkISize::Make(1, 1),
205*c8dee2aaSAndroid Build Coastguard Worker SkColorType::kRGBA_8888_SkColorType,
206*c8dee2aaSAndroid Build Coastguard Worker SkAlphaType::kPremul_SkAlphaType);
207*c8dee2aaSAndroid Build Coastguard Worker std::unique_ptr<Recorder> recorder = context->makeRecorder();
208*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> surface = SkSurfaces::RenderTarget(recorder.get(), ii);
209*c8dee2aaSAndroid Build Coastguard Worker test_nested_blends(reporter, surface.get());
210*c8dee2aaSAndroid Build Coastguard Worker }
211*c8dee2aaSAndroid Build Coastguard Worker #endif
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