/* * 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/ganesh/gradients/GrGradientShader.h" #include "include/core/SkAlphaType.h" #include "include/core/SkBitmap.h" #include "include/core/SkColorSpace.h" #include "include/core/SkColorType.h" #include "include/core/SkMatrix.h" #include "include/core/SkRect.h" #include "include/core/SkSamplingOptions.h" #include "include/core/SkString.h" #include "include/core/SkTileMode.h" #include "include/effects/SkGradientShader.h" #include "include/effects/SkRuntimeEffect.h" #include "include/gpu/GpuTypes.h" #include "include/gpu/ganesh/GrBackendSurface.h" #include "include/gpu/ganesh/GrRecordingContext.h" #include "include/gpu/ganesh/GrTypes.h" #include "include/private/SkColorData.h" #include "include/private/base/SkAssert.h" #include "include/private/base/SkDebug.h" #include "include/private/base/SkMath.h" #include "include/private/base/SkOnce.h" #include "include/private/base/SkSpan_impl.h" #include "include/private/base/SkTemplates.h" #include "include/private/gpu/ganesh/GrTypesPriv.h" #include "src/base/SkArenaAlloc.h" #include "src/base/SkMathPriv.h" #include "src/base/SkVx.h" #include "src/core/SkColorSpacePriv.h" #include "src/core/SkRasterPipeline.h" #include "src/core/SkRasterPipelineOpContexts.h" #include "src/core/SkRasterPipelineOpList.h" #include "src/core/SkRuntimeEffectPriv.h" #include "src/gpu/ganesh/GrCaps.h" #include "src/gpu/ganesh/GrColorInfo.h" #include "src/gpu/ganesh/GrColorSpaceXform.h" #include "src/gpu/ganesh/GrFPArgs.h" #include "src/gpu/ganesh/GrFragmentProcessor.h" #include "src/gpu/ganesh/GrRecordingContextPriv.h" #include "src/gpu/ganesh/GrSamplerState.h" #include "src/gpu/ganesh/GrShaderCaps.h" #include "src/gpu/ganesh/SkGr.h" #include "src/gpu/ganesh/effects/GrMatrixEffect.h" #include "src/gpu/ganesh/effects/GrSkSLFP.h" #include "src/gpu/ganesh/effects/GrTextureEffect.h" #include "src/gpu/ganesh/gradients/GrGradientBitmapCache.h" #include "src/shaders/SkShaderBase.h" #include "src/shaders/gradients/SkGradientBaseShader.h" #include #include #include #include #include struct SkV4; #if defined(GPU_TEST_UTILS) #include "src/base/SkRandom.h" #include "src/gpu/ganesh/GrTestUtils.h" #endif using namespace skia_private; 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 make_textured_colorizer( const SkPMColor4f* colors, const SkScalar* positions, int count, bool colorsAreOpaque, const SkGradientShader::Interpolation& interpolation, const SkColorSpace* intermediateColorSpace, const SkColorSpace* dstColorSpace, 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 = static_cast(interpolation.fInPremul) ? kPremul_SkAlphaType : kUnpremul_SkAlphaType; SkBitmap bitmap; gCache.getGradient(colors, positions, count, colorsAreOpaque, interpolation, intermediateColorSpace, dstColorSpace, colorType, alphaType, &bitmap); SkASSERT(1 == bitmap.height() && SkIsPow2(bitmap.width())); SkASSERT(bitmap.isImmutable()); auto view = std::get<0>(GrMakeCachedBitmapProxyView( args.fContext, bitmap, /*label=*/"MakeTexturedColorizer", skgpu::Mipmapped::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 make_single_interval_colorizer(const SkPMColor4f& start, const SkPMColor4f& end) { static const SkRuntimeEffect* effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, "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 make_dual_interval_colorizer(const SkPMColor4f& c0, const SkPMColor4f& c1, const SkPMColor4f& c2, const SkPMColor4f& c3, float threshold) { static const SkRuntimeEffect* effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, "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", SkSpan(scale), "bias", SkSpan(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 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 const 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( "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" "} 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) ? "" : "s = scale[0]; b = bias[0];", (intervalCount <= 1) ? "" : "s = scale[1]; b = bias[1];", intervalCount, (intervalCount <= 2) ? "" : "s = scale[2]; b = bias[2];", (intervalCount <= 3) ? "" : "s = scale[3]; b = bias[3];", intervalCount, intervalCount, (intervalCount <= 4) ? "" : "s = scale[4]; b = bias[4];", (intervalCount <= 5) ? "" : "s = scale[5]; b = bias[5];", intervalCount, (intervalCount <= 6) ? "" : "s = scale[6]; b = bias[6];", (intervalCount <= 7) ? "" : "s = scale[7]; b = bias[7];"); auto result = SkRuntimeEffect::MakeForShader(std::move(sksl)); SkASSERTF(result.effect, "%s", result.errorText.c_str()); effects[intervalCount - 1] = result.effect.release(); }); return GrSkSLFP::Make(effects[intervalCount - 1], "UnrolledBinaryColorizer", /*inputFP=*/nullptr, GrSkSLFP::OptFlags::kNone, "thresholds1_7", thresholds1_7, "thresholds9_13", thresholds9_13, "scale", SkSpan(scale, intervalCount), "bias", SkSpan(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 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; const SkRuntimeEffect* effect; }; static EffectCacheEntry effectCache[kMaxLoopingIntervalCount / 4]; SkASSERT(cacheIndex >= 0 && cacheIndex < (int)std::size(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( "#version 300\n" // important space to separate token. "uniform float4 thresholds[%d];" "uniform float4 scale[%d];" "uniform float4 bias[%d];" "half4 main(float2 coord) {" "float t = 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)); SkASSERTF(result.effect, "%s", result.errorText.c_str()); cacheEntry->effect = result.effect.release(); }); return GrSkSLFP::Make(cacheEntry->effect, "LoopingBinaryColorizer", /*inputFP=*/nullptr, GrSkSLFP::OptFlags::kNone, "thresholds", SkSpan((const SkV4*)thresholds, intervalChunks), "scale", SkSpan(scale, intervalCount), "bias", SkSpan(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 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 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 make_uniform_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. // SkGradientBaseShader 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->fFloatIs32Bits) { // 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 { // 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->fNonconstantArrayIndexSupport ? 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 colorizer = makeDualIntervalColorizer(); if (colorizer) { return colorizer; } // Attempt to create an analytic colorizer that uses a binary-search loop. colorizer = caps->fNonconstantArrayIndexSupport ? make_looping_binary_colorizer(colors, positions, count) : make_unrolled_binary_colorizer(colors, positions, count); if (colorizer) { return colorizer; } } // This gradient is too complex for our uniform colorizers. The calling code will fall back to // creating a textured colorizer, instead. return nullptr; } // 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 make_clamped_gradient( std::unique_ptr colorizer, std::unique_ptr gradLayout, SkPMColor4f leftBorderColor, SkPMColor4f rightBorderColor, bool colorsAreOpaque) { static const SkRuntimeEffect* effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, "uniform shader colorizer;" "uniform shader gradLayout;" "uniform half4 leftBorderColor;" // t < 0.0 "uniform half4 rightBorderColor;" // t > 1.0 "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);" "}" "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, "layoutPreservesOpacity", GrSkSLFP::Specialize(layoutPreservesOpacity)); } static std::unique_ptr make_tiled_gradient( const GrFPArgs& args, std::unique_ptr colorizer, std::unique_ptr gradLayout, bool mirror, bool colorsAreOpaque) { static const SkRuntimeEffect* effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, "uniform shader colorizer;" "uniform shader gradLayout;" "uniform int mirror;" // specialized "uniform int layoutPreservesOpacity;" // specialized "uniform int useFloorAbsWorkaround;" // specialized "half4 main(float2 coord) {" "float4 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)) {" "float t_1 = t.x - 1;" "float 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);" "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()->fMustDoOpBetweenFloorAndAbs; return GrSkSLFP::Make(effect, "TiledGradient", /*inputFP=*/nullptr, optFlags, "colorizer", GrSkSLFP::IgnoreOptFlags(std::move(colorizer)), "gradLayout", GrSkSLFP::IgnoreOptFlags(std::move(gradLayout)), "mirror", GrSkSLFP::Specialize(mirror), "layoutPreservesOpacity", GrSkSLFP::Specialize(layoutPreservesOpacity), "useFloorAbsWorkaround", GrSkSLFP::Specialize(useFloorAbsWorkaround)); } static std::unique_ptr make_interpolated_to_dst( std::unique_ptr gradient, const SkGradientShader::Interpolation& interpolation, SkColorSpace* intermediateColorSpace, const GrColorInfo& dstInfo, bool allOpaque) { using ColorSpace = SkGradientShader::Interpolation::ColorSpace; // If these values change, you will need to edit sksl_shared static_assert(static_cast(ColorSpace::kDestination) == 0); static_assert(static_cast(ColorSpace::kSRGBLinear) == 1); static_assert(static_cast(ColorSpace::kLab) == 2); static_assert(static_cast(ColorSpace::kOKLab) == 3); static_assert(static_cast(ColorSpace::kOKLabGamutMap) == 4); static_assert(static_cast(ColorSpace::kLCH) == 5); static_assert(static_cast(ColorSpace::kOKLCH) == 6); static_assert(static_cast(ColorSpace::kOKLCHGamutMap) == 7); static_assert(static_cast(ColorSpace::kSRGB) == 8); static_assert(static_cast(ColorSpace::kHSL) == 9); static_assert(static_cast(ColorSpace::kHWB) == 10); static const SkRuntimeEffect* effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForColorFilter, "uniform int colorSpace;" // specialized "uniform int do_unpremul;" // specialized "half4 main(half4 color) {" "return $interpolated_to_rgb_unpremul(color, colorSpace, do_unpremul);" "}" ); // Are we interpreting premul colors? We use this later to decide if we need to inject a final // premultiplication step. bool inputPremul = static_cast(interpolation.fInPremul); switch (interpolation.fColorSpace) { case ColorSpace::kLab: case ColorSpace::kOKLab: case ColorSpace::kOKLabGamutMap: case ColorSpace::kLCH: case ColorSpace::kOKLCH: case ColorSpace::kOKLCHGamutMap: case ColorSpace::kHSL: case ColorSpace::kHWB: // In these exotic spaces, unpremul the colors if necessary (no need to do this if // they're all opaque), and then convert them to the intermediate SkColorSpace gradient = GrSkSLFP::Make(effect, "GradientCS", std::move(gradient), GrSkSLFP::OptFlags::kAll, "colorSpace", GrSkSLFP::Specialize( static_cast(interpolation.fColorSpace)), "do_unpremul", GrSkSLFP::Specialize( inputPremul && !allOpaque)); // We just forced the colors back to unpremul. Remember that for below inputPremul = false; break; default: break; } // Now transform from intermediate to destination color space. There are two tricky things here: // 1) Normally, we'd pass dstInfo to the transform effect. However, if someone is rendering to // a non-color managed surface (nullptr dst color space), and they chose to interpolate in // any of the exotic spaces, that transform would do nothing, and leave the colors in // whatever intermediate space we chose. That could even be something like XYZ, which will // produce nonsense. So, in this particular case, we break Skia's rules, and treat a null // destination as sRGB. SkColorSpace* dstColorSpace = dstInfo.colorSpace() ? dstInfo.colorSpace() : sk_srgb_singleton(); // 2) Alpha type: We already tweaked our idea of "inputPremul" above -- if we interpolated in a // non-RGB space, then we had to unpremul the colors to get proper conversion back to RGB. // Our final goal is to emit premul colors, but under certain conditions we don'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 SkGradientBaseShader's isOpaque(), since we can optimize away the // make-premul op for two point conical gradients (which report false for isOpaque). SkAlphaType intermediateAlphaType = inputPremul ? kPremul_SkAlphaType : kUnpremul_SkAlphaType; SkAlphaType dstAlphaType = kPremul_SkAlphaType; // If all the colors were opaque, then we don't need to do any premultiplication. We describe // all the colors as *unpremul*, though. That will eliminate any extra unpremul/premul pair // that would be injected if we have to do a color-space conversion here. if (allOpaque) { intermediateAlphaType = dstAlphaType = kUnpremul_SkAlphaType; } return GrColorSpaceXformEffect::Make(std::move(gradient), intermediateColorSpace, intermediateAlphaType, dstColorSpace, dstAlphaType); } namespace GrGradientShader { /** * Produces an FP that muls its input coords by the inverse of the pending matrix and then * samples the passed FP with those coordinates. 'postInv' is an additional matrix to * post-apply to the inverted pending matrix. If the pending matrix is not invertible the * GrFPResult's bool will be false and the passed FP will be returned to the caller in the * GrFPResult. */ static GrFPResult apply_matrix(std::unique_ptr fp, const SkShaders::MatrixRec& rec, const SkMatrix& postInv) { auto [total, ok] = rec.applyForFragmentProcessor(postInv); if (!ok) { return {false, std::move(fp)}; } // GrMatrixEffect returns 'fp' if total worked out to identity. return {true, GrMatrixEffect::Make(total, std::move(fp))}; } // Combines the colorizer and layout with an appropriately configured top-level effect based on the // gradient's tile mode std::unique_ptr MakeGradientFP(const SkGradientBaseShader& shader, const GrFPArgs& args, const SkShaders::MatrixRec& mRec, std::unique_ptr layout, const SkMatrix* overrideMatrix) { // No shader is possible if a layout couldn't be created, e.g. a layout-specific Make() returned // null. if (layout == nullptr) { return nullptr; } // Some two-point conical gradients use a custom matrix here. Otherwise, use // SkGradientBaseShader's matrix; if (!overrideMatrix) { overrideMatrix = &shader.getGradientMatrix(); } bool success; std::tie(success, layout) = apply_matrix(std::move(layout), mRec, *overrideMatrix); if (!success) { return nullptr; } // Convert all colors into destination space and into SkPMColor4fs, and handle // premul issues depending on the interpolation mode. // // 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, instruct the xformer to calculate all of the positions up // front if needed. SkColor4fXformer xformedColors( &shader, args.fDstColorInfo->colorSpace(), /*forceExplicitPositions=*/true); const SkPMColor4f* colors = xformedColors.fColors.begin(); const SkScalar* positions = xformedColors.fPositions; const int colorCount = xformedColors.fColors.size(); bool allOpaque = true; for (int i = 0; i < colorCount; i++) { if (allOpaque && !SkScalarNearlyEqual(colors[i].fA, 1.0)) { allOpaque = false; } } // All gradients are colorized the same way, regardless of layout std::unique_ptr colorizer = make_uniform_colorizer( colors, positions, colorCount, shader.interpolateInPremul(), args); if (colorizer) { // If we made a uniform colorizer, wrap it in a conversion from interpolated space to // destination. This also applies any final premultiplication. colorizer = make_interpolated_to_dst(std::move(colorizer), shader.fInterpolation, xformedColors.fIntermediateColorSpace.get(), *args.fDstColorInfo, allOpaque); } else { // If we failed to make a uniform colorizer, we need to rasterize the gradient to a // texture (which can handle arbitrarily complex gradients). This method directly encodes // the result of the interpolated-to-dst into the texture, so we skip the wrapper FP above. // // Also, note that the texture technique has limited sampling resolution, and always blurs // hard-stops.) colorizer = make_textured_colorizer(colors, positions, colorCount, allOpaque, shader.fInterpolation, xformedColors.fIntermediateColorSpace.get(), args.fDstColorInfo->colorSpace(), args); } if (colorizer == nullptr) { return nullptr; } // If interpolation space is different than destination, wrap the colorizer in a conversion. // This also handles any final premultiplication, etc. // All tile modes are supported (unless something was added to SkShader) std::unique_ptr gradient; switch(shader.getTileMode()) { case SkTileMode::kRepeat: gradient = make_tiled_gradient(args, std::move(colorizer), std::move(layout), /* mirror */ false, allOpaque); break; case SkTileMode::kMirror: gradient = make_tiled_gradient(args, std::move(colorizer), std::move(layout), /* mirror */ true, 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 SkGradientBaseShader enforces that by adding color stops as // appropriate. If there is a hard stop, this grabs the expected outer colors for the // border. // However, we need to finish converting to destination color space. (These are still // in the interpolated color space). SkPMColor4f borderColors[2] = { colors[0], colors[colorCount - 1] }; SkArenaAlloc alloc(/*firstHeapAllocation=*/0); SkRasterPipeline p(&alloc); SkRasterPipeline_MemoryCtx ctx = { borderColors, 0 }; p.append(SkRasterPipelineOp::load_f32, &ctx); SkGradientBaseShader::AppendInterpolatedToDstStages( &p, &alloc, allOpaque, shader.fInterpolation, xformedColors.fIntermediateColorSpace.get(), args.fDstColorInfo->colorSpace()); p.append(SkRasterPipelineOp::store_f32, &ctx); p.run(0, 0, 2, 1); gradient = make_clamped_gradient(std::move(colorizer), std::move(layout), borderColors[0], borderColors[1], 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, /* colorsAreOpaque */ false); break; } return gradient; } std::unique_ptr MakeLinear(const SkLinearGradient& shader, const GrFPArgs& args, const SkShaders::MatrixRec& mRec) { // 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 const SkRuntimeEffect* effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, "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 MakeGradientFP(shader, args, mRec, std::move(fp)); } #if defined(GPU_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(random->nextULessThan(kSkTileModeCount)); } #endif } // namespace GrGradientShader