xref: /aosp_15_r20/external/skia/gm/imagedither.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2024 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/SkAlphaType.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/SkColorType.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImage.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImageInfo.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSamplingOptions.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurface.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkGradientShader.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkRuntimeEffect.h"
21*c8dee2aaSAndroid Build Coastguard Worker 
stretch_colors_blender()22*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkBlender> stretch_colors_blender() {
23*c8dee2aaSAndroid Build Coastguard Worker     return SkRuntimeEffect::MakeForBlender(SkString(
24*c8dee2aaSAndroid Build Coastguard Worker         "half4 main(half4 src, half4 dst) { return ((dst.rgb - 0.25) * 16).rgb1; }"))
25*c8dee2aaSAndroid Build Coastguard Worker             .effect->makeBlender(nullptr);
26*c8dee2aaSAndroid Build Coastguard Worker }
27*c8dee2aaSAndroid Build Coastguard Worker 
28*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM_CAN_FAIL(image_dither, canvas, errorMsg, 425, 110) {
29*c8dee2aaSAndroid Build Coastguard Worker     if (!canvas->getSurface()) {
30*c8dee2aaSAndroid Build Coastguard Worker         // This GM relies on a high-precision (F16) image to determine if image draws are dithered.
31*c8dee2aaSAndroid Build Coastguard Worker         // Serializing configs will tend to throw away that data (compressing to PNG), so they will
32*c8dee2aaSAndroid Build Coastguard Worker         // produce different results before/after serialization (and thus fail).
33*c8dee2aaSAndroid Build Coastguard Worker         *errorMsg = "Not supported in recording mode";
34*c8dee2aaSAndroid Build Coastguard Worker         return skiagm::DrawResult::kSkip;
35*c8dee2aaSAndroid Build Coastguard Worker     }
36*c8dee2aaSAndroid Build Coastguard Worker 
37*c8dee2aaSAndroid Build Coastguard Worker     // First, we make a non-dithered image with a shallow radial gradient. This will be our source:
38*c8dee2aaSAndroid Build Coastguard Worker     const SkColor colors[] = { 0xFF555555, 0xFF444444 };
39*c8dee2aaSAndroid Build Coastguard Worker     const SkPoint points[] = {{0, 0}, {100, 100}};
40*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkShader> gradient = SkGradientShader::MakeLinear(
41*c8dee2aaSAndroid Build Coastguard Worker             points, colors, nullptr, std::size(colors), SkTileMode::kClamp);
42*c8dee2aaSAndroid Build Coastguard Worker     SkPaint gradientPaint;
43*c8dee2aaSAndroid Build Coastguard Worker     gradientPaint.setShader(gradient);
44*c8dee2aaSAndroid Build Coastguard Worker 
45*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkSurface> surface = SkSurfaces::Raster(
46*c8dee2aaSAndroid Build Coastguard Worker             SkImageInfo::Make(100, 100, kRGBA_F16_SkColorType, kPremul_SkAlphaType));
47*c8dee2aaSAndroid Build Coastguard Worker     surface->getCanvas()->drawPaint(gradientPaint);
48*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkImage> image = surface->makeImageSnapshot();
49*c8dee2aaSAndroid Build Coastguard Worker 
50*c8dee2aaSAndroid Build Coastguard Worker     // Now, we draw it three times:
51*c8dee2aaSAndroid Build Coastguard Worker     // 1) As-is (no dither), to ensure that our source image doesn't have any dithering included
52*c8dee2aaSAndroid Build Coastguard Worker     // 2) Using an image shader, with dithering enabled on the paint
53*c8dee2aaSAndroid Build Coastguard Worker     // 3) With drawImage, with dithering enabled on the paint
54*c8dee2aaSAndroid Build Coastguard Worker     //
55*c8dee2aaSAndroid Build Coastguard Worker     // We'd like #2 and #3 to both respect the dither flag, for consistency (b/320529640)
56*c8dee2aaSAndroid Build Coastguard Worker     canvas->translate(5, 5);
57*c8dee2aaSAndroid Build Coastguard Worker 
58*c8dee2aaSAndroid Build Coastguard Worker     canvas->drawImage(image, 0, 0);
59*c8dee2aaSAndroid Build Coastguard Worker     canvas->translate(105, 0);
60*c8dee2aaSAndroid Build Coastguard Worker 
61*c8dee2aaSAndroid Build Coastguard Worker     SkPaint imageShaderPaint;
62*c8dee2aaSAndroid Build Coastguard Worker     imageShaderPaint.setShader(image->makeShader(SkSamplingOptions{}));
63*c8dee2aaSAndroid Build Coastguard Worker     imageShaderPaint.setDither(true);
64*c8dee2aaSAndroid Build Coastguard Worker     canvas->drawRect({0, 0, 100, 100}, imageShaderPaint);
65*c8dee2aaSAndroid Build Coastguard Worker     canvas->translate(105, 0);
66*c8dee2aaSAndroid Build Coastguard Worker 
67*c8dee2aaSAndroid Build Coastguard Worker     SkPaint drawImagePaint;
68*c8dee2aaSAndroid Build Coastguard Worker     drawImagePaint.setDither(true);
69*c8dee2aaSAndroid Build Coastguard Worker     canvas->drawImage(image, 0, 0, SkSamplingOptions{}, &drawImagePaint);
70*c8dee2aaSAndroid Build Coastguard Worker     canvas->translate(105, 0);
71*c8dee2aaSAndroid Build Coastguard Worker 
72*c8dee2aaSAndroid Build Coastguard Worker     // Also draw the actual gradient with the dither flag, to see how it should look:
73*c8dee2aaSAndroid Build Coastguard Worker     gradientPaint.setDither(true);
74*c8dee2aaSAndroid Build Coastguard Worker     canvas->drawRect({0, 0, 100, 100}, gradientPaint);
75*c8dee2aaSAndroid Build Coastguard Worker 
76*c8dee2aaSAndroid Build Coastguard Worker     SkPaint colorStretchPaint;
77*c8dee2aaSAndroid Build Coastguard Worker     colorStretchPaint.setBlender(stretch_colors_blender());
78*c8dee2aaSAndroid Build Coastguard Worker     canvas->drawPaint(colorStretchPaint);
79*c8dee2aaSAndroid Build Coastguard Worker 
80*c8dee2aaSAndroid Build Coastguard Worker     return skiagm::DrawResult::kOk;
81*c8dee2aaSAndroid Build Coastguard Worker }
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