1 /*
2  * Copyright 2018 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "src/gpu/gradients/GrGradientShader.h"
9 
10 #include "src/gpu/gradients/GrGradientBitmapCache.h"
11 
12 #include "include/gpu/GrRecordingContext.h"
13 #include "src/core/SkMathPriv.h"
14 #include "src/core/SkRuntimeEffectPriv.h"
15 #include "src/gpu/GrCaps.h"
16 #include "src/gpu/GrColor.h"
17 #include "src/gpu/GrColorInfo.h"
18 #include "src/gpu/GrRecordingContextPriv.h"
19 #include "src/gpu/SkGr.h"
20 #include "src/gpu/effects/GrMatrixEffect.h"
21 #include "src/gpu/effects/GrSkSLFP.h"
22 #include "src/gpu/effects/GrTextureEffect.h"
23 
24 using Vec4 = skvx::Vec<4, float>;
25 
26 // Intervals smaller than this (that aren't hard stops) on low-precision-only devices force us to
27 // use the textured gradient
28 static const SkScalar kLowPrecisionIntervalLimit = 0.01f;
29 
30 // Each cache entry costs 1K or 2K of RAM. Each bitmap will be 1x256 at either 32bpp or 64bpp.
31 static const int kMaxNumCachedGradientBitmaps = 32;
32 static const int kGradientTextureSize = 256;
33 
34 // NOTE: signature takes raw pointers to the color/pos arrays and a count to make it easy for
35 // MakeColorizer to transparently take care of hard stops at the end points of the gradient.
make_textured_colorizer(const SkPMColor4f* colors, const SkScalar* positions, int count, bool premul, const GrFPArgs& args)36 static std::unique_ptr<GrFragmentProcessor> make_textured_colorizer(const SkPMColor4f* colors,
37         const SkScalar* positions, int count, bool premul, const GrFPArgs& args) {
38     static GrGradientBitmapCache gCache(kMaxNumCachedGradientBitmaps, kGradientTextureSize);
39 
40     // Use 8888 or F16, depending on the destination config.
41     // TODO: Use 1010102 for opaque gradients, at least if destination is 1010102?
42     SkColorType colorType = kRGBA_8888_SkColorType;
43     if (GrColorTypeIsWiderThan(args.fDstColorInfo->colorType(), 8)) {
44         auto f16Format = args.fContext->priv().caps()->getDefaultBackendFormat(
45                 GrColorType::kRGBA_F16, GrRenderable::kNo);
46         if (f16Format.isValid()) {
47             colorType = kRGBA_F16_SkColorType;
48         }
49     }
50     SkAlphaType alphaType = premul ? kPremul_SkAlphaType : kUnpremul_SkAlphaType;
51 
52     SkBitmap bitmap;
53     gCache.getGradient(colors, positions, count, colorType, alphaType, &bitmap);
54     SkASSERT(1 == bitmap.height() && SkIsPow2(bitmap.width()));
55     SkASSERT(bitmap.isImmutable());
56 
57     auto view = std::get<0>(GrMakeCachedBitmapProxyView(args.fContext, bitmap, GrMipmapped::kNo));
58     if (!view) {
59         SkDebugf("Gradient won't draw. Could not create texture.");
60         return nullptr;
61     }
62 
63     auto m = SkMatrix::Scale(view.width(), 1.f);
64     return GrTextureEffect::Make(std::move(view), alphaType, m, GrSamplerState::Filter::kLinear);
65 }
66 
67 
make_single_interval_colorizer(const SkPMColor4f& start, const SkPMColor4f& end)68 static std::unique_ptr<GrFragmentProcessor> make_single_interval_colorizer(const SkPMColor4f& start,
69                                                                            const SkPMColor4f& end) {
70     static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
71         uniform half4 start;
72         uniform half4 end;
73         half4 main(float2 coord) {
74             // Clamping and/or wrapping was already handled by the parent shader so the output
75             // color is a simple lerp.
76             return mix(start, end, half(coord.x));
77         }
78     )");
79     return GrSkSLFP::Make(effect, "SingleIntervalColorizer", /*inputFP=*/nullptr,
80                           GrSkSLFP::OptFlags::kNone,
81                           "start", start,
82                           "end", end);
83 }
84 
make_dual_interval_colorizer(const SkPMColor4f& c0, const SkPMColor4f& c1, const SkPMColor4f& c2, const SkPMColor4f& c3, float threshold)85 static std::unique_ptr<GrFragmentProcessor> make_dual_interval_colorizer(const SkPMColor4f& c0,
86                                                                          const SkPMColor4f& c1,
87                                                                          const SkPMColor4f& c2,
88                                                                          const SkPMColor4f& c3,
89                                                                          float threshold) {
90     static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
91         uniform float4 scale[2];
92         uniform float4 bias[2];
93         uniform half threshold;
94 
95         half4 main(float2 coord) {
96             half t = half(coord.x);
97 
98             float4 s, b;
99             if (t < threshold) {
100                 s = scale[0];
101                 b = bias[0];
102             } else {
103                 s = scale[1];
104                 b = bias[1];
105             }
106 
107             return half4(t * s + b);
108         }
109     )");
110 
111     // Derive scale and biases from the 4 colors and threshold
112     Vec4 vc0 = Vec4::Load(c0.vec());
113     Vec4 vc1 = Vec4::Load(c1.vec());
114     Vec4 vc2 = Vec4::Load(c2.vec());
115     Vec4 vc3 = Vec4::Load(c3.vec());
116 
117     const Vec4 scale[2] = {(vc1 - vc0) / threshold,
118                            (vc3 - vc2) / (1 - threshold)};
119     const Vec4 bias[2]  = {vc0,
120                            vc2 - threshold * scale[1]};
121     return GrSkSLFP::Make(effect, "DualIntervalColorizer", /*inputFP=*/nullptr,
122                           GrSkSLFP::OptFlags::kNone,
123                           "scale", SkMakeSpan(scale),
124                           "bias", SkMakeSpan(bias),
125                           "threshold", threshold);
126 }
127 
128 // The "unrolled" colorizer contains hand-written nested ifs which perform a binary search.
129 // This works on ES2 hardware that doesn't support non-constant array indexes.
130 // However, to keep code size under control, we are limited to a small number of stops.
131 static constexpr int kMaxUnrolledColorCount    = 16;
132 static constexpr int kMaxUnrolledIntervalCount = kMaxUnrolledColorCount / 2;
133 
make_unrolled_colorizer(int intervalCount, const SkPMColor4f* scale, const SkPMColor4f* bias, SkRect thresholds1_7, SkRect thresholds9_13)134 static std::unique_ptr<GrFragmentProcessor> make_unrolled_colorizer(int intervalCount,
135                                                                     const SkPMColor4f* scale,
136                                                                     const SkPMColor4f* bias,
137                                                                     SkRect thresholds1_7,
138                                                                     SkRect thresholds9_13) {
139     SkASSERT(intervalCount >= 1 && intervalCount <= 8);
140 
141     static SkOnce                 once[kMaxUnrolledIntervalCount];
142     static sk_sp<SkRuntimeEffect> effects[kMaxUnrolledIntervalCount];
143 
144     once[intervalCount - 1]([intervalCount] {
145         SkString sksl;
146 
147         // The 7 threshold positions that define the boundaries of the 8 intervals (excluding t = 0,
148         // and t = 1) are packed into two half4s instead of having up to 7 separate scalar uniforms.
149         // For low interval counts, the extra components are ignored in the shader, but the uniform
150         // simplification is worth it. It is assumed thresholds are provided in increasing value,
151         // mapped as:
152         //  - thresholds1_7.x = boundary between (0,1) and (2,3) -> 1_2
153         //  -              .y = boundary between (2,3) and (4,5) -> 3_4
154         //  -              .z = boundary between (4,5) and (6,7) -> 5_6
155         //  -              .w = boundary between (6,7) and (8,9) -> 7_8
156         //  - thresholds9_13.x = boundary between (8,9) and (10,11) -> 9_10
157         //  -               .y = boundary between (10,11) and (12,13) -> 11_12
158         //  -               .z = boundary between (12,13) and (14,15) -> 13_14
159         //  -               .w = unused
160         sksl.append("uniform half4 thresholds1_7, thresholds9_13;");
161 
162         // With the current hardstop detection threshold of 0.00024, the maximum scale and bias
163         // values will be on the order of 4k (since they divide by dt). That is well outside the
164         // precision capabilities of half floats, which can lead to inaccurate gradient calculations
165         sksl.appendf("uniform float4 scale[%d];", intervalCount);
166         sksl.appendf("uniform float4 bias[%d];", intervalCount);
167 
168         // Explicit binary search for the proper interval that t falls within. The interval
169         // count checks are constant expressions, which are then optimized to the minimal number
170         // of branches for the specific interval count.
171         sksl.appendf(R"(
172         half4 main(float2 coord) {
173             half t = half(coord.x);
174             float4 s, b;
175             // thresholds1_7.w is mid point for intervals (0,7) and (8,15)
176             if (%d <= 4 || t < thresholds1_7.w) {
177                 // thresholds1_7.y is mid point for intervals (0,3) and (4,7)
178                 if (%d <= 2 || t < thresholds1_7.y) {
179                     // thresholds1_7.x is mid point for intervals (0,1) and (2,3)
180                     if (%d <= 1 || t < thresholds1_7.x) {
181                         %s s = scale[0]; b = bias[0];
182                     } else {
183                         %s s = scale[1]; b = bias[1];
184                     }
185                 } else {
186                     // thresholds1_7.z is mid point for intervals (4,5) and (6,7)
187                     if (%d <= 3 || t < thresholds1_7.z) {
188                         %s s = scale[2]; b = bias[2];
189                     } else {
190                         %s s = scale[3]; b = bias[3];
191                     }
192                 }
193             } else {
194                 // thresholds9_13.y is mid point for intervals (8,11) and (12,15)
195                 if (%d <= 6 || t < thresholds9_13.y) {
196                     // thresholds9_13.x is mid point for intervals (8,9) and (10,11)
197                     if (%d <= 5 || t < thresholds9_13.x) {
198                         %s s = scale[4]; b = bias[4];
199                     } else {
200                         %s s = scale[5]; b = bias[5];
201                     }
202                 } else {
203                     // thresholds9_13.z is mid point for intervals (12,13) and (14,15)
204                     if (%d <= 7 || t < thresholds9_13.z) {
205                         %s s = scale[6]; b = bias[6];
206                     } else {
207                         %s s = scale[7]; b = bias[7];
208                     }
209                 }
210             }
211             return t * s + b;
212         }
213         )", intervalCount,
214               intervalCount,
215                 intervalCount,
216                   (intervalCount <= 0) ? "//" : "",
217                   (intervalCount <= 1) ? "//" : "",
218                 intervalCount,
219                   (intervalCount <= 2) ? "//" : "",
220                   (intervalCount <= 3) ? "//" : "",
221               intervalCount,
222                 intervalCount,
223                   (intervalCount <= 4) ? "//" : "",
224                   (intervalCount <= 5) ? "//" : "",
225                 intervalCount,
226                   (intervalCount <= 6) ? "//" : "",
227                   (intervalCount <= 7) ? "//" : "");
228 
229         auto result = SkRuntimeEffect::MakeForShader(std::move(sksl));
230         SkASSERTF(result.effect, "%s", result.errorText.c_str());
231         effects[intervalCount - 1] = std::move(result.effect);
232     });
233 
234     return GrSkSLFP::Make(effects[intervalCount - 1], "UnrolledBinaryColorizer",
235                           /*inputFP=*/nullptr, GrSkSLFP::OptFlags::kNone,
236                           "thresholds1_7", thresholds1_7,
237                           "thresholds9_13", thresholds9_13,
238                           "scale", SkMakeSpan(scale, intervalCount),
239                           "bias", SkMakeSpan(bias, intervalCount));
240 }
241 
242 // The "looping" colorizer uses a real loop to binary-search the array of gradient stops.
243 static constexpr int kMaxLoopingColorCount    = 128;
244 static constexpr int kMaxLoopingIntervalCount = kMaxLoopingColorCount / 2;
245 
make_looping_colorizer(int intervalCount, const SkPMColor4f* scale, const SkPMColor4f* bias, const SkScalar* thresholds)246 static std::unique_ptr<GrFragmentProcessor> make_looping_colorizer(int intervalCount,
247                                                                    const SkPMColor4f* scale,
248                                                                    const SkPMColor4f* bias,
249                                                                    const SkScalar* thresholds) {
250     SkASSERT(intervalCount >= 1 && intervalCount <= kMaxLoopingIntervalCount);
251     SkASSERT((intervalCount & 3) == 0);  // intervals are required to come in groups of four
252     int intervalChunks = intervalCount / 4;
253     int cacheIndex = (size_t)intervalChunks - 1;
254 
255     struct EffectCacheEntry {
256         SkOnce once;
257         sk_sp<SkRuntimeEffect> effect;
258     };
259 
260     static EffectCacheEntry effectCache[kMaxLoopingIntervalCount / 4];
261     SkASSERT(cacheIndex >= 0 && cacheIndex < (int)SK_ARRAY_COUNT(effectCache));
262     EffectCacheEntry* cacheEntry = &effectCache[cacheIndex];
263 
264     cacheEntry->once([intervalCount, intervalChunks, cacheEntry] {
265         SkString sksl;
266 
267         // Binary search for the interval that `t` falls within. We can precalculate the number of
268         // loop iterations we need, and we know `t` will always be in range, so we can just loop a
269         // fixed number of times and can be guaranteed to have found the proper element.
270         //
271         // Threshold values are stored in half4s to keep them compact, so the last two rounds of
272         // binary search are hand-unrolled to allow them to use swizzles.
273         //
274         // Note that this colorizer is also designed to handle the case of exactly 4 intervals (a
275         // single chunk). In this case, the binary search for-loop will optimize away entirely, as
276         // it can be proven to execute zero times. We also optimize away the calculation of `4 *
277         // chunk` near the end via an @if statement, as the result will always be in chunk 0.
278         int loopCount = SkNextLog2(intervalChunks);
279         sksl.appendf(R"(
280         uniform half4 thresholds[%d];
281         uniform float4 scale[%d];
282         uniform float4 bias[%d];
283 
284         half4 main(float2 coord) {
285             half t = half(coord.x);
286 
287             // Choose a chunk from thresholds via binary search in a loop.
288             int low = 0;
289             int high = %d;
290             int chunk = %d;
291             for (int loop = 0; loop < %d; ++loop) {
292                 if (t < thresholds[chunk].w) {
293                     high = chunk;
294                 } else {
295                     low = chunk + 1;
296                 }
297                 chunk = (low + high) / 2;
298             }
299 
300             // Choose the final position via explicit 4-way binary search.
301             int pos;
302             if (t < thresholds[chunk].y) {
303                 pos = (t < thresholds[chunk].x) ? 0 : 1;
304             } else {
305                 pos = (t < thresholds[chunk].z) ? 2 : 3;
306             }
307             @if (%d > 0) {
308                 pos += 4 * chunk;
309             }
310             return t * scale[pos] + bias[pos];
311         }
312         )", /* thresholds: */ intervalChunks,
313             /* scale: */ intervalCount,
314             /* bias: */ intervalCount,
315             /* high: */ intervalChunks - 1,
316             /* chunk: */ (intervalChunks - 1) / 2,
317             /* loopCount: */ loopCount,
318             /* @if (loopCount > 0): */ loopCount);
319 
320         auto result = SkRuntimeEffect::MakeForShader(std::move(sksl),
321                                                      SkRuntimeEffectPriv::ES3Options());
322         SkASSERTF(result.effect, "%s", result.errorText.c_str());
323         cacheEntry->effect = std::move(result.effect);
324     });
325 
326     return GrSkSLFP::Make(cacheEntry->effect, "LoopingBinaryColorizer",
327                           /*inputFP=*/nullptr, GrSkSLFP::OptFlags::kNone,
328                           "thresholds", SkMakeSpan((const SkV4*)thresholds, intervalChunks),
329                           "scale", SkMakeSpan(scale, intervalCount),
330                           "bias", SkMakeSpan(bias, intervalCount));
331 }
332 
333 // Converts an input array of {colors, positions} into an array of {scales, biases, thresholds}.
334 // The length of the result array may differ from the input due to hard-stops or empty intervals.
build_intervals(int inputLength, const SkPMColor4f* inColors, const SkScalar* inPositions, int outputLength, SkPMColor4f* outScales, SkPMColor4f* outBiases, SkScalar* outThresholds)335 int build_intervals(int inputLength,
336                     const SkPMColor4f* inColors,
337                     const SkScalar* inPositions,
338                     int outputLength,
339                     SkPMColor4f* outScales,
340                     SkPMColor4f* outBiases,
341                     SkScalar* outThresholds) {
342     // Depending on how the positions resolve into hard stops or regular stops, the number of
343     // intervals specified by the number of colors/positions can change. For instance, a plain
344     // 3 color gradient is two intervals, but a 4 color gradient with a hard stop is also
345     // two intervals. At the most extreme end, an 8 interval gradient made entirely of hard
346     // stops has 16 colors.
347     int intervalCount = 0;
348     for (int i = 0; i < inputLength - 1; i++) {
349         if (intervalCount >= outputLength) {
350             // Already reached our output limit, and haven't run out of color stops. This gradient
351             // cannot be represented without more intervals.
352             return 0;
353         }
354 
355         SkScalar t0 = inPositions[i];
356         SkScalar t1 = inPositions[i + 1];
357         SkScalar dt = t1 - t0;
358         // If the interval is empty, skip to the next interval. This will automatically create
359         // distinct hard stop intervals as needed. It also protects against malformed gradients
360         // that have repeated hard stops at the very beginning that are effectively unreachable.
361         if (SkScalarNearlyZero(dt)) {
362             continue;
363         }
364 
365         Vec4 c0 = Vec4::Load(inColors[i].vec());
366         Vec4 c1 = Vec4::Load(inColors[i + 1].vec());
367         Vec4 scale = (c1 - c0) / dt;
368         Vec4 bias = c0 - t0 * scale;
369 
370         scale.store(outScales + intervalCount);
371         bias.store(outBiases + intervalCount);
372         outThresholds[intervalCount] = t1;
373         intervalCount++;
374     }
375     return intervalCount;
376 }
377 
make_unrolled_binary_colorizer( const SkPMColor4f* colors, const SkScalar* positions, int count)378 static std::unique_ptr<GrFragmentProcessor> make_unrolled_binary_colorizer(
379         const SkPMColor4f* colors, const SkScalar* positions, int count) {
380     if (count > kMaxUnrolledColorCount) {
381         // Definitely cannot represent this gradient configuration
382         return nullptr;
383     }
384 
385     SkPMColor4f scales[kMaxUnrolledIntervalCount];
386     SkPMColor4f biases[kMaxUnrolledIntervalCount];
387     SkScalar thresholds[kMaxUnrolledIntervalCount] = {};
388     int intervalCount = build_intervals(count, colors, positions,
389                                         kMaxUnrolledIntervalCount, scales, biases, thresholds);
390     if (intervalCount <= 0) {
391         return nullptr;
392     }
393 
394     SkRect thresholds1_7  = {thresholds[0], thresholds[1], thresholds[2], thresholds[3]},
395            thresholds9_13 = {thresholds[4], thresholds[5], thresholds[6], 0.0};
396 
397     return make_unrolled_colorizer(intervalCount, scales, biases, thresholds1_7, thresholds9_13);
398 }
399 
make_looping_binary_colorizer(const SkPMColor4f* colors, const SkScalar* positions, int count)400 static std::unique_ptr<GrFragmentProcessor> make_looping_binary_colorizer(const SkPMColor4f* colors,
401                                                                           const SkScalar* positions,
402                                                                           int count) {
403     if (count > kMaxLoopingColorCount) {
404         // Definitely cannot represent this gradient configuration
405         return nullptr;
406     }
407 
408     SkPMColor4f scales[kMaxLoopingIntervalCount];
409     SkPMColor4f biases[kMaxLoopingIntervalCount];
410     SkScalar thresholds[kMaxLoopingIntervalCount] = {};
411     int intervalCount = build_intervals(count, colors, positions,
412                                         kMaxLoopingIntervalCount, scales, biases, thresholds);
413     if (intervalCount <= 0) {
414         return nullptr;
415     }
416 
417     // We round up the number of intervals to the next power of two. This reduces the number of
418     // unique shaders and doesn't require any additional GPU processing power, but this does waste a
419     // handful of uniforms.
420     int roundedSize = std::max(4, SkNextPow2(intervalCount));
421     SkASSERT(roundedSize <= kMaxLoopingIntervalCount);
422     for (; intervalCount < roundedSize; ++intervalCount) {
423         thresholds[intervalCount] = thresholds[intervalCount - 1];
424         scales[intervalCount] = scales[intervalCount - 1];
425         biases[intervalCount] = biases[intervalCount - 1];
426     }
427 
428     return make_looping_colorizer(intervalCount, scales, biases, thresholds);
429 }
430 
431 // Analyze the shader's color stops and positions and chooses an appropriate colorizer to represent
432 // the gradient.
make_colorizer(const SkPMColor4f* colors, const SkScalar* positions, int count, bool premul, const GrFPArgs& args)433 static std::unique_ptr<GrFragmentProcessor> make_colorizer(const SkPMColor4f* colors,
434                                                            const SkScalar* positions,
435                                                            int count,
436                                                            bool premul,
437                                                            const GrFPArgs& args) {
438     // If there are hard stops at the beginning or end, the first and/or last color should be
439     // ignored by the colorizer since it should only be used in a clamped border color. By detecting
440     // and removing these stops at the beginning, it makes optimizing the remaining color stops
441     // simpler.
442 
443     // SkGradientShaderBase guarantees that pos[0] == 0 by adding a default value.
444     bool bottomHardStop = SkScalarNearlyEqual(positions[0], positions[1]);
445     // The same is true for pos[end] == 1
446     bool topHardStop = SkScalarNearlyEqual(positions[count - 2], positions[count - 1]);
447 
448     if (bottomHardStop) {
449         colors++;
450         positions++;
451         count--;
452     }
453     if (topHardStop) {
454         count--;
455     }
456 
457     // Two remaining colors means a single interval from 0 to 1
458     // (but it may have originally been a 3 or 4 color gradient with 1-2 hard stops at the ends)
459     if (count == 2) {
460         return make_single_interval_colorizer(colors[0], colors[1]);
461     }
462 
463     const GrShaderCaps* caps = args.fContext->priv().caps()->shaderCaps();
464     auto intervalsExceedPrecisionLimit = [&]() -> bool {
465         // The remaining analytic colorizers use scale*t+bias, and the scale/bias values can become
466         // quite large when thresholds are close (but still outside the hardstop limit). If float
467         // isn't 32-bit, output can be incorrect if the thresholds are too close together. However,
468         // the analytic shaders are higher quality, so they can be used with lower precision
469         // hardware when the thresholds are not ill-conditioned.
470         if (!caps->floatIs32Bits()) {
471             // Could run into problems. Check if thresholds are close together (with a limit of .01,
472             // so that scales will be less than 100, which leaves 4 decimals of precision on
473             // 16-bit).
474             for (int i = 0; i < count - 1; i++) {
475                 SkScalar dt = SkScalarAbs(positions[i] - positions[i + 1]);
476                 if (dt <= kLowPrecisionIntervalLimit && dt > SK_ScalarNearlyZero) {
477                     return true;
478                 }
479             }
480         }
481         return false;
482     };
483 
484     auto makeDualIntervalColorizer = [&]() -> std::unique_ptr<GrFragmentProcessor> {
485         // The dual-interval colorizer uses the same principles as the binary-search colorizer, but
486         // is limited to exactly 2 intervals.
487         if (count == 3) {
488             // Must be a dual interval gradient, where the middle point is at 1 and the
489             // two intervals share the middle color stop.
490             return make_dual_interval_colorizer(colors[0], colors[1],
491                                                 colors[1], colors[2],
492                                                 positions[1]);
493         }
494         if (count == 4 && SkScalarNearlyEqual(positions[1], positions[2])) {
495             // Two separate intervals that join at the same threshold position
496             return make_dual_interval_colorizer(colors[0], colors[1],
497                                                 colors[2], colors[3],
498                                                 positions[1]);
499         }
500         // The gradient can't be represented in only two intervals.
501         return nullptr;
502     };
503 
504     int binaryColorizerLimit = caps->nonconstantArrayIndexSupport() ? kMaxLoopingColorCount
505                                                                     : kMaxUnrolledColorCount;
506     if ((count <= binaryColorizerLimit) && !intervalsExceedPrecisionLimit()) {
507         // The dual-interval colorizer uses the same principles as the binary-search colorizer, but
508         // is limited to exactly 2 intervals.
509         std::unique_ptr<GrFragmentProcessor> colorizer = makeDualIntervalColorizer();
510         if (colorizer) {
511             return colorizer;
512         }
513         // Attempt to create an analytic colorizer that uses a binary-search loop.
514         colorizer = caps->nonconstantArrayIndexSupport()
515                             ? make_looping_binary_colorizer(colors, positions, count)
516                             : make_unrolled_binary_colorizer(colors, positions, count);
517         if (colorizer) {
518             return colorizer;
519         }
520     }
521 
522     // Otherwise fall back to a rasterized gradient sampled by a texture, which can handle
523     // arbitrary gradients. (This has limited sampling resolution, and always blurs hard-stops.)
524     return make_textured_colorizer(colors, positions, count, premul, args);
525 }
526 
527 // This top-level effect implements clamping on the layout coordinate and requires specifying the
528 // border colors that are used when outside the clamped boundary. Gradients with the
529 // SkTileMode::kClamp should use the colors at their first and last stop (after adding default stops
530 // for t=0,t=1) as the border color. This will automatically replicate the edge color, even when
531 // there is a hard stop.
532 //
533 // The SkTileMode::kDecal can be produced by specifying transparent black as the border colors,
534 // regardless of the gradient's stop colors.
make_clamped_gradient( std::unique_ptr<GrFragmentProcessor> colorizer, std::unique_ptr<GrFragmentProcessor> gradLayout, SkPMColor4f leftBorderColor, SkPMColor4f rightBorderColor, bool makePremul, bool colorsAreOpaque)535 static std::unique_ptr<GrFragmentProcessor> make_clamped_gradient(
536         std::unique_ptr<GrFragmentProcessor> colorizer,
537         std::unique_ptr<GrFragmentProcessor> gradLayout,
538         SkPMColor4f leftBorderColor,
539         SkPMColor4f rightBorderColor,
540         bool makePremul,
541         bool colorsAreOpaque) {
542     static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
543         uniform shader colorizer;
544         uniform shader gradLayout;
545 
546         uniform half4 leftBorderColor;  // t < 0.0
547         uniform half4 rightBorderColor; // t > 1.0
548 
549         uniform int makePremul;              // specialized
550         uniform int layoutPreservesOpacity;  // specialized
551 
552         half4 main(float2 coord) {
553             half4 t = gradLayout.eval(coord);
554             half4 outColor;
555 
556             // If t.x is below 0, use the left border color without invoking the child processor.
557             // If any t.x is above 1, use the right border color. Otherwise, t is in the [0, 1]
558             // range assumed by the colorizer FP, so delegate to the child processor.
559             if (!bool(layoutPreservesOpacity) && t.y < 0) {
560                 // layout has rejected this fragment (rely on sksl to remove this branch if the
561                 // layout FP preserves opacity is false)
562                 outColor = half4(0);
563             } else if (t.x < 0) {
564                 outColor = leftBorderColor;
565             } else if (t.x > 1.0) {
566                 outColor = rightBorderColor;
567             } else {
568                 // Always sample from (x, 0), discarding y, since the layout FP can use y as a
569                 // side-channel.
570                 outColor = colorizer.eval(t.x0);
571             }
572             if (bool(makePremul)) {
573                 outColor.rgb *= outColor.a;
574             }
575             return outColor;
576         }
577     )");
578 
579     // If the layout does not preserve opacity, remove the opaque optimization,
580     // but otherwise respect the provided color opacity state (which should take
581     // into account the opacity of the border colors).
582     bool layoutPreservesOpacity = gradLayout->preservesOpaqueInput();
583     GrSkSLFP::OptFlags optFlags = GrSkSLFP::OptFlags::kCompatibleWithCoverageAsAlpha;
584     if (colorsAreOpaque && layoutPreservesOpacity) {
585         optFlags |= GrSkSLFP::OptFlags::kPreservesOpaqueInput;
586     }
587 
588     return GrSkSLFP::Make(effect, "ClampedGradient", /*inputFP=*/nullptr, optFlags,
589                           "colorizer", GrSkSLFP::IgnoreOptFlags(std::move(colorizer)),
590                           "gradLayout", GrSkSLFP::IgnoreOptFlags(std::move(gradLayout)),
591                           "leftBorderColor", leftBorderColor,
592                           "rightBorderColor", rightBorderColor,
593                           "makePremul", GrSkSLFP::Specialize<int>(makePremul),
594                           "layoutPreservesOpacity",
595                               GrSkSLFP::Specialize<int>(layoutPreservesOpacity));
596 }
597 
make_tiled_gradient( const GrFPArgs& args, std::unique_ptr<GrFragmentProcessor> colorizer, std::unique_ptr<GrFragmentProcessor> gradLayout, bool mirror, bool makePremul, bool colorsAreOpaque)598 static std::unique_ptr<GrFragmentProcessor> make_tiled_gradient(
599         const GrFPArgs& args,
600         std::unique_ptr<GrFragmentProcessor> colorizer,
601         std::unique_ptr<GrFragmentProcessor> gradLayout,
602         bool mirror,
603         bool makePremul,
604         bool colorsAreOpaque) {
605     static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
606         uniform shader colorizer;
607         uniform shader gradLayout;
608 
609         uniform int mirror;                  // specialized
610         uniform int makePremul;              // specialized
611         uniform int layoutPreservesOpacity;  // specialized
612         uniform int useFloorAbsWorkaround;   // specialized
613 
614         half4 main(float2 coord) {
615             half4 t = gradLayout.eval(coord);
616 
617             if (!bool(layoutPreservesOpacity) && t.y < 0) {
618                 // layout has rejected this fragment (rely on sksl to remove this branch if the
619                 // layout FP preserves opacity is false)
620                 return half4(0);
621             } else {
622                 if (bool(mirror)) {
623                     half t_1 = t.x - 1;
624                     half tiled_t = t_1 - 2 * floor(t_1 * 0.5) - 1;
625                     if (bool(useFloorAbsWorkaround)) {
626                         // At this point the expected value of tiled_t should between -1 and 1, so
627                         // this clamp has no effect other than to break up the floor and abs calls
628                         // and make sure the compiler doesn't merge them back together.
629                         tiled_t = clamp(tiled_t, -1, 1);
630                     }
631                     t.x = abs(tiled_t);
632                 } else {
633                     // Simple repeat mode
634                     t.x = fract(t.x);
635                 }
636 
637                 // Always sample from (x, 0), discarding y, since the layout FP can use y as a
638                 // side-channel.
639                 half4 outColor = colorizer.eval(t.x0);
640                 if (bool(makePremul)) {
641                     outColor.rgb *= outColor.a;
642                 }
643                 return outColor;
644             }
645         }
646     )");
647 
648     // If the layout does not preserve opacity, remove the opaque optimization,
649     // but otherwise respect the provided color opacity state (which should take
650     // into account the opacity of the border colors).
651     bool layoutPreservesOpacity = gradLayout->preservesOpaqueInput();
652     GrSkSLFP::OptFlags optFlags = GrSkSLFP::OptFlags::kCompatibleWithCoverageAsAlpha;
653     if (colorsAreOpaque && layoutPreservesOpacity) {
654         optFlags |= GrSkSLFP::OptFlags::kPreservesOpaqueInput;
655     }
656     const bool useFloorAbsWorkaround =
657             args.fContext->priv().caps()->shaderCaps()->mustDoOpBetweenFloorAndAbs();
658 
659     return GrSkSLFP::Make(effect, "TiledGradient", /*inputFP=*/nullptr, optFlags,
660                           "colorizer", GrSkSLFP::IgnoreOptFlags(std::move(colorizer)),
661                           "gradLayout", GrSkSLFP::IgnoreOptFlags(std::move(gradLayout)),
662                           "mirror", GrSkSLFP::Specialize<int>(mirror),
663                           "makePremul", GrSkSLFP::Specialize<int>(makePremul),
664                           "layoutPreservesOpacity",
665                                 GrSkSLFP::Specialize<int>(layoutPreservesOpacity),
666                           "useFloorAbsWorkaround",
667                                 GrSkSLFP::Specialize<int>(useFloorAbsWorkaround));
668 }
669 
670 // Combines the colorizer and layout with an appropriately configured top-level effect based on the
671 // gradient's tile mode
make_gradient( const SkGradientShaderBase& shader, const GrFPArgs& args, std::unique_ptr<GrFragmentProcessor> layout, const SkMatrix* overrideMatrix = nullptr)672 static std::unique_ptr<GrFragmentProcessor> make_gradient(
673         const SkGradientShaderBase& shader,
674         const GrFPArgs& args,
675         std::unique_ptr<GrFragmentProcessor> layout,
676         const SkMatrix* overrideMatrix = nullptr) {
677     // No shader is possible if a layout couldn't be created, e.g. a layout-specific Make() returned
678     // null.
679     if (layout == nullptr) {
680         return nullptr;
681     }
682 
683     // Wrap the layout in a matrix effect to apply the gradient's matrix:
684     SkMatrix matrix;
685     if (!shader.totalLocalMatrix(args.fPreLocalMatrix)->invert(&matrix)) {
686         return nullptr;
687     }
688     // Some two-point conical gradients use a custom matrix here
689     matrix.postConcat(overrideMatrix ? *overrideMatrix : shader.getGradientMatrix());
690     layout = GrMatrixEffect::Make(matrix, std::move(layout));
691 
692     // Convert all colors into destination space and into SkPMColor4fs, and handle
693     // premul issues depending on the interpolation mode
694     bool inputPremul = shader.getGradFlags() & SkGradientShader::kInterpolateColorsInPremul_Flag;
695     bool allOpaque = true;
696     SkAutoSTMalloc<4, SkPMColor4f> colors(shader.fColorCount);
697     SkColor4fXformer xformedColors(shader.fOrigColors4f, shader.fColorCount,
698                                    shader.fColorSpace.get(), args.fDstColorInfo->colorSpace());
699     for (int i = 0; i < shader.fColorCount; i++) {
700         const SkColor4f& upmColor = xformedColors.fColors[i];
701         colors[i] = inputPremul ? upmColor.premul()
702                                 : SkPMColor4f{ upmColor.fR, upmColor.fG, upmColor.fB, upmColor.fA };
703         if (allOpaque && !SkScalarNearlyEqual(colors[i].fA, 1.0)) {
704             allOpaque = false;
705         }
706     }
707 
708     // SkGradientShader stores positions implicitly when they are evenly spaced, but the getPos()
709     // implementation performs a branch for every position index. Since the shader conversion
710     // requires lots of position tests, calculate all of the positions up front if needed.
711     SkTArray<SkScalar, true> implicitPos;
712     SkScalar* positions;
713     if (shader.fOrigPos) {
714         positions = shader.fOrigPos;
715     } else {
716         implicitPos.reserve_back(shader.fColorCount);
717         SkScalar posScale = SK_Scalar1 / (shader.fColorCount - 1);
718         for (int i = 0 ; i < shader.fColorCount; i++) {
719             implicitPos.push_back(SkIntToScalar(i) * posScale);
720         }
721         positions = implicitPos.begin();
722     }
723 
724     // All gradients are colorized the same way, regardless of layout
725     std::unique_ptr<GrFragmentProcessor> colorizer = make_colorizer(
726             colors.get(), positions, shader.fColorCount, inputPremul, args);
727     if (colorizer == nullptr) {
728         return nullptr;
729     }
730 
731     // The top-level effect has to export premul colors, but under certain conditions it doesn't
732     // need to do anything to achieve that: i.e. its interpolating already premul colors
733     // (inputPremul) or all the colors have a = 1, in which case premul is a no op. Note that this
734     // allOpaque check is more permissive than SkGradientShaderBase's isOpaque(), since we can
735     // optimize away the make-premul op for two point conical gradients (which report false for
736     // isOpaque).
737     bool makePremul = !inputPremul && !allOpaque;
738 
739     // All tile modes are supported (unless something was added to SkShader)
740     std::unique_ptr<GrFragmentProcessor> gradient;
741     switch(shader.getTileMode()) {
742         case SkTileMode::kRepeat:
743             gradient = make_tiled_gradient(args, std::move(colorizer), std::move(layout),
744                                            /* mirror */ false, makePremul, allOpaque);
745             break;
746         case SkTileMode::kMirror:
747             gradient = make_tiled_gradient(args, std::move(colorizer), std::move(layout),
748                                            /* mirror */ true, makePremul, allOpaque);
749             break;
750         case SkTileMode::kClamp:
751             // For the clamped mode, the border colors are the first and last colors, corresponding
752             // to t=0 and t=1, because SkGradientShaderBase enforces that by adding color stops as
753             // appropriate. If there is a hard stop, this grabs the expected outer colors for the
754             // border.
755             gradient = make_clamped_gradient(std::move(colorizer), std::move(layout),
756                                              colors[0], colors[shader.fColorCount - 1],
757                                              makePremul, allOpaque);
758             break;
759         case SkTileMode::kDecal:
760             // Even if the gradient colors are opaque, the decal borders are transparent so
761             // disable that optimization
762             gradient = make_clamped_gradient(std::move(colorizer), std::move(layout),
763                                              SK_PMColor4fTRANSPARENT, SK_PMColor4fTRANSPARENT,
764                                              makePremul, /* colorsAreOpaque */ false);
765             break;
766     }
767 
768     return gradient;
769 }
770 
771 namespace GrGradientShader {
772 
MakeLinear(const SkLinearGradient& shader, const GrFPArgs& args)773 std::unique_ptr<GrFragmentProcessor> MakeLinear(const SkLinearGradient& shader,
774                                                 const GrFPArgs& args) {
775     // We add a tiny delta to t. When gradient stops are set up so that a hard stop in a vertically
776     // or horizontally oriented gradient falls exactly at a column or row of pixel centers we can
777     // get slightly different interpolated t values along the column/row. By adding the delta
778     // we will consistently get the color to the "right" of the stop. Of course if the hard stop
779     // falls at X.5 - delta then we still could get inconsistent results, but that is much less
780     // likely. crbug.com/938592
781     // If/when we add filtering of the gradient this can be removed.
782     static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
783         half4 main(float2 coord) {
784             return half4(half(coord.x) + 0.00001, 1, 0, 0); // y = 1 for always valid
785         }
786     )");
787     // The linear gradient never rejects a pixel so it doesn't change opacity
788     auto fp = GrSkSLFP::Make(effect, "LinearLayout", /*inputFP=*/nullptr,
789                              GrSkSLFP::OptFlags::kPreservesOpaqueInput);
790     return make_gradient(shader, args, std::move(fp));
791 }
792 
MakeRadial(const SkRadialGradient& shader, const GrFPArgs& args)793 std::unique_ptr<GrFragmentProcessor> MakeRadial(const SkRadialGradient& shader,
794                                                 const GrFPArgs& args) {
795     static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
796         half4 main(float2 coord) {
797             return half4(half(length(coord)), 1, 0, 0); // y = 1 for always valid
798         }
799     )");
800     // The radial gradient never rejects a pixel so it doesn't change opacity
801     auto fp = GrSkSLFP::Make(effect, "RadialLayout", /*inputFP=*/nullptr,
802                              GrSkSLFP::OptFlags::kPreservesOpaqueInput);
803     return make_gradient(shader, args, std::move(fp));
804 }
805 
MakeSweep(const SkSweepGradient& shader, const GrFPArgs& args)806 std::unique_ptr<GrFragmentProcessor> MakeSweep(const SkSweepGradient& shader,
807                                                const GrFPArgs& args) {
808     // On some devices they incorrectly implement atan2(y,x) as atan(y/x). In actuality it is
809     // atan2(y,x) = 2 * atan(y / (sqrt(x^2 + y^2) + x)). So to work around this we pass in (sqrt(x^2
810     // + y^2) + x) as the second parameter to atan2 in these cases. We let the device handle the
811     // undefined behavior of the second paramenter being 0 instead of doing the divide ourselves and
812     // using atan instead.
813     int useAtanWorkaround =
814             args.fContext->priv().caps()->shaderCaps()->atan2ImplementedAsAtanYOverX();
815     static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
816         uniform half bias;
817         uniform half scale;
818         uniform int useAtanWorkaround;  // specialized
819 
820         half4 main(float2 coord) {
821             half angle = bool(useAtanWorkaround)
822                     ? half(2 * atan(-coord.y, length(coord) - coord.x))
823                     : half(atan(-coord.y, -coord.x));
824 
825             // 0.1591549430918 is 1/(2*pi), used since atan returns values [-pi, pi]
826             half t = (angle * 0.1591549430918 + 0.5 + bias) * scale;
827             return half4(t, 1, 0, 0); // y = 1 for always valid
828         }
829     )");
830     // The sweep gradient never rejects a pixel so it doesn't change opacity
831     auto fp = GrSkSLFP::Make(effect, "SweepLayout", /*inputFP=*/nullptr,
832                              GrSkSLFP::OptFlags::kPreservesOpaqueInput,
833                              "bias", shader.getTBias(),
834                              "scale", shader.getTScale(),
835                              "useAtanWorkaround", GrSkSLFP::Specialize(useAtanWorkaround));
836     return make_gradient(shader, args, std::move(fp));
837 }
838 
MakeConical(const SkTwoPointConicalGradient& shader, const GrFPArgs& args)839 std::unique_ptr<GrFragmentProcessor> MakeConical(const SkTwoPointConicalGradient& shader,
840                                                  const GrFPArgs& args) {
841     // The 2 point conical gradient can reject a pixel so it does change opacity even if the input
842     // was opaque. Thus, all of these layout FPs disable that optimization.
843     std::unique_ptr<GrFragmentProcessor> fp;
844     SkTLazy<SkMatrix> matrix;
845     switch (shader.getType()) {
846         case SkTwoPointConicalGradient::Type::kStrip: {
847             static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
848                 uniform half r0_2;
849                 half4 main(float2 p) {
850                     half v = 1; // validation flag, set to negative to discard fragment later
851                     float t = r0_2 - p.y * p.y;
852                     if (t >= 0) {
853                         t = p.x + sqrt(t);
854                     } else {
855                         v = -1;
856                     }
857                     return half4(half(t), v, 0, 0);
858                 }
859             )");
860             float r0 = shader.getStartRadius() / shader.getCenterX1();
861             fp = GrSkSLFP::Make(effect, "TwoPointConicalStripLayout", /*inputFP=*/nullptr,
862                                 GrSkSLFP::OptFlags::kNone,
863                                 "r0_2", r0 * r0);
864         } break;
865 
866         case SkTwoPointConicalGradient::Type::kRadial: {
867             static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
868                 uniform half r0;
869                 uniform half lengthScale;
870                 half4 main(float2 p) {
871                     half v = 1; // validation flag, set to negative to discard fragment later
872                     float t = length(p) * lengthScale - r0;
873                     return half4(half(t), v, 0, 0);
874                 }
875             )");
876             float dr = shader.getDiffRadius();
877             float r0 = shader.getStartRadius() / dr;
878             bool isRadiusIncreasing = dr >= 0;
879             fp = GrSkSLFP::Make(effect, "TwoPointConicalRadialLayout", /*inputFP=*/nullptr,
880                                 GrSkSLFP::OptFlags::kNone,
881                                 "r0", r0,
882                                 "lengthScale", isRadiusIncreasing ? 1.0f : -1.0f);
883 
884             // GPU radial matrix is different from the original matrix, since we map the diff radius
885             // to have |dr| = 1, so manually compute the final gradient matrix here.
886 
887             // Map center to (0, 0)
888             matrix.set(SkMatrix::Translate(-shader.getStartCenter().fX,
889                                            -shader.getStartCenter().fY));
890             // scale |diffRadius| to 1
891             matrix->postScale(1 / dr, 1 / dr);
892         } break;
893 
894         case SkTwoPointConicalGradient::Type::kFocal: {
895             static auto effect = SkMakeRuntimeEffect(SkRuntimeEffect::MakeForShader, R"(
896                 // Optimization flags, all specialized:
897                 uniform int isRadiusIncreasing;
898                 uniform int isFocalOnCircle;
899                 uniform int isWellBehaved;
900                 uniform int isSwapped;
901                 uniform int isNativelyFocal;
902 
903                 uniform half invR1;  // 1/r1
904                 uniform half fx;     // focalX = r0/(r0-r1)
905 
906                 half4 main(float2 p) {
907                     float t = -1;
908                     half v = 1; // validation flag, set to negative to discard fragment later
909 
910                     float x_t = -1;
911                     if (bool(isFocalOnCircle)) {
912                         x_t = dot(p, p) / p.x;
913                     } else if (bool(isWellBehaved)) {
914                         x_t = length(p) - p.x * invR1;
915                     } else {
916                         float temp = p.x * p.x - p.y * p.y;
917 
918                         // Only do sqrt if temp >= 0; this is significantly slower than checking
919                         // temp >= 0 in the if statement that checks r(t) >= 0. But GPU may break if
920                         // we sqrt a negative float. (Although I havevn't observed that on any
921                         // devices so far, and the old approach also does sqrt negative value
922                         // without a check.) If the performance is really critical, maybe we should
923                         // just compute the area where temp and x_t are always valid and drop all
924                         // these ifs.
925                         if (temp >= 0) {
926                             if (bool(isSwapped) || !bool(isRadiusIncreasing)) {
927                                 x_t = -sqrt(temp) - p.x * invR1;
928                             } else {
929                                 x_t = sqrt(temp) - p.x * invR1;
930                             }
931                         }
932                     }
933 
934                     // The final calculation of t from x_t has lots of static optimizations but only
935                     // do them when x_t is positive (which can be assumed true if isWellBehaved is
936                     // true)
937                     if (!bool(isWellBehaved)) {
938                         // This will still calculate t even though it will be ignored later in the
939                         // pipeline to avoid a branch
940                         if (x_t <= 0.0) {
941                             v = -1;
942                         }
943                     }
944                     if (bool(isRadiusIncreasing)) {
945                         if (bool(isNativelyFocal)) {
946                             t = x_t;
947                         } else {
948                             t = x_t + fx;
949                         }
950                     } else {
951                         if (bool(isNativelyFocal)) {
952                             t = -x_t;
953                         } else {
954                             t = -x_t + fx;
955                         }
956                     }
957 
958                     if (bool(isSwapped)) {
959                         t = 1 - t;
960                     }
961 
962                     return half4(half(t), v, 0, 0);
963                 }
964             )");
965 
966             const SkTwoPointConicalGradient::FocalData& focalData = shader.getFocalData();
967             bool isRadiusIncreasing = (1 - focalData.fFocalX) > 0,
968                  isFocalOnCircle    = focalData.isFocalOnCircle(),
969                  isWellBehaved      = focalData.isWellBehaved(),
970                  isSwapped          = focalData.isSwapped(),
971                  isNativelyFocal    = focalData.isNativelyFocal();
972 
973             fp = GrSkSLFP::Make(effect, "TwoPointConicalFocalLayout", /*inputFP=*/nullptr,
974                                 GrSkSLFP::OptFlags::kNone,
975                                 "isRadiusIncreasing", GrSkSLFP::Specialize<int>(isRadiusIncreasing),
976                                 "isFocalOnCircle",    GrSkSLFP::Specialize<int>(isFocalOnCircle),
977                                 "isWellBehaved",      GrSkSLFP::Specialize<int>(isWellBehaved),
978                                 "isSwapped",          GrSkSLFP::Specialize<int>(isSwapped),
979                                 "isNativelyFocal",    GrSkSLFP::Specialize<int>(isNativelyFocal),
980                                 "invR1", 1.0f / focalData.fR1,
981                                 "fx", focalData.fFocalX);
982         } break;
983     }
984     return make_gradient(shader, args, std::move(fp), matrix.getMaybeNull());
985 }
986 
987 #if GR_TEST_UTILS
RandomParams(SkRandom* random)988 RandomParams::RandomParams(SkRandom* random) {
989     // Set color count to min of 2 so that we don't trigger the const color optimization and make
990     // a non-gradient processor.
991     fColorCount = random->nextRangeU(2, kMaxRandomGradientColors);
992     fUseColors4f = random->nextBool();
993 
994     // if one color, omit stops, otherwise randomly decide whether or not to
995     if (fColorCount == 1 || (fColorCount >= 2 && random->nextBool())) {
996         fStops = nullptr;
997     } else {
998         fStops = fStopStorage;
999     }
1000 
1001     // if using SkColor4f, attach a random (possibly null) color space (with linear gamma)
1002     if (fUseColors4f) {
1003         fColorSpace = GrTest::TestColorSpace(random);
1004     }
1005 
1006     SkScalar stop = 0.f;
1007     for (int i = 0; i < fColorCount; ++i) {
1008         if (fUseColors4f) {
1009             fColors4f[i].fR = random->nextUScalar1();
1010             fColors4f[i].fG = random->nextUScalar1();
1011             fColors4f[i].fB = random->nextUScalar1();
1012             fColors4f[i].fA = random->nextUScalar1();
1013         } else {
1014             fColors[i] = random->nextU();
1015         }
1016         if (fStops) {
1017             fStops[i] = stop;
1018             stop = i < fColorCount - 1 ? stop + random->nextUScalar1() * (1.f - stop) : 1.f;
1019         }
1020     }
1021     fTileMode = static_cast<SkTileMode>(random->nextULessThan(kSkTileModeCount));
1022 }
1023 #endif
1024 
1025 }  // namespace GrGradientShader
1026