using System.Collections.Generic; using Unity.UIWidgets.async2; using Unity.UIWidgets.foundation; using Unity.UIWidgets.ui; namespace Unity.UIWidgets.painting { public abstract class ShaderWarmUp { protected ShaderWarmUp() { } public virtual Size size => new Size(100.0f, 100.0f); protected abstract Future warmUpOnCanvas(Canvas canvas); public Future execute() { PictureRecorder recorder = new PictureRecorder(); Canvas canvas = new Canvas(recorder); return warmUpOnCanvas(canvas).then(_ => { Picture picture = recorder.endRecording(); //TimelineTask shaderWarmUpTask = TimelineTask(); //shaderWarmUpTask.start('Warm-up shader'); picture.toImage(size.width.ceil(), size.height.ceil()).then(__ => { //shaderWarmUpTask.finish(); return FutureOr.nil; }); return FutureOr.nil; }); } } public class DefaultShaderWarmUp : ShaderWarmUp { public DefaultShaderWarmUp( float drawCallSpacing = 0.0f, Size canvasSize = null ) { canvasSize = canvasSize ?? new Size(100.0f, 100.0f); this.drawCallSpacing = drawCallSpacing; this.canvasSize = canvasSize; } public readonly float drawCallSpacing; public readonly Size canvasSize; public override Size size => canvasSize; /// Trigger common draw operations on a canvas to warm up GPU shader /// compilation cache. protected override Future warmUpOnCanvas(Canvas canvas) { RRect rrect = RRect.fromLTRBXY(20.0f, 20.0f, 60.0f, 60.0f, 10.0f, 10.0f); Path rrectPath = new Path(); rrectPath.addRRect(rrect); Path circlePath = new Path(); circlePath.addOval( Rect.fromCircle(center: new Offset(40.0f, 40.0f), radius: 20.0f) ); // The following path is based on // https://skia.org/user/api/SkCanvas_Reference#SkCanvas_drawPath Path path = new Path(); path.moveTo(20.0f, 60.0f); path.quadraticBezierTo(60.0f, 20.0f, 60.0f, 60.0f); path.close(); path.moveTo(60.0f, 20.0f); path.quadraticBezierTo(60.0f, 60.0f, 20.0f, 60.0f); Path convexPath = new Path(); convexPath.moveTo(20.0f, 30.0f); convexPath.lineTo(40.0f, 20.0f); convexPath.lineTo(60.0f, 30.0f); convexPath.lineTo(60.0f, 60.0f); convexPath.lineTo(20.0f, 60.0f); convexPath.close(); // Skia uses different shaders based on the kinds of paths being drawn and // the associated paint configurations. According to our experience and // tracing, drawing the following paths/paints generates various of // shaders that are commonly used. List paths = new List {rrectPath, circlePath, path, convexPath}; List paints = new List { new Paint { isAntiAlias = true, style = PaintingStyle.fill }, new Paint { isAntiAlias = false, style = PaintingStyle.fill }, new Paint { isAntiAlias = true, style = PaintingStyle.stroke, strokeWidth = 10 }, new Paint { isAntiAlias = true, style = PaintingStyle.stroke, strokeWidth = 0.1f, // hairline } }; // Warm up path stroke and fill shaders. for (int i = 0; i < paths.Count; i += 1) { canvas.save(); foreach (var paint in paints) { canvas.drawPath(paths[i], paint); canvas.translate(drawCallSpacing, 0.0f); } canvas.restore(); canvas.translate(0.0f, drawCallSpacing); } // Warm up shadow shaders. Color black = new Color(0xFF000000); canvas.save(); canvas.drawShadow(rrectPath, black, 10.0f, true); canvas.translate(drawCallSpacing, 0.0f); canvas.drawShadow(rrectPath, black, 10.0f, false); canvas.restore(); // Warm up text shaders. canvas.translate(0.0f, drawCallSpacing); // final ui.ParagraphBuilder paragraphBuilder = ui.ParagraphBuilder( // ui.ParagraphStyle(textDirection: ui.TextDirection.ltr), // )..pushStyle(ui.TextStyle(color: black))..addText('_'); // final ui.Paragraph paragraph = paragraphBuilder.build() // ..layout(const ui.ParagraphConstraints (width: 60.0)); // canvas.drawParagraph(paragraph, const ui.Offset (20.0, 20.0)); // Draw a rect inside a rrect with a non-trivial intersection. If the // intersection is trivial (e.g., equals the rrect clip), Skia will optimize // the clip out. // // Add an integral or fractional translation to trigger Skia's non-AA or AA // optimizations (as did before in normal FillRectOp in rrect clip cases). foreach (var fraction in new[] {0.0f, 0.5f}) { canvas.save(); canvas.translate(fraction, fraction); canvas.clipRRect(RRect.fromLTRBR(8, 8, 328, 248, Radius.circular(16))); canvas.drawRect(Rect.fromLTRB(10, 10, 320, 240), new Paint()); canvas.restore(); canvas.translate(drawCallSpacing, 0.0f); } canvas.translate(0.0f, drawCallSpacing); return Future.value(); } } }