skia2/tools/viewer/SkSLSlide.cpp

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/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "tools/viewer/SkSLSlide.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkFont.h"
#include "include/effects/SkGradientShader.h"
#include "include/effects/SkPerlinNoiseShader.h"
#include "include/sksl/SkSLDebugTrace.h"
#include "src/core/SkEnumerate.h"
#include "tools/Resources.h"
#include "tools/viewer/Viewer.h"
#include <algorithm>
#include <cstdio>
#include "imgui.h"
using namespace sk_app;
///////////////////////////////////////////////////////////////////////////////
static int InputTextCallback(ImGuiInputTextCallbackData* data) {
if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) {
SkString* s = (SkString*)data->UserData;
SkASSERT(data->Buf == s->writable_str());
SkString tmp(data->Buf, data->BufTextLen);
s->swap(tmp);
data->Buf = s->writable_str();
}
return 0;
}
SkSLSlide::SkSLSlide() {
// Register types for serialization
fName = "SkSL";
fSkSL =
"uniform shader child;\n"
"\n"
"half4 main(float2 p) {\n"
" return child.eval(p);\n"
"}\n";
fCodeIsDirty = true;
}
void SkSLSlide::load(SkScalar winWidth, SkScalar winHeight) {
SkPoint points[] = { { 0, 0 }, { 256, 0 } };
SkColor colors[] = { SK_ColorRED, SK_ColorGREEN };
sk_sp<SkShader> shader;
fShaders.push_back(std::make_pair("Null", nullptr));
shader = SkGradientShader::MakeLinear(points, colors, nullptr, 2, SkTileMode::kClamp);
fShaders.push_back(std::make_pair("Linear Gradient", shader));
shader = SkGradientShader::MakeRadial({ 256, 256 }, 256, colors, nullptr, 2,
SkTileMode::kClamp);
fShaders.push_back(std::make_pair("Radial Gradient", shader));
shader = SkGradientShader::MakeSweep(256, 256, colors, nullptr, 2);
fShaders.push_back(std::make_pair("Sweep Gradient", shader));
shader = GetResourceAsImage("images/mandrill_256.png")->makeShader(SkSamplingOptions());
fShaders.push_back(std::make_pair("Mandrill", shader));
fResolution = { winWidth, winHeight, 1.0f };
}
void SkSLSlide::unload() {
fEffect.reset();
fInputs.reset();
fChildren.reset();
fShaders.reset();
}
bool SkSLSlide::rebuild() {
// Some of the standard shadertoy inputs:
SkString sksl;
if (fShadertoyUniforms) {
sksl = "uniform float3 iResolution;\n"
"uniform float iTime;\n"
"uniform float4 iMouse;\n";
}
sksl.append(fSkSL);
// It shouldn't happen, but it's possible to assert in the compiler, especially mid-edit.
// To guard against losing your work, write out the shader to a backup file, then remove it
// when we compile successfully.
constexpr char kBackupFile[] = "sksl.bak";
FILE* backup = fopen(kBackupFile, "w");
if (backup) {
fwrite(fSkSL.c_str(), 1, fSkSL.size(), backup);
fclose(backup);
}
auto [effect, errorText] = SkRuntimeEffect::MakeForShader(sksl);
if (backup) {
std::remove(kBackupFile);
}
if (!effect) {
Viewer::ShaderErrorHandler()->compileError(sksl.c_str(), errorText.c_str());
return false;
}
size_t oldSize = fEffect ? fEffect->uniformSize() : 0;
fInputs.realloc(effect->uniformSize());
if (effect->uniformSize() > oldSize) {
memset(fInputs.get() + oldSize, 0, effect->uniformSize() - oldSize);
}
fChildren.resize_back(effect->children().size());
fEffect = effect;
fCodeIsDirty = false;
return true;
}
void SkSLSlide::draw(SkCanvas* canvas) {
canvas->clear(SK_ColorWHITE);
ImGui::Begin("SkSL", nullptr, ImGuiWindowFlags_AlwaysVerticalScrollbar);
// Edit box for shader code
ImGuiInputTextFlags flags = ImGuiInputTextFlags_CallbackResize;
ImVec2 boxSize(-1.0f, ImGui::GetTextLineHeight() * 30);
if (ImGui::InputTextMultiline("Code", fSkSL.writable_str(), fSkSL.size() + 1, boxSize, flags,
InputTextCallback, &fSkSL)) {
fCodeIsDirty = true;
}
if (ImGui::Checkbox("ShaderToy Uniforms (iResolution/iTime/iMouse)", &fShadertoyUniforms)) {
fCodeIsDirty = true;
}
if (fCodeIsDirty || !fEffect) {
this->rebuild();
}
if (!fEffect) {
ImGui::End();
return;
}
bool writeTrace = false;
bool writeDump = false;
if (!canvas->recordingContext()) {
ImGui::InputInt2("Trace Coordinate (X/Y)", fTraceCoord);
writeTrace = ImGui::Button("Write Debug Trace (JSON)");
writeDump = ImGui::Button("Write Debug Dump (Human-Readable)");
}
// Update fMousePos
ImVec2 mousePos = ImGui::GetMousePos();
if (ImGui::IsMouseDown(0)) {
fMousePos.x = mousePos.x;
fMousePos.y = mousePos.y;
}
if (ImGui::IsMouseClicked(0)) {
fMousePos.z = mousePos.x;
fMousePos.w = mousePos.y;
}
fMousePos.z = abs(fMousePos.z) * (ImGui::IsMouseDown(0) ? 1 : -1);
fMousePos.w = abs(fMousePos.w) * (ImGui::IsMouseClicked(0) ? 1 : -1);
for (const auto& v : fEffect->uniforms()) {
char* data = fInputs.get() + v.offset;
if (v.name.equals("iResolution")) {
memcpy(data, &fResolution, sizeof(fResolution));
continue;
}
if (v.name.equals("iTime")) {
memcpy(data, &fSeconds, sizeof(fSeconds));
continue;
}
if (v.name.equals("iMouse")) {
memcpy(data, &fMousePos, sizeof(fMousePos));
continue;
}
switch (v.type) {
case SkRuntimeEffect::Uniform::Type::kFloat:
case SkRuntimeEffect::Uniform::Type::kFloat2:
case SkRuntimeEffect::Uniform::Type::kFloat3:
case SkRuntimeEffect::Uniform::Type::kFloat4: {
int rows = ((int)v.type - (int)SkRuntimeEffect::Uniform::Type::kFloat) + 1;
float* f = reinterpret_cast<float*>(data);
for (int c = 0; c < v.count; ++c, f += rows) {
SkString name = v.isArray() ? SkStringPrintf("%s[%d]", v.name.c_str(), c)
: v.name;
ImGui::PushID(c);
ImGui::DragScalarN(name.c_str(), ImGuiDataType_Float, f, rows, 1.0f);
ImGui::PopID();
}
break;
}
case SkRuntimeEffect::Uniform::Type::kFloat2x2:
case SkRuntimeEffect::Uniform::Type::kFloat3x3:
case SkRuntimeEffect::Uniform::Type::kFloat4x4: {
int rows = ((int)v.type - (int)SkRuntimeEffect::Uniform::Type::kFloat2x2) + 2;
int cols = rows;
float* f = reinterpret_cast<float*>(data);
for (int e = 0; e < v.count; ++e) {
for (int c = 0; c < cols; ++c, f += rows) {
SkString name = v.isArray()
? SkStringPrintf("%s[%d][%d]", v.name.c_str(), e, c)
: SkStringPrintf("%s[%d]", v.name.c_str(), c);
ImGui::DragScalarN(name.c_str(), ImGuiDataType_Float, f, rows, 1.0f);
}
}
break;
}
case SkRuntimeEffect::Uniform::Type::kInt:
case SkRuntimeEffect::Uniform::Type::kInt2:
case SkRuntimeEffect::Uniform::Type::kInt3:
case SkRuntimeEffect::Uniform::Type::kInt4: {
int rows = ((int)v.type - (int)SkRuntimeEffect::Uniform::Type::kInt) + 1;
int* i = reinterpret_cast<int*>(data);
for (int c = 0; c < v.count; ++c, i += rows) {
SkString name = v.isArray() ? SkStringPrintf("%s[%d]", v.name.c_str(), c)
: v.name;
ImGui::PushID(c);
ImGui::DragScalarN(name.c_str(), ImGuiDataType_S32, i, rows, 1.0f);
ImGui::PopID();
}
break;
}
}
}
Reland "Better first-class shader & color filter support in runtime effects" This is a reland of adadb95a9f1ef21ccc5264c7d0bdc83b56cf91e9 ... adds a temporary workaround for some Android framework code. Original change's description: > Better first-class shader & color filter support in runtime effects > > This does a few things, because they're all intertwined: > > 1) SkRuntimeEffect's API now includes details about children (which Skia > stage was declared, not just the name). The factories verify that the > declared types in the SkSL match up with the C++ types being passed. > Today, we still only support adding children of the same type, so the > checks are simple. Once we allow mixing types, we'll be testing the > declared type against the actual C++ type supplied for each slot. > 2) Adds sample variants that supply the input color to the child. This > is now the only way to invoke a colorFilter child. Internally, we > support passing a color when invoking a child shader, but I'm not > exposing that. It's not clearly part of the semantics of the Skia > pipeline, and is almost never useful. It also exposes users to > several inconsistencies (skbug.com/11942). > 3) Because of #2, it's possible that we can't compute a reusable program > to filter individual colors. In that case, we don't set the constant > output for constant input optimization, and filterColor4f falls back > to the slower base-class implementation. > > Bug: skia:11813 skia:11942 > Change-Id: I06c41e1b35056e486f3163a72acf6b9535d7fed4 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401917 > Commit-Queue: Brian Osman <brianosman@google.com> > Reviewed-by: Mike Klein <mtklein@google.com> Bug: skia:11813 skia:11942 Change-Id: I2c31b147ed86fa8c4dddefb7066bc1d07fe0d285 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/404637 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2021-04-21 13:57:19 +00:00
for (const auto& c : fEffect->children()) {
auto curShader =
std::find_if(fShaders.begin(), fShaders.end(), [tgt = fChildren[c.index]](auto p) {
return p.second == tgt;
});
SkASSERT(curShader != fShaders.end());
if (ImGui::BeginCombo(c.name.c_str(), curShader->first)) {
for (const auto& namedShader : fShaders) {
if (ImGui::Selectable(namedShader.first, curShader->second == namedShader.second)) {
Reland "Better first-class shader & color filter support in runtime effects" This is a reland of adadb95a9f1ef21ccc5264c7d0bdc83b56cf91e9 ... adds a temporary workaround for some Android framework code. Original change's description: > Better first-class shader & color filter support in runtime effects > > This does a few things, because they're all intertwined: > > 1) SkRuntimeEffect's API now includes details about children (which Skia > stage was declared, not just the name). The factories verify that the > declared types in the SkSL match up with the C++ types being passed. > Today, we still only support adding children of the same type, so the > checks are simple. Once we allow mixing types, we'll be testing the > declared type against the actual C++ type supplied for each slot. > 2) Adds sample variants that supply the input color to the child. This > is now the only way to invoke a colorFilter child. Internally, we > support passing a color when invoking a child shader, but I'm not > exposing that. It's not clearly part of the semantics of the Skia > pipeline, and is almost never useful. It also exposes users to > several inconsistencies (skbug.com/11942). > 3) Because of #2, it's possible that we can't compute a reusable program > to filter individual colors. In that case, we don't set the constant > output for constant input optimization, and filterColor4f falls back > to the slower base-class implementation. > > Bug: skia:11813 skia:11942 > Change-Id: I06c41e1b35056e486f3163a72acf6b9535d7fed4 > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401917 > Commit-Queue: Brian Osman <brianosman@google.com> > Reviewed-by: Mike Klein <mtklein@google.com> Bug: skia:11813 skia:11942 Change-Id: I2c31b147ed86fa8c4dddefb7066bc1d07fe0d285 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/404637 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Mike Klein <mtklein@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
2021-04-21 13:57:19 +00:00
fChildren[c.index] = namedShader.second;
}
}
ImGui::EndCombo();
}
}
static SkColor4f gPaintColor { 1.0f, 1.0f, 1.0f , 1.0f };
ImGui::ColorEdit4("Paint Color", gPaintColor.vec());
ImGui::RadioButton("Fill", &fGeometry, kFill); ImGui::SameLine();
ImGui::RadioButton("Circle", &fGeometry, kCircle); ImGui::SameLine();
ImGui::RadioButton("RoundRect", &fGeometry, kRoundRect); ImGui::SameLine();
ImGui::RadioButton("Capsule", &fGeometry, kCapsule); ImGui::SameLine();
ImGui::RadioButton("Text", &fGeometry, kText);
ImGui::End();
auto inputs = SkData::MakeWithoutCopy(fInputs.get(), fEffect->uniformSize());
canvas->save();
sk_sp<SkSL::DebugTrace> debugTrace;
auto shader = fEffect->makeShader(std::move(inputs), fChildren.data(), fChildren.count());
if (writeTrace || writeDump) {
SkIPoint traceCoord = {fTraceCoord[0], fTraceCoord[1]};
SkRuntimeEffect::TracedShader traced = SkRuntimeEffect::MakeTraced(std::move(shader),
traceCoord);
shader = std::move(traced.shader);
debugTrace = std::move(traced.debugTrace);
// Reduce debug trace delay by clipping to a 4x4 rectangle for this paint, centered on the
// pixel to trace. A minor complication is that the canvas might have a transform applied to
// it, but we want to clip in device space. This can be worked around by resetting the
// canvas matrix temporarily.
SkM44 canvasMatrix = canvas->getLocalToDevice();
canvas->resetMatrix();
auto r = SkRect::MakeXYWH(fTraceCoord[0] - 1, fTraceCoord[1] - 1, 4, 4);
canvas->clipRect(r, SkClipOp::kIntersect);
canvas->setMatrix(canvasMatrix);
}
SkPaint p;
p.setColor4f(gPaintColor);
p.setShader(std::move(shader));
switch (fGeometry) {
case kFill:
canvas->drawPaint(p);
break;
case kCircle:
canvas->drawCircle({ 256, 256 }, 256, p);
break;
case kRoundRect:
canvas->drawRoundRect({ 0, 0, 512, 512 }, 64, 64, p);
break;
case kCapsule:
canvas->drawRoundRect({ 0, 224, 512, 288 }, 32, 32, p);
break;
case kText: {
SkFont font;
font.setSize(SkIntToScalar(96));
canvas->drawSimpleText("Hello World", strlen("Hello World"), SkTextEncoding::kUTF8, 0,
256, font, p);
} break;
default: break;
}
canvas->restore();
if (debugTrace && writeTrace) {
SkFILEWStream traceFile("SkVMDebugTrace.json");
debugTrace->writeTrace(&traceFile);
}
if (debugTrace && writeDump) {
SkFILEWStream dumpFile("SkVMDebugTrace.dump.txt");
debugTrace->dump(&dumpFile);
}
}
bool SkSLSlide::animate(double nanos) {
fSeconds = static_cast<float>(nanos * 1E-9);
return true;
}