skia2/include/effects/SkRuntimeEffect.h

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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.
*/
#ifndef SkRuntimeEffect_DEFINED
#define SkRuntimeEffect_DEFINED
#include "include/core/SkData.h"
#include "include/core/SkMatrix.h"
#include "include/core/SkString.h"
#include "include/private/GrTypesPriv.h"
#include "include/private/SkSLSampleUsage.h"
#include <string>
#include <vector>
#if SK_SUPPORT_GPU
#include "include/gpu/GrContextOptions.h"
#endif
class GrShaderCaps;
class SkColorFilter;
class SkShader;
namespace SkSL {
class ByteCode;
struct PipelineStageArgs;
struct Program;
class SharedCompiler;
} // namespace SkSL
/*
* SkRuntimeEffect supports creating custom SkShader and SkColorFilter objects using Skia's SkSL
* shading language.
*
* NOTE: This API is experimental and subject to change.
*/
class SK_API SkRuntimeEffect : public SkRefCnt {
public:
struct Uniform {
enum class Type {
kFloat,
kFloat2,
kFloat3,
kFloat4,
kFloat2x2,
kFloat3x3,
kFloat4x4,
};
enum Flags {
kArray_Flag = 0x1,
kMarker_Flag = 0x2,
kMarkerNormals_Flag = 0x4,
kSRGBUnpremul_Flag = 0x8,
};
SkString fName;
size_t fOffset;
Type fType;
GrSLType fGPUType;
int fCount;
uint32_t fFlags;
uint32_t fMarker;
bool isArray() const { return SkToBool(fFlags & kArray_Flag); }
size_t sizeInBytes() const;
};
struct Varying {
SkString fName;
int fWidth; // 1 - 4 (floats)
};
// [Effect, ErrorText]
// If successful, Effect != nullptr, otherwise, ErrorText contains the reason for failure.
using EffectResult = std::tuple<sk_sp<SkRuntimeEffect>, SkString>;
static EffectResult Make(SkString sksl);
sk_sp<SkShader> makeShader(sk_sp<SkData> uniforms,
sk_sp<SkShader> children[],
size_t childCount,
const SkMatrix* localMatrix,
bool isOpaque);
sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> uniforms);
sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> uniforms,
sk_sp<SkColorFilter> children[],
size_t childCount);
const SkString& source() const { return fSkSL; }
uint32_t hash() const { return fHash; }
template <typename T>
class ConstIterable {
public:
ConstIterable(const std::vector<T>& vec) : fVec(vec) {}
using const_iterator = typename std::vector<T>::const_iterator;
const_iterator begin() const { return fVec.begin(); }
const_iterator end() const { return fVec.end(); }
size_t count() const { return fVec.size(); }
private:
const std::vector<T>& fVec;
};
// Combined size of all 'uniform' variables. When calling makeColorFilter or makeShader,
// provide an SkData of this size, containing values for all of those variables.
size_t uniformSize() const;
ConstIterable<Uniform> uniforms() const { return ConstIterable<Uniform>(fUniforms); }
ConstIterable<SkString> children() const { return ConstIterable<SkString>(fChildren); }
ConstIterable<Varying> varyings() const { return ConstIterable<Varying>(fVaryings); }
// Returns pointer to the named uniform variable's description, or nullptr if not found
const Uniform* findUniform(const char* name) const;
// Returns index of the named child, or -1 if not found
int findChild(const char* name) const;
bool usesSampleCoords() const { return fUsesSampleCoords; }
Update how sample(matrix) calls are invoked in SkSL This removes the kMixed type of SkSL::SampleMatrix. All analysis of FP sampling due to parent-child relationships is tracked in flags on GrFragmentProcessor now. The sample strategy is tracked as follows: - An FP marks itself as using the local coordinate builtin directly (automatically done for .fp code based on reference to sk_TransformedCoords2D[0]). - This state propagates up the parent towards the root, marking FPs as using coordinates indirectly. We stop the propagation when we hit a parent FP that explicitly samples the child because it becomes the source of the child's coordinates. - If that parent references its local coordinates directly, that kicks off its own upwards propagation. - Being sampled explicitly propagates down to all children, and effectively disables vertex-shader evaluation of transforms. - A variable matrix automatically marks this flag as well, since it's essentially a shortcut to (matrix expression) * coords. - The matrix type also propagates down, but right now that's only for whether or not there's perspective. - This doesn't affect FS coord evaluation since each FP applies its action independently. - But for VS-promoted transforms, the child's varying may inherit perspective (or other more general matrix types) from the parent and switch from a float2 to a float3. - A SampleMatrix no longer tracks a base or owner, GrFragmentProcessor exposes its parent FP. An FP's sample matrix is always owned by its immediate parent. - This means that you can have a hierarchy from root to leaf like: [uniform, none, none, uses local coords], and that leaf will have a SampleMatrix of kNone type. However, because of parent tracking, the coordinate generation can walk up to the root and detect the proper transform expression it needs to produce, and automatically de-duplicate across children. Currently, all FP's that are explicitly sampled have a signature of (color, float2 coord). FP's that don't use local coords, or whose coords are promoted to a varying have a signature of (color). - In this case, the shader builder either updates args.fLocalCoords to point to the varying directly, or adds a float2 local to the function body that includes the perspective divide. GrFragmentProcessor automatically pretends it has an identity coord transform if the FP is marked as referencing the local coord builtin. This allows these FPs to still be processed as part of GrGLSLGeometryProcessor::collectTransforms, but removes the need for FP implementations to declare an identity GrCoordTransform. - To test this theory, GrTextureEffect and GrSkSLFP no longer have coord transforms explicitly. - Later CLs can trivially remove them from a lot of the other effects. - The coord generation should not change because it detects in both cases that the coord transform matrices were identity. GrGLSLGeometryProcessor's collectTransforms and emitTransformCode has been completely overhauled to recurse up an FP's parent pointers and collect the expressions that affect the result. It de-duplicates expressions between siblings, and is able to produce a single varying for the base local coord (either when there are no intervening transforms, or the root FP needs an explicit coordinate to start off with). This also adds the fp_sample_chaining GM from Brian, with a few more configurations to fill out the cells. Bug: skia:10396 Change-Id: I86acc0c34c9f29d6371b34370bee9a18c2acf1c1 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/297868 Commit-Queue: Michael Ludwig <michaelludwig@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
2020-06-24 13:04:56 +00:00
static void RegisterFlattenables();
~SkRuntimeEffect() override;
private:
SkRuntimeEffect(SkString sksl,
std::unique_ptr<SkSL::Program> baseProgram,
std::vector<Uniform>&& uniforms,
std::vector<SkString>&& children,
std::vector<SkSL::SampleUsage>&& sampleUsages,
std::vector<Varying>&& varyings,
bool usesSampleCoords,
bool allowColorFilter);
#if SK_SUPPORT_GPU
friend class GrSkSLFP; // toPipelineStage
friend class GrGLSLSkSLFP; // fSampleUsages
// This re-compiles the program from scratch, using the supplied shader caps.
// This is necessary to get the correct values of settings.
bool toPipelineStage(const GrShaderCaps* shaderCaps,
GrContextOptions::ShaderErrorHandler* errorHandler,
SkSL::PipelineStageArgs* outArgs);
#endif
friend class SkRTShader; // toByteCode
friend class SkRuntimeColorFilter; //
// [ByteCode, ErrorText]
// If successful, ByteCode != nullptr, otherwise, ErrorText contains the reason for failure.
using ByteCodeResult = std::tuple<std::unique_ptr<SkSL::ByteCode>, SkString>;
ByteCodeResult toByteCode() const;
uint32_t fHash;
SkString fSkSL;
std::unique_ptr<SkSL::Program> fBaseProgram;
std::vector<Uniform> fUniforms;
std::vector<SkString> fChildren;
std::vector<SkSL::SampleUsage> fSampleUsages;
std::vector<Varying> fVaryings;
bool fUsesSampleCoords;
bool fAllowColorFilter;
};
/**
* SkRuntimeShaderBuilder is a utility to simplify creating SkShader objects from SkRuntimeEffects.
*
* NOTE: Like SkRuntimeEffect, this API is experimental and subject to change!
*
* Given an SkRuntimeEffect, the SkRuntimeShaderBuilder manages creating an input data block and
* provides named access to the 'uniform' variables in that block, as well as named access
* to a list of child shader slots. Usage:
*
* sk_sp<SkRuntimeEffect> effect = ...;
* SkRuntimeShaderBuilder builder(effect);
* builder.uniform("some_uniform_float") = 3.14f;
* builder.uniform("some_uniform_matrix") = SkM44::Rotate(...);
* builder.child("some_child_effect") = mySkImage->makeShader(...);
* ...
* sk_sp<SkShader> shader = builder.makeShader(nullptr, false);
*
* Note that SkRuntimeShaderBuilder is built entirely on the public API of SkRuntimeEffect,
* so can be used as-is or serve as inspiration for other interfaces or binding techniques.
*/
struct SkRuntimeShaderBuilder {
SkRuntimeShaderBuilder(sk_sp<SkRuntimeEffect>);
~SkRuntimeShaderBuilder();
struct BuilderUniform {
// Copy 'val' to this variable. No type conversion is performed - 'val' must be same
// size as expected by the effect. Information about the variable can be queried by
// looking at fVar. If the size is incorrect, no copy will be performed, and debug
// builds will abort. If this is the result of querying a missing variable, fVar will
// be nullptr, and assigning will also do nothing (and abort in debug builds).
template <typename T>
std::enable_if_t<std::is_trivially_copyable<T>::value, BuilderUniform&> operator=(
const T& val) {
if (!fVar) {
SkDEBUGFAIL("Assigning to missing variable");
} else if (sizeof(val) != fVar->sizeInBytes()) {
SkDEBUGFAIL("Incorrect value size");
} else {
memcpy(SkTAddOffset<void>(fOwner->fUniforms->writable_data(), fVar->fOffset),
&val, sizeof(val));
}
return *this;
}
BuilderUniform& operator=(const SkMatrix& val) {
if (!fVar) {
SkDEBUGFAIL("Assigning to missing variable");
} else if (fVar->sizeInBytes() != 9 * sizeof(float)) {
SkDEBUGFAIL("Incorrect value size");
} else {
float* data = SkTAddOffset<float>(fOwner->fUniforms->writable_data(),
fVar->fOffset);
data[0] = val.get(0); data[1] = val.get(3); data[2] = val.get(6);
data[3] = val.get(1); data[4] = val.get(4); data[5] = val.get(7);
data[6] = val.get(2); data[7] = val.get(5); data[8] = val.get(8);
}
return *this;
}
SkRuntimeShaderBuilder* fOwner;
const SkRuntimeEffect::Uniform* fVar; // nullptr if the variable was not found
};
struct BuilderChild {
BuilderChild& operator=(const sk_sp<SkShader>& val);
SkRuntimeShaderBuilder* fOwner;
int fIndex; // -1 if the child was not found
};
BuilderUniform uniform(const char* name) { return { this, fEffect->findUniform(name) }; }
BuilderChild child(const char* name) { return { this, fEffect->findChild(name) }; }
sk_sp<SkShader> makeShader(const SkMatrix* localMatrix, bool isOpaque);
sk_sp<SkRuntimeEffect> fEffect;
sk_sp<SkData> fUniforms;
std::vector<sk_sp<SkShader>> fChildren;
};
#endif