- Add instruction numbers to program dumps.
- Dump the program when an assertion fails,
and print the failing condition or an optional
other value (e.g. if alpha outside [0,1], print alpha).
With all that and the new commented assert enabled, I'm seeing that
sometimes we get a bilerp alpha of 0x3f800001, just a little more than
1.0f. Fix still tbd.
Change-Id: I2c20e41ae370d8cd2963e2dbf0fd91aa0fd50061
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/262808
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
With the recent transition to creating fonts from data as CTFonts and
dropping variation support from macOS 10.11 and earlier, it is now
possible to reliably make variation clones and get the axis information.
Change-Id: Ia9a0922ac94a29e1508d2e74d4ce973751044866
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/259421
Reviewed-by: Herb Derby <herb@google.com>
Reviewed-by: Dominik Röttsches <drott@chromium.org>
Commit-Queue: Ben Wagner <bungeman@google.com>
Currently, we treat track matte source layers (tagged with td:1) as single-shot mask triggers:
we apply once to the following layer, then move on.
But track mattes can cascade: a layer with a matte can itself be applied as a track matte for the
following layer.
Also, for matte/masking purposes, only the layer content is being considered (ignoring blend mode
and any masks applied to the matte itself).
To support this, refactor the layer attachment code:
- instead of tracking the presence of a single-shot matte source, always track
previous layer content trees
- instead of triggering matte attachment in the presence of a matte source, trigger based on
the matte *target* property (tt: X)
- log errors on unknown matte modes
Change-Id: I6c71d4007e1e27d3f3a139344bbf367d7bc6e29d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/259820
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Precomp layers can have a different size vs. main composition.
Instead of relying on the global animation (main comp) size, use the
current (pre)comp size when setting up cameras.
Change-Id: I54106375fb39dde2bfd11e14a38e5ec3e7190764
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/258156
Commit-Queue: Florin Malita <fmalita@chromium.org>
Commit-Queue: Mike Reed <reed@google.com>
Auto-Submit: Florin Malita <fmalita@chromium.org>
Reviewed-by: Mike Reed <reed@google.com>
Provides functionality similar to AE property maps
Change-Id: I1705706a6b7e25fbab55465f2e20d0b145330b0b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/255977
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Currently just for image drawable, but going to use this for
references to other kinds of data in bindings, too.
Change-Id: Ic6673530013337bbaadd2d3f1c040626ec24ffb8
Bug: skia:9513
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/256776
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Kevin Lubick <kjlubick@google.com>
This adds a bunch of tests for ops that can all be evaluated directly in
skvm::Builder. You can see the sort of effect this has by looking at
the diffs for SkVMTest.expected... lots of `v3 = sub_f32 v2 v2`
transformed to `v3 = splat 0 (0)` and that sort of thing.
My favorite part is handling many assert_true() calls at compile time!
While the old inter-Op code parallels aren't as clear now, these new
early-out tests kind of work like comments explaining each op. I find
that nice. I found it hard to parse so many uses of the word "splat" so
I did go back to isImm() from isSplat(), and added allImm() to test for
and read several immediates all at once.
Some of this is less C++17 than I'd like. :/
Change-Id: Ie8187d5d184195e3c0c92d613508fb708c28302f
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/255814
Reviewed-by: Herb Derby <herb@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
So far Skottie has been assuming all cameras are two-node (have a point
of interest).
AE also supports one-node cameras, where the camera does not auto-orient
towards a POI but starts off perpendicular to the z == 0 plane.
(https://helpx.adobe.com/after-effects/how-to/camera-animation.html)
Change-Id: Id565de7d8feb9a762940ac372c1bbbcce2e2dfc6
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/254559
Reviewed-by: Florin Malita <fmalita@chromium.org>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Lots of x86 instructions can take their right hand side argument from
memory directly rather than a register. We can use this to avoid the
need to allocate a register for many constants.
The strategy in this CL is one of several I've been stewing over, the
simplest of those strategies I think. There are some trade offs
particularly on ARM; this naive ARM implementation means we'll load&op
every time, even though the load part of the operation can logically be
hoisted. From here on I'm going to just briefly enumerate a few other
approaches that allow the optimization on x86 and still allow the
immediate splats to hoist on ARM.
1) don't do it on ARM
A very simple approach is to simply not perform this optimization on
ARM. ARM has more vector registers than x86, and so register pressure
is lower there. We're going to end up with splatted constants in
registers anyway, so maybe just let that happen the normal way instead
of some roundabout complicated hack like I'll talk about in 2). The
only downside in my mind is that this approach would make high-level
program descriptions platform dependent, which isn't so bad, but it's
been nice to be able to compare and diff debug dumps.
2) split Op::splat up
The next less-simple approach to this problem could fix this by
splitting splats into two Ops internally, one inner Op::immediate that
guantees at least the constant is in memory and is compatible with
immediate-aware Ops like mul_f32_imm, and an outer Op::constant that
depends on that Op::immediate and further guarantees that constant has
been broadcast into a register to be compatible with non-immediate-aware
ops like div_f32. When building a program, immediate-aware ops would
peek for Op::constants as they do today for Op::splats, but instead of
embedding the immediate themselves, they'd replace their dependency with
the inner Op::immediate.
On x86 these new Ops would work just as advertised, with Op::immediate a
runtime no-op, Op::constant the usual vbroadcastss. On ARM
Op::immediate needs to go all the way and splat out a register to make
the constant compatible with immediate-aware ops, and the Op::constant
becomes a noop now instead. All this comes together to let the
Op::immediate splat hoist up out of the loop while still feeding
Op::mul_f32_imm and co. It's a rather complicated approach to solving
this issue, but I might want to explore it just to see how bad it is.
3) do it inside the x86 JIT
The conceptually best approach is to find a way to do this peepholing
only inside the JIT only on x86, avoiding the need for new
Op::mul_f32_imm and co. ARM and the interpreter don't benefit from this
peephole, so the x86 JIT is the logical owner of this optimization.
Finding a clean way to do this without too much disruption is the least
baked idea I've got here, though I think the most desirable long-term.
Cq-Include-Trybots: skia.primary:Test-Debian9-Clang-GCE-CPU-AVX2-x86_64-Debug-All-SK_USE_SKVM_BLITTER,Test-Debian9-Clang-GCE-CPU-AVX2-x86_64-Release-All-SK_USE_SKVM_BLITTER
Change-Id: Ie9c6336ed08b6fbeb89acf920a48a319f74f3643
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/254217
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Herb Derby <herb@google.com>
The matrices we're using can produce very slightly out of range color
channels. This gives surprising results when in shader blending is used
for color burn and color dodge. After this change we clamp the RGB
values to 0..1 before applying premul.
Adds a GM modeled on a blink layout test that shows the problem using
SkImageMakeFromYUVAPixmaps.
Bug: skia:9619
Change-Id: I446d39763a7f5a2f7c5f61d94d163927d851baa3
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/253879
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
This does open us up to a little bit of possible inconsistency of
rounding when right on a x.5 (sometimes we'll +0.5 and trunc, sometimes
round to nearest, sometimes round according to the default mode which is
usually round to nearest) but I think that inconsistency may be worth
the free register not needing a splat(0.5f) buys us.
A few invisible diffs.
Change-Id: I9af092c937ccf7c5891c2ab3cb298d217e4a9e9f
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/253725
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Mike Reed <reed@google.com>
This plumbs through round but doesn't use it. I want that change to be
its own CL. It's nice to have assembler support and the name changes
even if I revert using round.
Change-Id: I6d67ec5c63546069eb7cc1c91599b599bafcda66
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/253724
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
Refactor as a single interpolating loop, based on careful selection
of lerp coefficients.
Change-Id: I58786cddb2f042b53dcbac80c2346736429be102
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/252858
Commit-Queue: Florin Malita <fmalita@chromium.org>
Reviewed-by: Mike Reed <reed@google.com>
Change-Id: Iea0f804b1b2fed9e663e45c33fb54a91b10fd07b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/252652
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
Observed AE layer parenting semantics:
* layers are flagged as either 2D or 3D
* camera applies to 3D layers, but not to 2D layers
* parented 3D layers treat their ancestor transform chain as 3D (SkMatrix44)
* parented 2D layers treat their ancestor transform chain as 2D (SkMatrix, ignoring 3D components)
This means that for a given layer, we may need to build two distinct transform chains - depending
on the type of descendant layer being considered.
Furthermore, transforms are animatable and their animators are scoped to a layer controller. Since
we're potentially building two version of the transform node, we need to ensure all animators for
both of them are transferred to controller object (we still want to only instantiate a single layer
controller and render tree to avoid duplication). IOW, all dependent layer transforms need to be
considered before "sealing off" a given layer controller.
In order to avoid a layer dependency/topological sort, we can split off the transform tree
construction into a separate pass. High-level changes:
-- replace existing LayerAttachContext with CompositionBuilder
(holds LayerBuilders and other Composition-wide state)
-- replace LayerRec with LayerBuilder
(holds Layer-wide state and also caches transform nodes)
-- pass 1: for each LayerBuilder, transitively build and cache a transform chain
of a type (2d/3d) determined by the leaf (entry point) layer
-- pass 2: for each LayerBuilder, build the actual layer content render tree
and instantiate the layer controller objects
Bug: skia:8914
Change-Id: I9f7efcf4819424282fd3dda98f5621ba12fd001b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/251001
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Use `extra_cflags=["-DSK_CAPTURE_DRAW_TEXT_BLOB"]` to enable.
Change-Id: I1d6db478ee91696cdce090647b889c17a83a2718
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/250259
Commit-Queue: Hal Canary <halcanary@google.com>
Reviewed-by: Herb Derby <herb@google.com>
Rewrite program instructions so that each value becomes available as
late as possible, just before it's used by another instruction. This
reorders blocks of instructions to reduce them number of temporary
registers in flight.
Take this example of the sort of program that we naturally write,
noting the registers needed as we progress down the right:
src = load32 ... (1)
sr = extract src ... (2)
sg = extract src ... (3)
sb = extract src ... (4)
sa = extract src ... (4, src dies)
dst = load32 ... (5)
dr = extract dst ... (6)
dg = extract dst ... (7)
db = extract dst ... (8)
da = extract dst ... (8, dst dies)
r = add sr dr (7, sr and dr die)
g = add sg dg (6, sg and dg die)
b = add sb db (5, sb and db die)
a = add sa da (4, sa and da die)
rg = pack r g ... (3, r and g die)
ba = pack b a ... (2, b and a die)
rgba = pack rg ba ... (1, rg and ba die)
store32 rgba ... (0, rgba dies)
That original ordering of the code needs 8 registers (perhaps with a
temporary 9th, but we'll ignore that here). This CL will rewrite the
program to something more like this by recursively issuing inputs only
once needed:
src = load32 ... (1)
sr = extract src ... (2)
dst = load32 ... (3)
dr = extract dst ... (4)
r = add sr dr (3, sr and dr die)
sg = extract src ... (4)
dg = extract dst ... (5)
g = add sg dg (4, sg and dg die)
rg = pack r g (3, r and g die)
sb = extract src ... (4)
db = extract dst ... (5)
b = add sb db (4, sb and db die)
sa = extract src ... (4, src dies)
da = extract dst ... (4, dst dies)
a = add sa da (3, sa and da die)
ba = pack b a (2, b and a die)
rgba = pack rg ba ... (1, rg and ba die)
store32 rgba ... (0)
That trims 3 registers off the example, just by reordering!
I've added the real version of this example to SkVMTest.cpp.
(Its 6th register comes from holding the 0xff byte mask used
by extract, in case you're curious).
I'll admit it's not exactly easy to work out how this reordering works
without a pen and paper or trial and error. I've tried to make the
implementation preserve the original program's order as much as makes
sense (i.e. when order is an otherwise arbitrary choice) to keep it
somewhat sane to follow.
This reordering naturally skips dead code, so pour one out for ☠️ .
We lose our cute dead code emoji marker, but on the other hand all code
downstream of Builder::done() can assume every instruction is live.
Change-Id: Iceffcd10fd7465eae51a39ef8eec7a7189766ba2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/249999
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Herb Derby <herb@google.com>
Change-Id: I6d29290eb2962262bb080a86dc829c39986cae4f
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/249226
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
- Copy effect state to particle uniforms before each script, so changes
from spawn or update are visible.
- Guard path binding against out of range access
- New effect that actually stresses both of these conditions
Change-Id: Ice6112793099e515438af8bb863e9e1bf03d08b1
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/249125
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Most hoisted values are used in the loop body (and that's really the
whole point of hoisting) but some are just temporaries to help produce
other hoisted values. This used_in_loop bit helps us distinguish the
two, and lets us recycle registers holding temporary hoisted values not
used in the loop.
The can-we-recycle logic now becomes:
- is this a real value?
- is it time for it to die?
- is it either not hoisted or a hoisted temporary?
The set-death-to-infinity approach for hoisted values is now gone. That
worked great for hoisted values used inside the loop, but was too
conservative for hoisted temporaries. This lifetime extension was
preventing us from recycling those registers, pinning enough registers
that we run out and fail to JIT.
Small amounts of refactoring to make this clearer:
- move the Instruction hash function definition near its operator==
- rename the two "hoist" variables to "can_hoist" for Instructions
and "try_hoisting" for the JIT approach
- add ↟ to mark hoisted temporaries, _really_ hoisted values.
There's some redundancy here between tracking the can_hoist bit, the
used_in_loop bit, and lifetime tracking. I think it should be true, for
instance, that !can_hoist && !used_in_loop implies an instruction is
dead code. I plan to continue refactoring lifetime analysis (in
particular reordering instructions to decrease register pressure) so
hopefully by the time I'm done that metadata will shake out a little
crisper.
Change-Id: I6460ca96d1cbec0315bed3c9a0774cd88ab5be26
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/248986
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Herb Derby <herb@google.com>
Gives enough information to locate variables by name (using the same
scheme as glGetUniformLocation), and provide hints about type and size.
Bug: skia:9513
Change-Id: I9444f1042471967a79c9f05167dcdb78eca41bad
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/244502
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Simplify burst handling. Scripts should just add to burst (if
they want to handle programmatic bursting, as well).
Update most effects to handle dynamic updates to position better,
and add a sample effect meant to be used with mouse tracking.
Change-Id: Ia302e1d04e62e2b07974807c44067786cc10a8ad
Bug: skia:9513
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/248798
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
This was only being used in one effect (and for no good reason). SkSL is
plenty powerful to re-implement something similar if required, at no
real performance cost.
Re-implemented the one effect that used it with simpler math in the
script, updated the copy of that effect in the gallery.
Docs-Preview: https://skia.org/?cl=247040
Change-Id: I68c86d6550dd4f003f6ba5ecd0febab37b86540b
Bug: skia:9513
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/247040
Reviewed-by: Kevin Lubick <kjlubick@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Confetti mimics the look of a standard skottie asset
Change-Id: Iffeedeb24182c4ac2d3ec390614bc1861b821376
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/246518
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Also removed some older effects that weren't interesting, improved others,
cleaned up the unused functions in several, and renamed most of them to
reflect which feature they're demonstrating.
Change-Id: Ib44a00ec3d25e852a1d1661918137ba13d30c86b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/244119
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
* Added a new binding type, SkEffectBinding. This stores another
entire effect params structure (so the JSON is just nested).
The name is a callable value that spawns a new instance of
that effect, inheriting the parameters of the spawning effect
or particle (depending on which kind of script made the call).
* Broke up the monolithic update function into some helpers,
got some code reuse with the script calling logic.
* Unlike particle capacity, there is no upper limit on child
effects (yet), so it's easy to trigger runaway memory and
CPU consumption. Be careful.
* Added death scripts to effects and particles, which are a
common place to want to spawn sub-effects. Like spawn,
these run on each loop, but for one-shots they play at the
end. Even with loops, this is helpful for timing sub-effects
(see fireworks2.json).
* Finally, added a much more comprehensive example effect,
raincloud.json. This includes a total of three effects, to
generate a cloud, raindrops, and splashes when those drops
hit "the ground".
Change-Id: I3d7b72bcbb684642cd9723518b67ab1c7d7a538a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/242479
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
This change adds another layer of complexity and control to
the particle system. There are now two code chunks: the old
code that's run per-particle, and new code that's run for
the effect itself. This allows for effect lifetime to be set
by the script (eg, randomly), as well as the emission rate.
Rate can vary over time (see pulse.json), and particles can
be emitted in bursts by setting the effect's burst field
(see fireworks.json).
Additionally, the effect has its own frame of reference and
color, which becomes the default state for newly emitted
particles. This allows synchronizing state across particles
in various interesting ways (see color in fireworks.json).
Change-Id: Iec2f7a3427ce1d6411ed7ef5b3023cbef2e8a134
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/240498
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
We're currently letting render context overrides (opacity, color
filters, blend mode, etc) spill down the descendent/mask content
tree.
This is not ideal, as mask content isolation breaks atomicity
assumptions for deferred overrides. Case in point: motion blur uses
SkBlendMode::kPlus to accumulate content "layers" - but since mask
content gets rendered into a separate layer, it fails to produce the
expected result.
The fix is to realize all context overrides on the top-level mask layer
(we already allocate this layer, so there's no reason to defer
downstream anyway).
Change-Id: Icbb7e403f90feecfae5846697f559a03d8aa4097
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/239036
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Change-Id: If99e1802c8187ebd98b67717d744c6695bb25900
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/238118
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Introduce a new hybrid valign extension, kVisualDownscaleToFit (sk_vj: 4):
- when the text shaped at the requested size fits within the box,
center vertically (same as kVisualCenter)
- otherwise, scale down until it fits (same as kVisualResizeToFit)
Change-Id: I8e096a49e2b87582e1bd42161657ec4ef561ebdf
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/235601
Reviewed-by: Ben Wagner <bungeman@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
This makes the register recycling checks a bit more
precise. At head we never recycle a register that's
holding a hoisted value, which is overly conservative.
We really should never recycle a register that's still
needed. By extending the lifetime of any hoisted value
that's used in the loop, we prevent that, while still
allowing hoisted values that are only used in hoisted
computation to be reused.
This takes just a small tweak in the JIT code (removing
the !hoisted({x,y,z}) checks), and a somewhat larger
refactoring in the interpreter, making both hoisted and
non-hoisted code go through the same recycling register
assignment flow.
There's one diff in the existing cases where we now
reuse a hoisted register, and I've added a second test
just to make sure it's covered explicitly.
Change-Id: I25b37ab1f1fea3042d7fd167529abc8fed1dddff
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/233239
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
Due to limitations in BodyMovin/AE JSX, full effect data is not
available (specifically the "channel range" property).
We only support static master hue, static master saturation and
static master lightness at this point.
This CL also introduces a new animation builder pattern:
DiscardableAdapterBase and attachDiscardableAdapter().
The former is a base class for adapters with full animator ownership.
This enables a) capturing raw adapter pointers in animator lambdas and
b) syncing to SG only once, after all local animators are updated).
The latter is a helper for managing adapter creation and optional
destruction (when all adapter properties are static we can discard it).
Change-Id: Iecc4b78830e5464e7958cb12cdfd75a61010aa25
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/231956
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Add missing comparison and selection ops, bit casts, 16-bit memory
operations, gathers, uniform loads, and fill in math holes where
reasonable. Update some names to be a bit more regular.
I think all instructions are implemented in the interpreter,
and many tested. More testing and JITs to follow.
Change-Id: I8cf377e8b72a86ac950e020892ce82b39e9d7277
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229893
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
Change-Id: If57fb79db8f8c5fd185fefaa202167c8082dd846
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229921
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
Change-Id: Ic81b3433b485ca9ce0e60bd10ec12706e673ee89
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229917
Commit-Queue: Brian Osman <brianosman@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
Auto-Submit: Brian Osman <brianosman@google.com>
Reviewed-by: Mike Reed <reed@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
This removes all of the fixed-function particle affector classes.
Instead, each particle effect just has two SkSL snippets, one for
spawn logic, and one for update logic. Each one gets an inout copy
of the particle struct. Ultimately, this makes the effects much
simpler and smaller, while also being far more flexible (you can
do whatever you want with any values you want). Finally, because
the interpreter is vectorized and a particular effect's scripts
are usually tuned to the specific behaviors desired, it's faster
on basically every effect I compared.
I re-created all of the old effects in the new system. Many just
use pure SkSL (no curves or anything). Some of the old curve and
path/text stuff was very handy, though - so those are now exposed
as external values in the interpreter. Basically, an effect can
have any number of named "bindings" that are a callable thing.
This can be a path, text (shortcut for making fancy paths), curve,
or color curve. The path ones return a float4 with position and
normal, the curves return one or four floats.
... and this transposes all of the particle data storage into
SoA form, so that it can use the much faster interpreter entry
point.
Change-Id: Iebe711c45994c4201041b12d171af976bc5e758e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/222057
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Mike Reed <reed@google.com>
Even if a JIT ultimately doesn't end up hoisting any values, it's going
to want this information while it decides. Writing it in one place also
ensures we only get it wrong in one place...
I'm no_ extending the lifetime of hoisted instructions here in Builder.
That's something to leave to the backend so they have the flexibility of
which of these values to hoist, if any. If they don't hoist, they'll
need to know when the value dies.
Moving this information back here lets the test expectation goldens
reflect the hoist bit again too. Kind of nice.
Change-Id: Ib165ca898a97c1d822cb28fe24f15bae4d570a17
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/229024
Reviewed-by: Mike Klein <mtklein@google.com>
Commit-Queue: Mike Klein <mtklein@google.com>
I'm slowly refactoring my way to where hoisting and register assignment
are done in backend-specific ways, but this liveness analysis is always
going to be useful for each backend.
Use deaths() to restore friendly ☠️ dead code markers in test dumps.
Change-Id: I3ab94665bbbbf0788b0b27e00d644eba927dff47
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/228113
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
Unlike all other Skottie effects, motion blur requires sampling at multiple
points on the timeline.
To support this:
1) Introduce MotionBlurEffect - a custom SG render node which can drive
the timeline of its subtree using an sksg::Animator.
2) Introduce MotionBlurController to swap for a regular LayerController
when needed. MotionBlurController dispatches time ticks to
MotionBlurEffect instead of directly to the layer animators.
The actual motion blur impl is based on
https://skia-review.googlesource.com/c/skia/+/221416.
Motion blur requires Lottie files exported with this BodyMovin patch:
https://github.com/bodymovin/bodymovin-extension/pull/15
Change-Id: I075e101ea91ec9aa300bac35ee810fd539f1aced
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/225416
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Florin Malita <fmalita@chromium.org>
Noticed we were only dumping the final register
programs for the integer code. Might as well also
track the value programs.
Change-Id: I417c5c655b632691557bbbb136dcbd3f3167af9a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/225324
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Herb Derby <herb@google.com>