skia2/tools/viewer/SkSLSlide.h
Brian Osman bd4f872d69 Handle runtime effect shader errors better
- Expose shader error handler on GrBaseContextPriv
- Use that to report errors that happen during (late) SkSL conversion
- Remove various asserts. We expect these functions not to fail, but
  they absolutely can for any kind of error that gets past the first
  compile in SkRuntimeEffect::Make. We'll still make a GLSLFP, but it
  won't inject any code, so the resulting shader will *also* fail to
  compile. Injecting our own errors first gives the user a better idea
  what's actually broken.
- SkSLSlide also reports errors via the error handler now, too.

Change-Id: I4b871cdaa5e3217b042ebf000bb7474afaeab04c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/275679
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2020-03-06 21:32:31 +00:00

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1.0 KiB
C++

/*
* 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 SkSLSlide_DEFINED
#define SkSLSlide_DEFINED
#include "tools/viewer/Slide.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/gpu/GrContextOptions.h"
class SkSLSlide : public Slide {
public:
SkSLSlide();
// TODO: We need a way for primarily interactive slides to always be as large as the window
SkISize getDimensions() const override { return SkISize::MakeEmpty(); }
void draw(SkCanvas* canvas) override;
void load(SkScalar winWidth, SkScalar winHeight) override;
void unload() override;
private:
bool rebuild(GrContextOptions::ShaderErrorHandler*);
SkString fSkSL;
bool fCodeIsDirty;
sk_sp<SkRuntimeEffect> fEffect;
SkAutoTMalloc<char> fInputs;
SkTArray<sk_sp<SkShader>> fChildren;
// Named shaders that can be selected as inputs
SkTArray<std::pair<const char*, sk_sp<SkShader>>> fShaders;
};
#endif