skia2/modules/particles/include/SkParticleBinding.h
John Stiles 7134646ebd Migrate SkSLExternalFunction to the ir/ directory.
Change-Id: I8ca4fbba551624c61a4ebe7a4716750fe0b48196
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/395818
Commit-Queue: John Stiles <johnstiles@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2021-04-13 14:17:16 +00:00

87 lines
2.8 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 SkParticleBinding_DEFINED
#define SkParticleBinding_DEFINED
#include "include/core/SkString.h"
#include "modules/particles/include/SkReflected.h"
#include "src/sksl/ir/SkSLExternalFunction.h"
#include <memory>
class SkArenaAlloc;
class SkParticleEffect;
class SkParticleEffectParams;
namespace skresources {
class ResourceProvider;
} // namespace skresources
namespace SkSL {
class Compiler;
} // namespace SkSL
namespace skvm {
struct Uniforms;
} // namespace skvm
class SkParticleExternalFunction : public SkSL::ExternalFunction {
public:
SkParticleExternalFunction(const char* name,
SkSL::Compiler& compiler,
const SkSL::Type& type,
skvm::Uniforms* uniforms,
SkArenaAlloc* alloc)
: SkSL::ExternalFunction(name, type)
, fCompiler(compiler)
, fUniforms(uniforms)
, fAlloc(alloc) {}
protected:
SkSL::Compiler& fCompiler;
skvm::Uniforms* fUniforms;
SkArenaAlloc* fAlloc;
};
class SkParticleBinding : public SkReflected {
public:
SkParticleBinding(const char* name = "name") : fName(name) {}
REFLECTED_ABSTRACT(SkParticleBinding, SkReflected)
void visitFields(SkFieldVisitor* v) override;
virtual std::unique_ptr<SkParticleExternalFunction> toFunction(SkSL::Compiler&,
skvm::Uniforms*,
SkArenaAlloc*) = 0;
virtual void prepare(const skresources::ResourceProvider*) = 0;
static void RegisterBindingTypes();
/*
* All SkParticleBinding objects expose a particular native object to an effect's SkSL code.
* In all cases, the 'name' is the symbol that will be used to access the object from the SkSL.
* Each binding is a callable object, so the SkSL name behaves like a function. The behavior of
* each kind of binding is described below.
*/
// float4 name(xy) -- Fetches RGBA data from an image. 'xy' are normalized image coordinates.
static sk_sp<SkParticleBinding> MakeImage(const char* name,
const char* imagePath, const char* imageName);
// float4 name(t) -- Fetches position and normal from an SkPath. 't' is the normalized distance
// along the path. The return value contains position in .xy and normal in .zw.
static sk_sp<SkParticleBinding> MakePath(const char* name,
const char* pathPath, const char* pathName);
protected:
SkString fName;
};
#endif // SkParticleBinding_DEFINED