skia2/tools/viewer/SkSLSlide.cpp
Brian Osman 91292e9482 Runtime Effects: Support 'uniform shader' (vs. 'in shader')
The previous behavior leaked Skia-internal concepts into public SkSL.
Users coming from GLSL will expect that bindable/sampleable objects are
uniform (just like texture2D). This keeps the old support around (and
tested), but updates all of our examples to use 'uniform'.

Bug: skia:10679
Change-Id: I0c98162f5e21dad7014d9778ceb26143d2f6030e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/332376
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
2020-11-04 22:29:53 +00:00

188 lines
6.3 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.
*/
#include "tools/viewer/SkSLSlide.h"
#include "include/core/SkCanvas.h"
#include "include/effects/SkGradientShader.h"
#include "include/effects/SkPerlinNoiseShader.h"
#include "src/core/SkEnumerate.h"
#include "tools/Resources.h"
#include "tools/viewer/Viewer.h"
#include <algorithm>
#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 sample(child, 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({ 128, 128 }, 128, colors, nullptr, 2,
SkTileMode::kClamp);
fShaders.push_back(std::make_pair("Radial Gradient", shader));
shader = SkGradientShader::MakeSweep(128, 128, colors, nullptr, 2);
fShaders.push_back(std::make_pair("Sweep Gradient", shader));
shader = GetResourceAsImage("images/mandrill_256.png")->makeShader();
fShaders.push_back(std::make_pair("Mandrill", shader));
shader = SkPerlinNoiseShader::MakeImprovedNoise(0.025f, 0.025f, 3, 0.0f);
fShaders.push_back(std::make_pair("Perlin Noise", shader));
}
void SkSLSlide::unload() {
fEffect.reset();
fInputs.reset();
fChildren.reset();
fShaders.reset();
}
bool SkSLSlide::rebuild() {
auto [effect, errorText] = SkRuntimeEffect::Make(fSkSL);
if (!effect) {
Viewer::ShaderErrorHandler()->compileError(fSkSL.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().count());
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 (fCodeIsDirty || !fEffect) {
this->rebuild();
}
if (!fEffect) {
ImGui::End();
return;
}
for (const auto& v : fEffect->uniforms()) {
switch (v.fType) {
case SkRuntimeEffect::Uniform::Type::kFloat:
case SkRuntimeEffect::Uniform::Type::kFloat2:
case SkRuntimeEffect::Uniform::Type::kFloat3:
case SkRuntimeEffect::Uniform::Type::kFloat4: {
int rows = ((int)v.fType - (int)SkRuntimeEffect::Uniform::Type::kFloat) + 1;
float* f = (float*)(fInputs.get() + v.fOffset);
for (int c = 0; c < v.fCount; ++c, f += rows) {
SkString name = v.isArray() ? SkStringPrintf("%s[%d]", v.fName.c_str(), c)
: v.fName;
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.fType - (int)SkRuntimeEffect::Uniform::Type::kFloat2x2) + 2;
int cols = rows;
float* f = (float*)(fInputs.get() + v.fOffset);
for (int e = 0; e < v.fCount; ++e) {
for (int c = 0; c < cols; ++c, f += rows) {
SkString name = v.isArray()
? SkStringPrintf("%s[%d][%d]", v.fName.c_str(), e, c)
: SkStringPrintf("%s[%d]", v.fName.c_str(), c);
ImGui::DragScalarN(name.c_str(), ImGuiDataType_Float, f, rows, 1.0f);
}
}
break;
}
}
}
for (const auto& [i, name] : SkMakeEnumerate(fEffect->children())) {
auto curShader = std::find_if(fShaders.begin(), fShaders.end(),
[tgt = fChildren[i]](auto p) { return p.second == tgt; });
SkASSERT(curShader!= fShaders.end());
if (ImGui::BeginCombo(name.c_str(), curShader->first)) {
for (const auto& namedShader : fShaders) {
if (ImGui::Selectable(namedShader.first, curShader->second == namedShader.second)) {
fChildren[i] = namedShader.second;
}
}
ImGui::EndCombo();
}
}
static SkColor4f gPaintColor { 1.0f, 1.0f, 1.0f , 1.0f };
ImGui::ColorEdit4("Paint Color", gPaintColor.vec());
ImGui::End();
auto inputs = SkData::MakeWithoutCopy(fInputs.get(), fEffect->uniformSize());
auto shader = fEffect->makeShader(std::move(inputs), fChildren.data(), fChildren.count(),
nullptr, false);
SkPaint p;
p.setColor4f(gPaintColor);
p.setShader(std::move(shader));
canvas->drawRect({ 0, 0, 256, 256 }, p);
}