skia2/include/effects/SkRuntimeEffect.h
John Stiles a6841be235 Enable ClangTidy check llvm-namespace-comment.
This fixes a large number of SkSL namespaces which were labeled as if
they were anonymous, and also a handful of other mislabeled namespaces.
Missing namespace-end comments have been added throughout.
A number of diffs are just indentation-related (adjusting 1- or 3-
space indents to 2-space).

Change-Id: I6c62052a0d3aea4ae12ca07e0c2a8587b2fce4ec
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/308503
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Mike Klein <mtklein@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
2020-08-06 19:07:52 +00:00

268 lines
9.2 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 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 Variable {
enum class Qualifier {
kUniform,
kIn,
};
enum class Type {
kBool,
kInt,
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;
Qualifier fQualifier;
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> inputs,
sk_sp<SkShader> children[],
size_t childCount,
const SkMatrix* localMatrix,
bool isOpaque);
sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> inputs);
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 'in' and 'uniform' variables. When calling makeColorFilter or
// makeShader, provide an SkData of this size, containing values for all of those variables.
size_t inputSize() const;
ConstIterable<Variable> inputs() const { return ConstIterable<Variable>(fInAndUniformVars); }
ConstIterable<SkString> children() const { return ConstIterable<SkString>(fChildren); }
ConstIterable<Varying> varyings() const { return ConstIterable<Varying>(fVaryings); }
// Returns pointer to the named in/uniform variable's description, or nullptr if not found
const Variable* findInput(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; }
static void RegisterFlattenables();
~SkRuntimeEffect() override;
private:
SkRuntimeEffect(SkString sksl,
std::unique_ptr<SkSL::Program> baseProgram,
std::vector<Variable>&& inAndUniformVars,
std::vector<SkString>&& children,
std::vector<SkSL::SampleUsage>&& sampleUsages,
std::vector<Varying>&& varyings,
size_t uniformSize,
bool usesSampleCoords,
bool allowColorFilter);
using SpecializeResult = std::tuple<std::unique_ptr<SkSL::Program>, SkString>;
SpecializeResult specialize(SkSL::Program& baseProgram, const void* inputs,
const SkSL::SharedCompiler&) const;
#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 void* inputs, const GrShaderCaps* shaderCaps,
GrContextOptions::ShaderErrorHandler* errorHandler,
SkSL::PipelineStageArgs* outArgs);
#endif
friend class SkRTShader; // toByteCode & uniformSize
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 void* inputs) const;
// Combined size of just the 'uniform' variables.
size_t uniformSize() const { return fUniformSize; }
uint32_t fHash;
SkString fSkSL;
std::unique_ptr<SkSL::Program> fBaseProgram;
std::vector<Variable> fInAndUniformVars;
std::vector<SkString> fChildren;
std::vector<SkSL::SampleUsage> fSampleUsages;
std::vector<Varying> fVaryings;
size_t fUniformSize;
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 'in' and '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.input("some_uniform_float") = 3.14f;
* builder.input("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 BuilderInput {
// 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, BuilderInput&> 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->fInputs->writable_data(), fVar->fOffset),
&val, sizeof(val));
}
return *this;
}
BuilderInput& 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->fInputs->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::Variable* 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
};
BuilderInput input(const char* name) { return { this, fEffect->findInput(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> fInputs;
std::vector<sk_sp<SkShader>> fChildren;
};
#endif