a6841be235
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>
268 lines
9.2 KiB
C++
268 lines
9.2 KiB
C++
/*
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* Copyright 2019 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef SkRuntimeEffect_DEFINED
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#define SkRuntimeEffect_DEFINED
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#include "include/core/SkData.h"
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#include "include/core/SkMatrix.h"
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#include "include/core/SkString.h"
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#include "include/private/GrTypesPriv.h"
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#include "include/private/SkSLSampleUsage.h"
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#include <string>
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#include <vector>
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#if SK_SUPPORT_GPU
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#include "include/gpu/GrContextOptions.h"
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#endif
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class GrShaderCaps;
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class SkColorFilter;
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class SkShader;
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namespace SkSL {
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class ByteCode;
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struct PipelineStageArgs;
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struct Program;
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class SharedCompiler;
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} // namespace SkSL
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/*
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* SkRuntimeEffect supports creating custom SkShader and SkColorFilter objects using Skia's SkSL
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* shading language.
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*
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* NOTE: This API is experimental and subject to change.
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*/
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class SK_API SkRuntimeEffect : public SkRefCnt {
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public:
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struct Variable {
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enum class Qualifier {
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kUniform,
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kIn,
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};
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enum class Type {
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kBool,
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kInt,
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kFloat,
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kFloat2,
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kFloat3,
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kFloat4,
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kFloat2x2,
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kFloat3x3,
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kFloat4x4,
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};
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enum Flags {
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kArray_Flag = 0x1,
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kMarker_Flag = 0x2,
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kMarkerNormals_Flag = 0x4,
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kSRGBUnpremul_Flag = 0x8,
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};
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SkString fName;
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size_t fOffset;
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Qualifier fQualifier;
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Type fType;
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GrSLType fGPUType;
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int fCount;
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uint32_t fFlags;
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uint32_t fMarker;
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bool isArray() const { return SkToBool(fFlags & kArray_Flag); }
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size_t sizeInBytes() const;
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};
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struct Varying {
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SkString fName;
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int fWidth; // 1 - 4 (floats)
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};
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// [Effect, ErrorText]
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// If successful, Effect != nullptr, otherwise, ErrorText contains the reason for failure.
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using EffectResult = std::tuple<sk_sp<SkRuntimeEffect>, SkString>;
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static EffectResult Make(SkString sksl);
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sk_sp<SkShader> makeShader(sk_sp<SkData> inputs,
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sk_sp<SkShader> children[],
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size_t childCount,
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const SkMatrix* localMatrix,
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bool isOpaque);
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sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> inputs);
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const SkString& source() const { return fSkSL; }
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uint32_t hash() const { return fHash; }
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template <typename T>
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class ConstIterable {
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public:
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ConstIterable(const std::vector<T>& vec) : fVec(vec) {}
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using const_iterator = typename std::vector<T>::const_iterator;
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const_iterator begin() const { return fVec.begin(); }
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const_iterator end() const { return fVec.end(); }
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size_t count() const { return fVec.size(); }
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private:
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const std::vector<T>& fVec;
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};
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// Combined size of all 'in' and 'uniform' variables. When calling makeColorFilter or
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// makeShader, provide an SkData of this size, containing values for all of those variables.
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size_t inputSize() const;
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ConstIterable<Variable> inputs() const { return ConstIterable<Variable>(fInAndUniformVars); }
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ConstIterable<SkString> children() const { return ConstIterable<SkString>(fChildren); }
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ConstIterable<Varying> varyings() const { return ConstIterable<Varying>(fVaryings); }
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// Returns pointer to the named in/uniform variable's description, or nullptr if not found
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const Variable* findInput(const char* name) const;
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// Returns index of the named child, or -1 if not found
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int findChild(const char* name) const;
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bool usesSampleCoords() const { return fUsesSampleCoords; }
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static void RegisterFlattenables();
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~SkRuntimeEffect() override;
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private:
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SkRuntimeEffect(SkString sksl,
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std::unique_ptr<SkSL::Program> baseProgram,
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std::vector<Variable>&& inAndUniformVars,
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std::vector<SkString>&& children,
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std::vector<SkSL::SampleUsage>&& sampleUsages,
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std::vector<Varying>&& varyings,
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size_t uniformSize,
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bool usesSampleCoords,
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bool allowColorFilter);
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using SpecializeResult = std::tuple<std::unique_ptr<SkSL::Program>, SkString>;
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SpecializeResult specialize(SkSL::Program& baseProgram, const void* inputs,
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const SkSL::SharedCompiler&) const;
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#if SK_SUPPORT_GPU
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friend class GrSkSLFP; // toPipelineStage
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friend class GrGLSLSkSLFP; // fSampleUsages
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// This re-compiles the program from scratch, using the supplied shader caps.
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// This is necessary to get the correct values of settings.
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bool toPipelineStage(const void* inputs, const GrShaderCaps* shaderCaps,
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GrContextOptions::ShaderErrorHandler* errorHandler,
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SkSL::PipelineStageArgs* outArgs);
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#endif
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friend class SkRTShader; // toByteCode & uniformSize
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friend class SkRuntimeColorFilter; //
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// [ByteCode, ErrorText]
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// If successful, ByteCode != nullptr, otherwise, ErrorText contains the reason for failure.
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using ByteCodeResult = std::tuple<std::unique_ptr<SkSL::ByteCode>, SkString>;
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ByteCodeResult toByteCode(const void* inputs) const;
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// Combined size of just the 'uniform' variables.
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size_t uniformSize() const { return fUniformSize; }
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uint32_t fHash;
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SkString fSkSL;
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std::unique_ptr<SkSL::Program> fBaseProgram;
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std::vector<Variable> fInAndUniformVars;
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std::vector<SkString> fChildren;
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std::vector<SkSL::SampleUsage> fSampleUsages;
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std::vector<Varying> fVaryings;
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size_t fUniformSize;
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bool fUsesSampleCoords;
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bool fAllowColorFilter;
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};
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/**
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* SkRuntimeShaderBuilder is a utility to simplify creating SkShader objects from SkRuntimeEffects.
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*
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* NOTE: Like SkRuntimeEffect, this API is experimental and subject to change!
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*
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* Given an SkRuntimeEffect, the SkRuntimeShaderBuilder manages creating an input data block and
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* provides named access to the 'in' and 'uniform' variables in that block, as well as named access
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* to a list of child shader slots. Usage:
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*
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* sk_sp<SkRuntimeEffect> effect = ...;
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* SkRuntimeShaderBuilder builder(effect);
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* builder.input("some_uniform_float") = 3.14f;
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* builder.input("some_uniform_matrix") = SkM44::Rotate(...);
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* builder.child("some_child_effect") = mySkImage->makeShader(...);
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* ...
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* sk_sp<SkShader> shader = builder.makeShader(nullptr, false);
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*
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* Note that SkRuntimeShaderBuilder is built entirely on the public API of SkRuntimeEffect,
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* so can be used as-is or serve as inspiration for other interfaces or binding techniques.
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*/
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struct SkRuntimeShaderBuilder {
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SkRuntimeShaderBuilder(sk_sp<SkRuntimeEffect>);
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~SkRuntimeShaderBuilder();
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struct BuilderInput {
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// Copy 'val' to this variable. No type conversion is performed - 'val' must be same
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// size as expected by the effect. Information about the variable can be queried by
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// looking at fVar. If the size is incorrect, no copy will be performed, and debug
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// builds will abort. If this is the result of querying a missing variable, fVar will
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// be nullptr, and assigning will also do nothing (and abort in debug builds).
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template <typename T>
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std::enable_if_t<std::is_trivially_copyable<T>::value, BuilderInput&> operator=(
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const T& val) {
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if (!fVar) {
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SkDEBUGFAIL("Assigning to missing variable");
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} else if (sizeof(val) != fVar->sizeInBytes()) {
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SkDEBUGFAIL("Incorrect value size");
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} else {
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memcpy(SkTAddOffset<void>(fOwner->fInputs->writable_data(), fVar->fOffset),
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&val, sizeof(val));
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}
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return *this;
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}
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BuilderInput& operator=(const SkMatrix& val) {
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if (!fVar) {
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SkDEBUGFAIL("Assigning to missing variable");
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} else if (fVar->sizeInBytes() != 9 * sizeof(float)) {
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SkDEBUGFAIL("Incorrect value size");
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} else {
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float* data = SkTAddOffset<float>(fOwner->fInputs->writable_data(), fVar->fOffset);
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data[0] = val.get(0); data[1] = val.get(3); data[2] = val.get(6);
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data[3] = val.get(1); data[4] = val.get(4); data[5] = val.get(7);
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data[6] = val.get(2); data[7] = val.get(5); data[8] = val.get(8);
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}
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return *this;
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}
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SkRuntimeShaderBuilder* fOwner;
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const SkRuntimeEffect::Variable* fVar; // nullptr if the variable was not found
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};
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struct BuilderChild {
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BuilderChild& operator=(const sk_sp<SkShader>& val);
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SkRuntimeShaderBuilder* fOwner;
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int fIndex; // -1 if the child was not found
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};
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BuilderInput input(const char* name) { return { this, fEffect->findInput(name) }; }
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BuilderChild child(const char* name) { return { this, fEffect->findChild(name) }; }
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sk_sp<SkShader> makeShader(const SkMatrix* localMatrix, bool isOpaque);
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sk_sp<SkRuntimeEffect> fEffect;
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sk_sp<SkData> fInputs;
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std::vector<sk_sp<SkShader>> fChildren;
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};
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#endif
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