skia2/include/core/SkCustomMesh.h
Kevin Lubick dc17673395 Add SKSL guard to SkCustomMesh APIs
The SkCustomMesh object requires SkSL, which Bazel noticed.

Change-Id: I11046d75ce0dd37ebdecc2dd2a24e7eb44e6149d
Bug: skia:12541
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/491938
Reviewed-by: Brian Salomon <bsalomon@google.com>
2022-01-06 18:10:57 +00:00

203 lines
8.5 KiB
C++

/*
* Copyright 2021 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkCustomMesh_DEFINED
#define SkCustomMesh_DEFINED
#include "include/core/SkTypes.h"
#ifdef SK_ENABLE_SKSL
#include "include/core/SkColorSpace.h"
#include "include/core/SkImageInfo.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSpan.h"
#include "include/core/SkString.h"
#include <vector>
namespace SkSL { struct Program; }
/**
* A specification for custom meshes. Specifies the vertex buffer attributes and stride, the
* vertex program that produces a user-defined set of varyings, a fragment program that ingests
* the interpolated varyings and produces local coordinates and optionally a color.
*
* The signature of the vertex program must be:
* float2 main(Attributes, out Varyings)
* where the return value is a local position that will be transformed by SkCanvas's matrix.
*
* The signature of the fragment program must be either:
* (float2|void) main(Varyings)
* or
* (float2|void) main(Varyings, out (half4|float4) color)
*
* where the return value is the local coordinates that will be used to access SkShader. If the
* return type is void then the interpolated position from vertex shader return is used as the local
* coordinate. If the color variant is used it will be blended with SkShader (or SkPaint color in
* absence of a shader) using the SkBlender provided to the SkCanvas draw call.
*/
class SkCustomMeshSpecification : public SkNVRefCnt<SkCustomMeshSpecification> {
public:
/** These values are enforced when creating a specification. */
static constexpr size_t kMaxStride = 1024;
static constexpr size_t kMaxAttributes = 8;
static constexpr size_t kStrideAlignment = 4;
static constexpr size_t kOffsetAlignment = 4;
static constexpr size_t kMaxVaryings = 6;
struct Attribute {
enum class Type : uint32_t { // CPU representation Shader Type
kFloat, // float float
kFloat2, // two floats float2
kFloat3, // three floats float3
kFloat4, // four floats float4
kUByte4_unorm, // four bytes half4
kLast = kUByte4_unorm
};
Type type;
size_t offset;
SkString name;
};
struct Varying {
enum class Type : uint32_t {
kFloat, // "float"
kFloat2, // "float2"
kFloat3, // "float3"
kFloat4, // "float4"
kHalf, // "half"
kHalf2, // "half2"
kHalf3, // "half3"
kHalf4, // "half4"
kLast = kHalf4
};
Type type;
SkString name;
};
~SkCustomMeshSpecification();
struct Result {
sk_sp<SkCustomMeshSpecification> specification;
SkString error;
};
/**
* If successful the return is a specification and an empty error string. Otherwise, it is a
* null specification a non-empty error string.
*
* @param attributes The vertex attributes that will be consumed by 'vs'. Attributes need
* not be tightly packed but attribute offsets must be aligned to
* kOffsetAlignment and offset + size may not be greater than
* 'vertexStride'. At least one attribute is required.
* @param vertexStride The offset between successive attribute values. This must be aligned to
* kStrideAlignment.
* @param varyings The varyings that will be written by 'vs' and read by 'fs'. This may
* be empty.
* @param vs The vertex shader code that computes a vertex position and the varyings
* from the attributes.
* @param fs The fragment code that computes a local coordinate and optionally a
* color from the varyings. The local coordinate is used to sample
* SkShader.
* @param cs The colorspace of the color produced by 'fs'. Ignored if 'fs's main()
* function does not have a color out param.
* @param at The alpha type of the color produced by 'fs'. Ignored if 'fs's main()
* function does not have a color out param. Cannot be kUnknown.
*/
static Result Make(SkSpan<const Attribute> attributes,
size_t vertexStride,
SkSpan<const Varying> varyings,
const SkString& vs,
const SkString& fs,
sk_sp<SkColorSpace> cs = SkColorSpace::MakeSRGB(),
SkAlphaType at = kPremul_SkAlphaType);
SkSpan<const Attribute> attributes() const { return SkMakeSpan(fAttributes); }
size_t stride() const { return fStride; }
private:
friend struct SkCustomMeshSpecificationPriv;
enum class ColorType {
kNone,
kHalf4,
kFloat4,
};
static Result MakeFromSourceWithStructs(SkSpan<const Attribute> attributes,
size_t stride,
SkSpan<const Varying> varyings,
const SkString& vs,
const SkString& fs,
sk_sp<SkColorSpace> cs,
SkAlphaType at);
SkCustomMeshSpecification(SkSpan<const Attribute>,
size_t,
SkSpan<const Varying>,
std::unique_ptr<SkSL::Program>,
std::unique_ptr<SkSL::Program>,
ColorType,
bool hasLocalCoords,
sk_sp<SkColorSpace>,
SkAlphaType);
SkCustomMeshSpecification(const SkCustomMeshSpecification&) = delete;
SkCustomMeshSpecification(SkCustomMeshSpecification&&) = delete;
SkCustomMeshSpecification& operator=(const SkCustomMeshSpecification&) = delete;
SkCustomMeshSpecification& operator=(SkCustomMeshSpecification&&) = delete;
const std::vector<Attribute> fAttributes;
const std::vector<Varying> fVaryings;
std::unique_ptr<SkSL::Program> fVS;
std::unique_ptr<SkSL::Program> fFS;
size_t fStride;
uint32_t fHash;
ColorType fColorType;
bool fHasLocalCoords;
sk_sp<SkColorSpace> fColorSpace;
SkAlphaType fAlphaType;
};
/**
* This is a placeholder object. We will want something that allows the client to incrementally
* update the mesh that can be synchronized with the GPU backend without requiring extra copies.
*
* A buffer of vertices, a topology, optionally indices, and a compatible SkCustomMeshSpecification.
* The data in 'vb' is expected to contain the attributes described in 'spec' for 'vcount' vertices.
* The size of the buffer must be at least spec->stride()*vcount (even if vertex attributes contains
* pad at the end of the stride). If 'bounds' does not contain all points output by 'spec''s vertex
* program when applied to the vertices in 'vb' a draw of the custom mesh produces undefined
* results.
*
* If indices is null then then 'icount' must be <= 0. 'vcount' vertices will be selected from 'vb'
* to create the topology indicated by 'mode'.
*
* If indices is not null then icount must be >= 3. 'vb' will be indexed by 'icount' successive
* values in 'indices' to create the topology indicated by 'mode'. The values in 'indices' must be
* less than 'vcount'
*/
struct SkCustomMesh {
enum class Mode { kTriangles, kTriangleStrip };
sk_sp<SkCustomMeshSpecification> spec;
Mode mode = Mode::kTriangles;
SkRect bounds = SkRect::MakeEmpty();
const void* vb = nullptr;
int vcount = 0;
const uint16_t* indices = nullptr;
int icount = 0;
};
#endif // SK_ENABLE_SKSL
#endif