skia2/include/effects/SkRuntimeEffect.h
Brian Osman d7e7659cad Move GrShaderCaps from Program::Settings to Compiler
This ties the caps to the compiler instance, paving the way for
pre-optimizing the shared code. Most of the time, the compiler is
created and owned the GPU instance, so this is fine. For runtime
effects, we now use the shared (device-agnostic) compiler instance
for the first compile, even on GPU. It's configured with caps that
apply no workarounds. We pass the user's SkSL to the backend as
cleanly as possible, and then apply any workarounds once it's part
of the full program.

Bug: skia:10905
Bug: skia:10868
Change-Id: Ifcf8d7ebda5d43ad8e180f06700a261811da83de
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/331493
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
2020-11-04 19:38:33 +00:00

256 lines
8.7 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 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 Uniform {
enum class Type {
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;
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> uniforms,
sk_sp<SkShader> children[],
size_t childCount,
const SkMatrix* localMatrix,
bool isOpaque);
sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> uniforms);
sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> uniforms,
sk_sp<SkColorFilter> children[],
size_t childCount);
const SkString& source() const { return fSkSL; }
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 'uniform' variables. When calling makeColorFilter or makeShader,
// provide an SkData of this size, containing values for all of those variables.
size_t uniformSize() const;
ConstIterable<Uniform> uniforms() const { return ConstIterable<Uniform>(fUniforms); }
ConstIterable<SkString> children() const { return ConstIterable<SkString>(fChildren); }
ConstIterable<Varying> varyings() const { return ConstIterable<Varying>(fVaryings); }
// Returns pointer to the named uniform variable's description, or nullptr if not found
const Uniform* findUniform(const char* name) const;
// Returns index of the named child, or -1 if not found
int findChild(const char* name) const;
static void RegisterFlattenables();
~SkRuntimeEffect() override;
private:
SkRuntimeEffect(SkString sksl,
std::unique_ptr<SkSL::Program> baseProgram,
std::vector<Uniform>&& uniforms,
std::vector<SkString>&& children,
std::vector<SkSL::SampleUsage>&& sampleUsages,
std::vector<Varying>&& varyings,
bool usesSampleCoords,
bool allowColorFilter);
uint32_t hash() const { return fHash; }
bool usesSampleCoords() const { return fUsesSampleCoords; }
#if SK_SUPPORT_GPU
friend class GrSkSLFP; // toPipelineStage
friend class GrGLSLSkSLFP; // fSampleUsages
bool toPipelineStage(GrContextOptions::ShaderErrorHandler* errorHandler,
SkSL::PipelineStageArgs* outArgs);
#endif
friend class SkRTShader; // toByteCode
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;
uint32_t fHash;
SkString fSkSL;
std::unique_ptr<SkSL::Program> fBaseProgram;
std::vector<Uniform> fUniforms;
std::vector<SkString> fChildren;
std::vector<SkSL::SampleUsage> fSampleUsages;
std::vector<Varying> fVaryings;
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 '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.uniform("some_uniform_float") = 3.14f;
* builder.uniform("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.
*/
class SkRuntimeShaderBuilder {
public:
SkRuntimeShaderBuilder(sk_sp<SkRuntimeEffect>);
~SkRuntimeShaderBuilder();
struct BuilderUniform {
// 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, BuilderUniform&> 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->writableUniformData(), fVar->fOffset),
&val, sizeof(val));
}
return *this;
}
BuilderUniform& 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->writableUniformData(), 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::Uniform* 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
};
const SkRuntimeEffect* effect() const { return fEffect.get(); }
BuilderUniform uniform(const char* name) { return { this, fEffect->findUniform(name) }; }
BuilderChild child(const char* name) { return { this, fEffect->findChild(name) }; }
sk_sp<SkShader> makeShader(const SkMatrix* localMatrix, bool isOpaque);
private:
void* writableUniformData();
sk_sp<SkRuntimeEffect> fEffect;
sk_sp<SkData> fUniforms;
std::vector<sk_sp<SkShader>> fChildren;
};
#endif