767f444feb
There is no more 'inout half4 color'. Effects return their output color. If an effect wants the input color, it must use the (already existing) approach of sampling a nullptr input shader. The change is guarded for Chromium (so we can update their runtime color filters in skia_renderer.cc). For the GPU backend, FPs can now override usesExplicitReturn to indicate that their emitCode will generate a return statement. If that's true, then writeProcessorFunction doesn't inject the automatic return of the output color, and emitFragProc will *always* wrap that FP in a helper function, even as a top-level FP. GrSkSLFP opts in to this behavior, so that the user-supplied return becomes the actual return in the FP's emitCode. Adapting the skvm code to this wasn't too bad: It looks fragile (what happens if there are multiple returns?), but that's not really possible today, without varying control flow. Bug: skia:10613 Change-Id: I205b81fd87dd32bab30b6d6d5fc78853485da036 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/310756 Commit-Queue: Brian Osman <brianosman@google.com> Reviewed-by: Kevin Lubick <kjlubick@google.com> Reviewed-by: John Stiles <johnstiles@google.com> Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Mike Klein <mtklein@google.com>
188 lines
6.3 KiB
C++
188 lines
6.3 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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#include "tools/viewer/SkSLSlide.h"
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#include "include/core/SkCanvas.h"
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#include "include/effects/SkGradientShader.h"
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#include "include/effects/SkPerlinNoiseShader.h"
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#include "src/core/SkEnumerate.h"
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#include "tools/Resources.h"
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#include "tools/viewer/Viewer.h"
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#include <algorithm>
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#include "imgui.h"
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using namespace sk_app;
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///////////////////////////////////////////////////////////////////////////////
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static int InputTextCallback(ImGuiInputTextCallbackData* data) {
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if (data->EventFlag == ImGuiInputTextFlags_CallbackResize) {
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SkString* s = (SkString*)data->UserData;
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SkASSERT(data->Buf == s->writable_str());
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SkString tmp(data->Buf, data->BufTextLen);
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s->swap(tmp);
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data->Buf = s->writable_str();
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}
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return 0;
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}
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SkSLSlide::SkSLSlide() {
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// Register types for serialization
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fName = "SkSL";
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fSkSL =
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"in shader child;\n"
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"\n"
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"half4 main(float2 p) {\n"
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" return sample(child, p);\n"
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"}\n";
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fCodeIsDirty = true;
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}
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void SkSLSlide::load(SkScalar winWidth, SkScalar winHeight) {
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SkPoint points[] = { { 0, 0 }, { 256, 0 } };
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SkColor colors[] = { SK_ColorRED, SK_ColorGREEN };
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sk_sp<SkShader> shader;
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fShaders.push_back(std::make_pair("Null", nullptr));
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shader = SkGradientShader::MakeLinear(points, colors, nullptr, 2, SkTileMode::kClamp);
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fShaders.push_back(std::make_pair("Linear Gradient", shader));
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shader = SkGradientShader::MakeRadial({ 128, 128 }, 128, colors, nullptr, 2,
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SkTileMode::kClamp);
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fShaders.push_back(std::make_pair("Radial Gradient", shader));
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shader = SkGradientShader::MakeSweep(128, 128, colors, nullptr, 2);
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fShaders.push_back(std::make_pair("Sweep Gradient", shader));
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shader = GetResourceAsImage("images/mandrill_256.png")->makeShader();
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fShaders.push_back(std::make_pair("Mandrill", shader));
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shader = SkPerlinNoiseShader::MakeImprovedNoise(0.025f, 0.025f, 3, 0.0f);
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fShaders.push_back(std::make_pair("Perlin Noise", shader));
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}
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void SkSLSlide::unload() {
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fEffect.reset();
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fInputs.reset();
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fChildren.reset();
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fShaders.reset();
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}
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bool SkSLSlide::rebuild() {
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auto [effect, errorText] = SkRuntimeEffect::Make(fSkSL);
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if (!effect) {
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Viewer::ShaderErrorHandler()->compileError(fSkSL.c_str(), errorText.c_str());
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return false;
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}
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size_t oldSize = fEffect ? fEffect->uniformSize() : 0;
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fInputs.realloc(effect->uniformSize());
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if (effect->uniformSize() > oldSize) {
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memset(fInputs.get() + oldSize, 0, effect->uniformSize() - oldSize);
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}
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fChildren.resize_back(effect->children().count());
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fEffect = effect;
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fCodeIsDirty = false;
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return true;
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}
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void SkSLSlide::draw(SkCanvas* canvas) {
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canvas->clear(SK_ColorWHITE);
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ImGui::Begin("SkSL", nullptr, ImGuiWindowFlags_AlwaysVerticalScrollbar);
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// Edit box for shader code
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ImGuiInputTextFlags flags = ImGuiInputTextFlags_CallbackResize;
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ImVec2 boxSize(-1.0f, ImGui::GetTextLineHeight() * 30);
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if (ImGui::InputTextMultiline("Code", fSkSL.writable_str(), fSkSL.size() + 1, boxSize, flags,
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InputTextCallback, &fSkSL)) {
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fCodeIsDirty = true;
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}
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if (fCodeIsDirty || !fEffect) {
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this->rebuild();
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}
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if (!fEffect) {
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ImGui::End();
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return;
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}
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for (const auto& v : fEffect->uniforms()) {
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switch (v.fType) {
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case SkRuntimeEffect::Uniform::Type::kFloat:
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case SkRuntimeEffect::Uniform::Type::kFloat2:
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case SkRuntimeEffect::Uniform::Type::kFloat3:
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case SkRuntimeEffect::Uniform::Type::kFloat4: {
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int rows = ((int)v.fType - (int)SkRuntimeEffect::Uniform::Type::kFloat) + 1;
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float* f = (float*)(fInputs.get() + v.fOffset);
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for (int c = 0; c < v.fCount; ++c, f += rows) {
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SkString name = v.isArray() ? SkStringPrintf("%s[%d]", v.fName.c_str(), c)
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: v.fName;
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ImGui::PushID(c);
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ImGui::DragScalarN(name.c_str(), ImGuiDataType_Float, f, rows, 1.0f);
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ImGui::PopID();
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}
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break;
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}
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case SkRuntimeEffect::Uniform::Type::kFloat2x2:
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case SkRuntimeEffect::Uniform::Type::kFloat3x3:
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case SkRuntimeEffect::Uniform::Type::kFloat4x4: {
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int rows = ((int)v.fType - (int)SkRuntimeEffect::Uniform::Type::kFloat2x2) + 2;
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int cols = rows;
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float* f = (float*)(fInputs.get() + v.fOffset);
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for (int e = 0; e < v.fCount; ++e) {
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for (int c = 0; c < cols; ++c, f += rows) {
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SkString name = v.isArray()
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? SkStringPrintf("%s[%d][%d]", v.fName.c_str(), e, c)
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: SkStringPrintf("%s[%d]", v.fName.c_str(), c);
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ImGui::DragScalarN(name.c_str(), ImGuiDataType_Float, f, rows, 1.0f);
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}
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}
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break;
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}
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}
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}
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for (const auto& [i, name] : SkMakeEnumerate(fEffect->children())) {
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auto curShader = std::find_if(fShaders.begin(), fShaders.end(),
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[tgt = fChildren[i]](auto p) { return p.second == tgt; });
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SkASSERT(curShader!= fShaders.end());
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if (ImGui::BeginCombo(name.c_str(), curShader->first)) {
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for (const auto& namedShader : fShaders) {
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if (ImGui::Selectable(namedShader.first, curShader->second == namedShader.second)) {
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fChildren[i] = namedShader.second;
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}
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}
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ImGui::EndCombo();
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}
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}
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static SkColor4f gPaintColor { 1.0f, 1.0f, 1.0f , 1.0f };
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ImGui::ColorEdit4("Paint Color", gPaintColor.vec());
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ImGui::End();
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auto inputs = SkData::MakeWithoutCopy(fInputs.get(), fEffect->uniformSize());
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auto shader = fEffect->makeShader(std::move(inputs), fChildren.data(), fChildren.count(),
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nullptr, false);
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SkPaint p;
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p.setColor4f(gPaintColor);
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p.setShader(std::move(shader));
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canvas->drawRect({ 0, 0, 256, 256 }, p);
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}
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