04aef10c64
Allows creation of an image directly from a RTE. Caller provides the effect input bindings, image info for the image, and optional local matrix. The info's alpha type and colorspace are tags for the output image. No alpha type or color space conversions are applied to the output of RTE. CPU does not yet support making kUnpremul images. Bug: chromium:1151490 Change-Id: I69babc9dbbce4431d756cd7a3eef4753e727d6fe Reviewed-on: https://skia-review.googlesource.com/c/skia/+/357284 Commit-Queue: Brian Salomon <bsalomon@google.com> Reviewed-by: Derek Sollenberger <djsollen@google.com> Reviewed-by: Mike Reed <reed@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
280 lines
9.8 KiB
C++
280 lines
9.8 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 SkColorFilter;
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class SkShader;
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namespace SkSL {
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class FunctionDefinition;
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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 Uniform {
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enum class Type {
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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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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> uniforms,
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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<SkImage> makeImage(GrRecordingContext*,
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sk_sp<SkData> uniforms,
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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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SkImageInfo resultInfo,
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bool mipmapped);
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sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> uniforms);
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sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> uniforms,
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sk_sp<SkColorFilter> children[],
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size_t childCount);
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const SkString& source() const { return fSkSL; }
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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 'uniform' variables. When calling makeColorFilter or makeShader,
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// provide an SkData of this size, containing values for all of those variables.
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size_t uniformSize() const;
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ConstIterable<Uniform> uniforms() const { return ConstIterable<Uniform>(fUniforms); }
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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 uniform variable's description, or nullptr if not found
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const Uniform* findUniform(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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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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const SkSL::FunctionDefinition& main,
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std::vector<Uniform>&& uniforms,
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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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bool usesSampleCoords,
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bool allowColorFilter);
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uint32_t hash() const { return fHash; }
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bool usesSampleCoords() const { return fUsesSampleCoords; }
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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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bool toPipelineStage(GrContextOptions::ShaderErrorHandler* errorHandler,
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SkSL::PipelineStageArgs* outArgs);
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#endif
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friend class SkRTShader; // fBaseProgram, fMain
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friend class SkRuntimeColorFilter; //
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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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const SkSL::FunctionDefinition& fMain;
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std::vector<Uniform> fUniforms;
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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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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 '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.uniform("some_uniform_float") = 3.14f;
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* builder.uniform("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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class SkRuntimeShaderBuilder {
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public:
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SkRuntimeShaderBuilder(sk_sp<SkRuntimeEffect>);
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~SkRuntimeShaderBuilder();
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struct BuilderUniform {
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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, BuilderUniform&> 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->writableUniformData(), 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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BuilderUniform& 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->writableUniformData(), 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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template <typename T>
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bool set(const T val[], const int count) {
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static_assert(std::is_trivially_copyable<T>::value, "Value must be trivial copyable");
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if (!fVar) {
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SkDEBUGFAIL("Assigning to missing variable");
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return false;
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} else if (sizeof(T) * count != fVar->sizeInBytes()) {
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SkDEBUGFAIL("Incorrect value size");
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return false;
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} else {
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memcpy(SkTAddOffset<void>(fOwner->writableUniformData(), fVar->fOffset),
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val, sizeof(T) * count);
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}
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return true;
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}
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SkRuntimeShaderBuilder* fOwner;
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const SkRuntimeEffect::Uniform* 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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const SkRuntimeEffect* effect() const { return fEffect.get(); }
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BuilderUniform uniform(const char* name) { return { this, fEffect->findUniform(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<SkImage> makeImage(GrRecordingContext*,
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const SkMatrix* localMatrix,
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SkImageInfo resultInfo,
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bool mipmapped);
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private:
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void* writableUniformData();
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sk_sp<SkRuntimeEffect> fEffect;
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sk_sp<SkData> fUniforms;
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std::vector<sk_sp<SkShader>> fChildren;
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};
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#endif
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