ffd11f4ab3
Adds structure to the per-vertex (now custom) data. Attributes currently just have a type, but the next step is to augment that with semantic flags to handle transformation logic in the vertex shader. Added unit tests and GMs that exercise attributes of varying float counts, as well as normalized bytes. Bug: skia:9984 Change-Id: I02402d40b66a6e15b39f71125004efb98bc06295 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/280338 Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
163 lines
4.7 KiB
C++
163 lines
4.7 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/SkString.h"
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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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#include "include/private/GrTypesPriv.h"
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#endif
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class GrShaderCaps;
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class SkColorFilter;
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class SkMatrix;
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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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}
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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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* 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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};
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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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int fCount;
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uint32_t fFlags;
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#if SK_SUPPORT_GPU
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GrSLType fGPUType;
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#endif
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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, sk_sp<SkShader> children[], size_t childCount,
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const SkMatrix* localMatrix, bool isOpaque);
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sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> inputs, sk_sp<SkColorFilter> children[],
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size_t childCount);
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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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// Combined size of just the 'uniform' variables.
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size_t uniformSize() const { return fUniformSize; }
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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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#if SK_SUPPORT_GPU
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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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// [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);
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static void RegisterFlattenables();
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~SkRuntimeEffect();
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private:
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SkRuntimeEffect(SkString sksl, std::unique_ptr<SkSL::Program> baseProgram,
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std::vector<Variable>&& inAndUniformVars, std::vector<SkString>&& children,
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std::vector<Varying>&& varyings, size_t uniformSize);
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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&);
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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<Varying> fVaryings;
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size_t fUniformSize;
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};
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#endif
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