blob: aaa4833ce2a71a13cc7ca55a7ad283678b6138c8 [file] [log] [blame]
/*
* Copyright 2022 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/graphite/PaintParamsKey.h"
#include "src/base/SkArenaAlloc.h"
#include "src/base/SkAutoMalloc.h"
#include "src/base/SkBase64.h"
#include "src/base/SkStringView.h"
#include "src/gpu/graphite/Caps.h"
#include "src/gpu/graphite/KeyHelpers.h"
#include "src/gpu/graphite/Log.h"
#include "src/gpu/graphite/ShaderCodeDictionary.h"
using namespace skia_private;
namespace skgpu::graphite {
//--------------------------------------------------------------------------------------------------
// PaintParamsKeyBuilder
#ifdef SK_DEBUG
void PaintParamsKeyBuilder::checkReset() {
SkASSERT(!fLocked);
SkASSERT(fData.empty());
SkASSERT(fStack.empty());
}
void PaintParamsKeyBuilder::pushStack(int32_t codeSnippetID) {
SkASSERT(fDict->isValidID(codeSnippetID));
if (!fStack.empty()) {
fStack.back().fNumActualChildren++;
SkASSERT(fStack.back().fNumActualChildren <= fStack.back().fNumExpectedChildren);
}
const ShaderSnippet* snippet = fDict->getEntry(codeSnippetID);
fStack.push_back({codeSnippetID, snippet->fNumChildren});
}
void PaintParamsKeyBuilder::validateData(size_t dataSize) {
SkASSERT(!fStack.empty()); // addData() called within code snippet block
// Check that addData() is only called for snippets that support it and is only called once
const ShaderSnippet* snippet = fDict->getEntry(fStack.back().fCodeSnippetID);
SkASSERT(snippet->storesSamplerDescData());
SkASSERT(fStack.back().fDataSize < 0);
fStack.back().fDataSize = SkTo<int>(dataSize);
}
void PaintParamsKeyBuilder::popStack() {
SkASSERT(!fStack.empty());
SkASSERT(fStack.back().fNumActualChildren == fStack.back().fNumExpectedChildren);
const bool expectsData = fDict->getEntry(fStack.back().fCodeSnippetID)->storesSamplerDescData();
const bool hasData = fStack.back().fDataSize >= 0;
SkASSERT(expectsData == hasData);
fStack.pop_back();
}
#endif // SK_DEBUG
//--------------------------------------------------------------------------------------------------
// PaintParamsKey
PaintParamsKey PaintParamsKey::clone(SkArenaAlloc* arena) const {
uint32_t* newData = arena->makeArrayDefault<uint32_t>(fData.size());
memcpy(newData, fData.data(), fData.size_bytes());
return PaintParamsKey({newData, fData.size()});
}
ShaderNode* PaintParamsKey::createNode(const ShaderCodeDictionary* dict,
int* currentIndex,
SkArenaAlloc* arena) const {
SkASSERT(*currentIndex < SkTo<int>(fData.size()));
const int32_t index = (*currentIndex)++;
const int32_t id = fData[index];
const ShaderSnippet* entry = dict->getEntry(id);
if (!entry) {
SKGPU_LOG_E("Unknown snippet ID in key: %d", id);
return nullptr;
}
SkSpan<const uint32_t> dataSpan = {};
if (entry->storesSamplerDescData()) {
// If a snippet stores data, then the subsequent paint key index signifies the length of
// its data. Determine this data length and iterate currentIndex past it.
const int storedDataLengthIdx = (*currentIndex)++;
SkASSERT(storedDataLengthIdx < SkTo<int>(fData.size()));
const int dataLength = fData[storedDataLengthIdx];
SkASSERT(storedDataLengthIdx + dataLength < SkTo<int>(fData.size()));
// Gather the data contents (length can now be inferred by the consumers of the data) to
// pass into ShaderNode creation. Iterate the paint key index past the data indices.
dataSpan = fData.subspan(storedDataLengthIdx + 1, dataLength);
*currentIndex += dataLength;
}
ShaderNode** childArray = arena->makeArray<ShaderNode*>(entry->fNumChildren);
for (int i = 0; i < entry->fNumChildren; ++i) {
ShaderNode* child = this->createNode(dict, currentIndex, arena);
if (!child) {
return nullptr;
}
childArray[i] = child;
}
return arena->make<ShaderNode>(entry,
SkSpan(childArray, entry->fNumChildren),
id,
index,
dataSpan);
}
// Traverse a ShaderNode tree, attempting to lift any coordinate modification expressions.
// Returns whether any of the given nodes need local coordinate inputs after lifting.
bool lift_coord_expressions(SkSpan<ShaderNode*> nodes, int* availableVaryings) {
bool anyNeedLocalCoords = false;
for (ShaderNode* node : nodes) {
bool curNeedsLocalCoords =
SkToBool(node->requiredFlags() & SnippetRequirementFlags::kLocalCoords);
// Lift expressions from nodes whose liftable expressions are on coordinate inputs.
if (*availableVaryings > 0 && curNeedsLocalCoords &&
node->entry()->fLiftableExpressionType ==
ShaderSnippet::LiftableExpressionType::kLocalCoords) {
--*availableVaryings;
#if !defined(SK_USE_LEGACY_UNIFORM_LIFTING_GRAPHITE)
// We can potentially lift the nested expressions under here as well.
const bool childNeedsOurCoords =
lift_coord_expressions(node->children(), availableVaryings);
// If no child needs our lifted coords, we can omit them from the fragment shader
// entirely, and only use them in the vertex shader for calculating other coords.
if (!childNeedsOurCoords) {
node->setOmitExpressionFlag();
} else {
node->setLiftExpressionFlag();
}
#else
node->setLiftExpressionFlag();
#endif
// Since we lifted the coordinate expression here, this node no longer needs a local
// coords argument.
curNeedsLocalCoords = false;
node->unsetLocalCoordsFlag();
#if !defined(SK_USE_LEGACY_UNIFORM_LIFTING_GRAPHITE)
// If the node passes through its local coords to its children, we check if those perform
// modifications that can be lifted.
} else if (*availableVaryings > 0 &&
node->requiredFlags() & SnippetRequirementFlags::kPassthroughLocalCoords) {
// Assume that this node doesn't need local coordinates unless its actual shader snippet
// entry does, or one of its children does even after accounting for lifting.
const bool entryNeedsLocalCoords = node->entry()->needsLocalCoords();
const bool childNeedsLocalCoords = lift_coord_expressions(node->children(),
availableVaryings);
curNeedsLocalCoords = entryNeedsLocalCoords || childNeedsLocalCoords;
if (!curNeedsLocalCoords) {
node->unsetLocalCoordsFlag();
}
#endif
}
anyNeedLocalCoords |= curNeedsLocalCoords;
}
return anyNeedLocalCoords;
}
// Traverse a list of ShaderNodes, attempting to lift any expressions that resolve to a color.
// For now, this does not recurse into ShaderNodes' lists of children. In practice we only lift
// solid color expressions, and we only care to lift such expressions if there is no other fragment
// shader work (i.e., if the solid color expression is a root node in a shader's ShaderNode tree).
// If there is other fragment shader work, we'll likely be accessing other fragment shader uniforms,
// the color value will likely be cached, and lifting may not be worth the extra varying.
void lift_color_expressions(SkSpan<ShaderNode*> nodes, int* availableVaryings) {
#if !defined(SK_USE_LEGACY_UNIFORM_LIFTING_GRAPHITE)
for (ShaderNode* node : nodes) {
if (*availableVaryings > 0 &&
node->entry()->fLiftableExpressionType ==
ShaderSnippet::LiftableExpressionType::kPriorStageOutput) {
--*availableVaryings;
node->setLiftExpressionFlag();
}
}
#endif
}
SkSpan<const ShaderNode*> PaintParamsKey::getRootNodes(const Caps* caps,
const ShaderCodeDictionary* dict,
SkArenaAlloc* arena,
int availableVaryings) const {
// TODO: Once the PaintParamsKey creation is organized to represent a single tree starting at
// the final blend, there will only be a single root node and this can be simplified.
// For now, we don't know how many roots there are, so collect them into a local array before
// copying into the arena.
const int keySize = SkTo<int>(fData.size());
// Normal PaintParams creation will have up to 7 roots for the different stages.
STArray<7, ShaderNode*> roots;
int currentIndex = 0;
while (currentIndex < keySize) {
ShaderNode* root = this->createNode(dict, &currentIndex, arena);
if (!root) {
return {}; // a bad key
}
roots.push_back(root);
}
// See what expressions we can lift to the vertex shader.
const bool hasClipNode = roots.size() > 2;
SkSpan<ShaderNode*> liftableNodes(roots.data(), hasClipNode ? 2 : roots.size());
lift_coord_expressions(liftableNodes, &availableVaryings);
// Don't lift constant expressions if we're using regular UBOs, since lifting is likely only
// beneficial if we're avoiding a storage buffer access.
if (caps->storageBufferSupport()) {
lift_color_expressions(liftableNodes, &availableVaryings);
}
// Copy the accumulated roots into a span stored in the arena
const ShaderNode** rootSpan = arena->makeArray<const ShaderNode*>(roots.size());
memcpy(rootSpan, roots.data(), roots.size_bytes());
return SkSpan(rootSpan, roots.size());
}
static int key_to_string(SkString* str,
const ShaderCodeDictionary* dict,
SkSpan<const uint32_t> keyData,
int currentIndex,
int indent) {
SkASSERT(currentIndex < SkTo<int>(keyData.size()));
const bool multiline = indent >= 0;
if (multiline) {
// Format for multi-line printing
str->appendf("%*c", 2 * indent, ' ');
}
uint32_t id = keyData[currentIndex++];
auto entry = dict->getEntry(id);
if (!entry) {
str->append("UnknownCodeSnippetID:");
str->appendS32(id);
str->append(" ");
return currentIndex;
}
str->append(entry->fName);
if (entry->storesSamplerDescData()) {
SkASSERT(currentIndex + 1 < SkTo<int>(keyData.size()));
// If an entry stores data, then the next key value reports the quantity of key indices that
// are used to house the data for this snippet. This way, we know how many indices to
// iterate over in order to capture the snippet's data before we may encounter another
// snippet ID.
// For example:
// [snippetId using 2 indices worth of data] [2] [dataValue0] [dataValue1] [next snippet ID]
const int dataIndexCount = keyData[currentIndex++];
SkASSERT(currentIndex + dataIndexCount < SkTo<int>(keyData.size()));
// We shorten the string for the common case of no extra data.
if (dataIndexCount == 0) {
str->append("(0)");
} else {
str->append("(");
str->appendU32(dataIndexCount);
str->append(": ");
// Encode data in base64 to shorten it
const size_t srcDataSize = dataIndexCount * sizeof(uint32_t); // size in bytes
SkAutoMalloc encodedData{SkBase64::EncodedSize(srcDataSize)};
char* dst = static_cast<char*>(encodedData.get());
size_t encodedLen = SkBase64::Encode(&keyData[currentIndex], srcDataSize, dst);
str->append(dst, encodedLen);
str->append(")");
}
// Increment current index past the indices which contain data
currentIndex += dataIndexCount;
}
if (entry->fNumChildren > 0) {
if (multiline) {
str->append(":\n");
indent++;
} else {
str->append(" [ ");
}
for (int i = 0; i < entry->fNumChildren; ++i) {
currentIndex = key_to_string(str, dict, keyData, currentIndex, indent);
}
if (!multiline) {
str->append("]");
}
}
if (!multiline) {
str->append(" ");
} else if (entry->fNumChildren == 0) {
str->append("\n");
}
return currentIndex;
}
SkString PaintParamsKey::toString(const ShaderCodeDictionary* dict) const {
SkString str;
const int keySize = SkTo<int>(fData.size());
for (int currentIndex = 0; currentIndex < keySize;) {
currentIndex = key_to_string(&str, dict, fData, currentIndex, /*indent=*/-1);
}
return str.isEmpty() ? SkString("(empty)") : str;
}
#ifdef SK_DEBUG
void PaintParamsKey::dump(const ShaderCodeDictionary* dict, UniquePaintParamsID id) const {
const int keySize = SkTo<int>(fData.size());
SkDebugf("--------------------------------------\n");
SkDebugf("PaintParamsKey %u (keySize: %d): ", id.asUInt(), keySize);
const uint32_t* data = fData.data();
for (int i = 0; i < keySize; ++i) {
SkDebugf("%x ", data[i]);
}
SkDebugf("\n");
int currentIndex = 0;
while (currentIndex < keySize) {
SkString nodeStr;
currentIndex = key_to_string(&nodeStr, dict, fData, currentIndex, /*indent=*/1);
SkDebugf("%s", nodeStr.c_str());
}
}
#endif // SK_DEBUG
namespace {
// check a single block and, recursively, all its children
[[nodiscard]] bool is_block_valid(const ShaderCodeDictionary* dict,
SkSpan<const uint32_t> keyData,
int* currentIndex) {
if (*currentIndex >= SkTo<int>(keyData.size())) {
return false;
}
uint32_t id = keyData[(*currentIndex)++];
if (id >= kBuiltInCodeSnippetIDCount &&
!SkKnownRuntimeEffects::IsSkiaKnownRuntimeEffect(id) &&
!dict->isUserDefinedKnownRuntimeEffect(id)) {
return false;
}
auto entry = dict->getEntry(id);
if (!entry) {
return false;
}
if (entry->storesSamplerDescData()) {
if (*currentIndex >= SkTo<int>(keyData.size())) {
return false;
}
const int dataLength = keyData[(*currentIndex)++];
if (*currentIndex + dataLength > SkTo<int>(keyData.size())) {
return false;
}
*currentIndex += dataLength;
}
if (entry->fNumChildren > 0) {
for (int i = 0; i < entry->fNumChildren; ++i) {
if (!is_block_valid(dict, keyData, currentIndex)) {
return false;
}
}
}
return true;
}
} // anonymous namespace
bool PaintParamsKey::isSerializable(const ShaderCodeDictionary* dict) const {
const int keySize = SkTo<int>(fData.size());
int currentIndex = 0;
while (currentIndex < keySize) {
if (!is_block_valid(dict, fData, &currentIndex)) {
return false;
}
}
return true;
}
} // namespace skgpu::graphite