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* Copyright 2018 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#include "src/gpu/effects/GrSkSLFP.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/private/GrContext_Base.h"
#include "include/private/SkSLString.h"
#include "src/core/SkRuntimeEffectPriv.h"
#include "src/core/SkVM.h"
#include "src/gpu/GrBaseContextPriv.h"
#include "src/gpu/GrColorInfo.h"
#include "src/gpu/GrTexture.h"
#include "src/sksl/SkSLUtil.h"
#include "src/sksl/codegen/SkSLPipelineStageCodeGenerator.h"
#include "src/sksl/ir/SkSLVarDeclarations.h"
#include "src/gpu/glsl/GrGLSLFragmentProcessor.h"
#include "src/gpu/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/glsl/GrGLSLProgramBuilder.h"
class GrGLSLSkSLFP : public GrGLSLFragmentProcessor {
void emitCode(EmitArgs& args) override {
const GrSkSLFP& fp = args.fFp.cast<GrSkSLFP>();
const SkSL::Program& program = *fp.fEffect->fBaseProgram;
class FPCallbacks : public SkSL::PipelineStage::Callbacks {
FPCallbacks(GrGLSLSkSLFP* self,
EmitArgs& args,
const char* inputColor,
const SkSL::Context& context,
const uint8_t* uniformData,
const GrSkSLFP::UniformFlags* uniformFlags)
: fSelf(self)
, fArgs(args)
, fInputColor(inputColor)
, fContext(context)
, fUniformData(uniformData)
, fUniformFlags(uniformFlags) {}
using String = SkSL::String;
String declareUniform(const SkSL::VarDeclaration* decl) override {
const SkSL::Variable& var = decl->var();
if (var.type().isOpaque()) {
// Nothing to do. The only opaque types we should see are children, and those
// are handled specially, above.
return String(;
const SkSL::Type* type = &var.type();
size_t sizeInBytes = type->slotCount() * sizeof(float);
const float* floatData = reinterpret_cast<const float*>(fUniformData);
const int* intData = reinterpret_cast<const int*>(fUniformData);
fUniformData += sizeInBytes;
bool isArray = false;
if (type->isArray()) {
type = &type->componentType();
isArray = true;
GrSLType gpuType;
SkAssertResult(SkSL::type_to_grsltype(fContext, *type, &gpuType));
if (*fUniformFlags++ & GrSkSLFP::kSpecialize_Flag) {
SkASSERTF(!isArray, "specializing array uniforms is not allowed");
String value = GrGLSLTypeString(gpuType);
bool isFloat = GrSLTypeIsFloatType(gpuType);
size_t slots = type->slotCount();
for (size_t i = 0; i < slots; ++i) {
value.append(isFloat ? SkSL::to_string(floatData[i])
: SkSL::to_string(intData[i]));
value.back() = ')';
return value;
const char* uniformName = nullptr;
auto handle =
isArray ? var.type().columns() : 0,
return String(uniformName);
String getMangledName(const char* name) override {
return String(fArgs.fFragBuilder->getMangledFunctionName(name).c_str());
void defineFunction(const char* decl, const char* body, bool isMain) override {
if (isMain) {
} else {
fArgs.fFragBuilder->emitFunction(decl, body);
void defineStruct(const char* definition) override {
void declareGlobal(const char* declaration) override {
String sampleShader(int index, String coords) override {
// If the child was sampled using the coords passed to main (and they are never
// modified), then we will have marked the child as PassThrough. The code generator
// doesn't know that, and still supplies coords. Inside invokeChild, we assert that
// any coords passed for a PassThrough child match args.fSampleCoords exactly.
// Normally, this is valid. Here, we *copied* the sample coords to a local variable
// (so that they're mutable in the runtime effect SkSL). Thus, the coords string we
// get here is the name of the local copy, and fSampleCoords still points to the
// unmodified original (which might be a varying, for example).
// To prevent the assert, we pass the empty string in this case. Note that for
// children sampled like this, invokeChild doesn't even use the coords parameter,
// except for that assert.
const GrFragmentProcessor* child = fArgs.fFp.childProcessor(index);
if (child && child->sampleUsage().isPassThrough()) {
return String(fSelf->invokeChild(index, fInputColor, fArgs, coords).c_str());
String sampleColorFilter(int index, String color) override {
return String(fSelf->invokeChild(index,
color.empty() ? fInputColor : color.c_str(),
String sampleBlender(int index, String src, String dst) override {
if (!fSelf->childProcessor(index)) {
return String::printf("blend_src_over(%s, %s)", src.c_str(), dst.c_str());
return String(fSelf->invokeChild(index, src.c_str(), dst.c_str(), fArgs).c_str());
EmitArgs& fArgs;
const char* fInputColor;
const SkSL::Context& fContext;
const uint8_t* fUniformData;
const GrSkSLFP::UniformFlags* fUniformFlags;
int fUniformIndex = 0;
// If we have an input child, we invoke it now, and make the result of that be the "input
// color" for all other purposes later (eg, the default passed via sample calls, etc.)
if (fp.fInputChildIndex >= 0) {
args.fFragBuilder->codeAppendf("%s = %s;\n",
this->invokeChild(fp.fInputChildIndex, args).c_str());
if (fp.fEffect->allowBlender()) {
// If we have an dest-color child, we invoke it now, and make the result of that be the
// "dest color" for all other purposes later.
if (fp.fDestColorChildIndex >= 0) {
"%s = %s;\n",
this->invokeChild(fp.fDestColorChildIndex, args.fDestColor, args).c_str());
} else {
// We're not making a blender, so we don't expect a dest-color child FP to exist.
SkASSERT(fp.fDestColorChildIndex < 0);
// Snap off a global copy of the input color at the start of main. We need this when
// we call child processors (particularly from helper functions, which can't "see" the
// parameter to main). Even from within main, if the code mutates the parameter, calls to
// sample should still be passing the original color (by default).
SkString inputColorName;
if (fp.fEffect->samplesOutsideMain()) {
GrShaderVar inputColorCopy(args.fFragBuilder->getMangledFunctionName("inColor"),
inputColorName = inputColorCopy.getName();
args.fFragBuilder->codeAppendf("%s = %s;\n", inputColorName.c_str(), args.fInputColor);
} else {
inputColorName = args.fFragBuilder->newTmpVarName("inColor");
"half4 %s = %s;\n", inputColorName.c_str(), args.fInputColor);
// Copy the incoming coords to a local variable. Code in main might modify the coords
// parameter. fSampleCoord could be a varying, so writes to it would be illegal.
const char* coords = "float2(0)";
SkString coordsVarName;
if (fp.usesSampleCoordsDirectly()) {
coordsVarName = args.fFragBuilder->newTmpVarName("coords");
coords = coordsVarName.c_str();
args.fFragBuilder->codeAppendf("float2 %s = %s;\n", coords, args.fSampleCoord);
FPCallbacks callbacks(this,
program, coords, args.fInputColor, args.fDestColor, &callbacks);
void onSetData(const GrGLSLProgramDataManager& pdman,
const GrFragmentProcessor& _proc) override {
using Type = SkRuntimeEffect::Uniform::Type;
size_t uniIndex = 0;
const GrSkSLFP& outer = _proc.cast<GrSkSLFP>();
const uint8_t* uniformData = outer.uniformData();
const GrSkSLFP::UniformFlags* uniformFlags = outer.uniformFlags();
for (const auto& v : outer.fEffect->uniforms()) {
if (*uniformFlags++ & GrSkSLFP::kSpecialize_Flag) {
const UniformHandle handle = fUniformHandles[uniIndex++];
auto floatData = [=] { return SkTAddOffset<const float>(uniformData, v.offset); };
auto intData = [=] { return SkTAddOffset<const int>(uniformData, v.offset); };
switch (v.type) {
case Type::kFloat: pdman.set1fv(handle, v.count, floatData()); break;
case Type::kFloat2: pdman.set2fv(handle, v.count, floatData()); break;
case Type::kFloat3: pdman.set3fv(handle, v.count, floatData()); break;
case Type::kFloat4: pdman.set4fv(handle, v.count, floatData()); break;
case Type::kFloat2x2: pdman.setMatrix2fv(handle, v.count, floatData()); break;
case Type::kFloat3x3: pdman.setMatrix3fv(handle, v.count, floatData()); break;
case Type::kFloat4x4: pdman.setMatrix4fv(handle, v.count, floatData()); break;
case Type::kInt: pdman.set1iv(handle, v.count, intData()); break;
case Type::kInt2: pdman.set2iv(handle, v.count, intData()); break;
case Type::kInt3: pdman.set3iv(handle, v.count, intData()); break;
case Type::kInt4: pdman.set4iv(handle, v.count, intData()); break;
SkDEBUGFAIL("Unsupported uniform type");
std::vector<UniformHandle> fUniformHandles;
std::unique_ptr<GrSkSLFP> GrSkSLFP::MakeWithData(
sk_sp<SkRuntimeEffect> effect,
const char* name,
std::unique_ptr<GrFragmentProcessor> inputFP,
std::unique_ptr<GrFragmentProcessor> destColorFP,
sk_sp<SkData> uniforms,
SkSpan<std::unique_ptr<GrFragmentProcessor>> childFPs) {
if (uniforms->size() != effect->uniformSize()) {
return nullptr;
size_t uniformSize = uniforms->size();
size_t uniformFlagSize = effect->uniforms().count() * sizeof(UniformFlags);
std::unique_ptr<GrSkSLFP> fp(new (uniformSize + uniformFlagSize)
GrSkSLFP(std::move(effect), name, OptFlags::kNone));
sk_careful_memcpy(fp->uniformData(), uniforms->data(), uniformSize);
for (auto& childFP : childFPs) {
fp->addChild(std::move(childFP), /*mergeOptFlags=*/true);
if (inputFP) {
if (destColorFP) {
return fp;
GrSkSLFP::GrSkSLFP(sk_sp<SkRuntimeEffect> effect, const char* name, OptFlags optFlags)
static_cast<OptimizationFlags>(optFlags) |
? kConstantOutputForConstantInput_OptimizationFlag
: kNone_OptimizationFlags))
, fEffect(std::move(effect))
, fName(name)
, fUniformSize(SkToU32(fEffect->uniformSize())) {
memset(this->uniformFlags(), 0, fEffect->uniforms().count() * sizeof(UniformFlags));
if (fEffect->usesSampleCoords()) {
if (fEffect->allowBlender()) {
GrSkSLFP::GrSkSLFP(const GrSkSLFP& other)
: INHERITED(kGrSkSLFP_ClassID, other.optimizationFlags())
, fEffect(other.fEffect)
, fName(other.fName)
, fUniformSize(other.fUniformSize)
, fInputChildIndex(other.fInputChildIndex) {
fEffect->uniforms().count() * sizeof(UniformFlags));
sk_careful_memcpy(this->uniformData(), other.uniformData(), fUniformSize);
if (fEffect->usesSampleCoords()) {
if (fEffect->allowBlender()) {
void GrSkSLFP::addChild(std::unique_ptr<GrFragmentProcessor> child, bool mergeOptFlags) {
SkASSERTF(fInputChildIndex == -1, "all addChild calls must happen before setInput");
SkASSERTF(fDestColorChildIndex == -1, "all addChild calls must happen before setDestColorFP");
int childIndex = this->numChildProcessors();
SkASSERT((size_t)childIndex < fEffect->fSampleUsages.size());
if (mergeOptFlags) {
this->registerChild(std::move(child), fEffect->fSampleUsages[childIndex]);
void GrSkSLFP::setInput(std::unique_ptr<GrFragmentProcessor> input) {
SkASSERTF(fInputChildIndex == -1, "setInput should not be called more than once");
fInputChildIndex = this->numChildProcessors();
SkASSERT((size_t)fInputChildIndex >= fEffect->fSampleUsages.size());
this->registerChild(std::move(input), SkSL::SampleUsage::PassThrough());
void GrSkSLFP::setDestColorFP(std::unique_ptr<GrFragmentProcessor> destColorFP) {
SkASSERTF(fEffect->allowBlender(), "dest colors are only used by blend effects");
SkASSERTF(fDestColorChildIndex == -1, "setDestColorFP should not be called more than once");
fDestColorChildIndex = this->numChildProcessors();
SkASSERT((size_t)fDestColorChildIndex >= fEffect->fSampleUsages.size());
this->registerChild(std::move(destColorFP), SkSL::SampleUsage::PassThrough());
std::unique_ptr<GrGLSLFragmentProcessor> GrSkSLFP::onMakeProgramImpl() const {
return std::make_unique<GrGLSLSkSLFP>();
void GrSkSLFP::onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const {
// In the unlikely event of a hash collision, we also include the uniform size in the key.
// That ensures that we will (at worst) use the wrong program, but one that expects the same
// amount of uniform data.
const UniformFlags* flags = this->uniformFlags();
const uint8_t* uniformData = this->uniformData();
size_t uniformCount = fEffect->uniforms().count();
auto iter = fEffect->uniforms().begin();
for (size_t i = 0; i < uniformCount; ++i, ++iter) {
bool specialize = flags[i] & kSpecialize_Flag;
b->addBool(specialize, "specialize");
if (specialize) {
b->addBytes(iter->sizeInBytes(), uniformData + iter->offset, iter->name.c_str());
bool GrSkSLFP::onIsEqual(const GrFragmentProcessor& other) const {
const GrSkSLFP& sk = other.cast<GrSkSLFP>();
const size_t uniformFlagSize = fEffect->uniforms().count() * sizeof(UniformFlags);
return fEffect->hash() == sk.fEffect->hash() &&
fEffect->uniforms().count() == sk.fEffect->uniforms().count() &&
fUniformSize == sk.fUniformSize &&
this->uniformData(), sk.uniformData(), fUniformSize + uniformFlagSize);
std::unique_ptr<GrFragmentProcessor> GrSkSLFP::clone() const {
return std::unique_ptr<GrFragmentProcessor>(new (UniformPayloadSize(fEffect.get()))
SkPMColor4f GrSkSLFP::constantOutputForConstantInput(const SkPMColor4f& inputColor) const {
const SkFilterColorProgram* program = fEffect->getFilterColorProgram();
auto evalChild = [&](int index, SkPMColor4f color) {
return ConstantOutputForConstantInput(this->childProcessor(index), color);
SkPMColor4f color = (fInputChildIndex >= 0)
? ConstantOutputForConstantInput(
this->childProcessor(fInputChildIndex), inputColor)
: inputColor;
return program->eval(color, this->uniformData(), evalChild);
#include "include/effects/SkOverdrawColorFilter.h"
#include "src/core/SkColorFilterBase.h"
extern const char* SKSL_OVERDRAW_SRC;
std::unique_ptr<GrFragmentProcessor> GrSkSLFP::TestCreate(GrProcessorTestData* d) {
SkColor colors[SkOverdrawColorFilter::kNumColors];
for (SkColor& c : colors) {
c = d->fRandom->nextU();
auto filter = SkOverdrawColorFilter::MakeWithSkColors(colors);
auto [success, fp] = as_CFB(filter)->asFragmentProcessor(/*inputFP=*/nullptr, d->context(),
return std::move(fp);