blob: 5ea65f32402c29c189fa02f1cb88dcc7a2cd8105 [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 "include/private/SkMutex.h"
#include "include/private/SkSLModifiers.h"
#include "include/private/SkSLProgramKind.h"
#include "include/sksl/SkSLPosition.h"
#include "src/sksl/SkSLBuiltinTypes.h"
#include "src/sksl/SkSLCompiler.h"
#include "src/sksl/SkSLModifiersPool.h"
#include "src/sksl/SkSLModuleLoader.h"
#include "src/sksl/SkSLParsedModule.h"
#include "src/sksl/ir/SkSLSymbolTable.h"
#include "src/sksl/ir/SkSLType.h"
#include "src/sksl/ir/SkSLVariable.h"
#include <type_traits>
#if SKSL_STANDALONE
// In standalone mode, we load the textual sksl source files. GN generates or copies these files
// to the skslc executable directory. The "data" in this mode is just the filename.
#define MODULE_DATA(name) Compiler::MakeModulePath("sksl_" #name ".sksl")
#else
// At runtime, we load the dehydrated sksl data files. The data is a (pointer, size) pair.
#include "src/sksl/generated/sksl_shared.dehydrated.sksl"
#include "src/sksl/generated/sksl_compute.dehydrated.sksl"
#include "src/sksl/generated/sksl_frag.dehydrated.sksl"
#include "src/sksl/generated/sksl_gpu.dehydrated.sksl"
#include "src/sksl/generated/sksl_public.dehydrated.sksl"
#include "src/sksl/generated/sksl_rt_shader.dehydrated.sksl"
#include "src/sksl/generated/sksl_vert.dehydrated.sksl"
#if defined(SK_GRAPHITE_ENABLED)
#include "src/sksl/generated/sksl_graphite_frag.dehydrated.sksl"
#include "src/sksl/generated/sksl_graphite_vert.dehydrated.sksl"
#endif
#define MODULE_DATA(name) Compiler::MakeModuleData(SKSL_INCLUDE_sksl_##name,\
SKSL_INCLUDE_sksl_##name##_LENGTH)
#endif
namespace SkSL {
#define TYPE(t) &BuiltinTypes::f ## t
static constexpr BuiltinTypePtr kRootTypes[] = {
TYPE(Void),
TYPE( Float), TYPE( Float2), TYPE( Float3), TYPE( Float4),
TYPE( Half), TYPE( Half2), TYPE( Half3), TYPE( Half4),
TYPE( Int), TYPE( Int2), TYPE( Int3), TYPE( Int4),
TYPE( UInt), TYPE( UInt2), TYPE( UInt3), TYPE( UInt4),
TYPE( Short), TYPE( Short2), TYPE( Short3), TYPE( Short4),
TYPE(UShort), TYPE(UShort2), TYPE(UShort3), TYPE(UShort4),
TYPE( Bool), TYPE( Bool2), TYPE( Bool3), TYPE( Bool4),
TYPE(Float2x2), TYPE(Float2x3), TYPE(Float2x4),
TYPE(Float3x2), TYPE(Float3x3), TYPE(Float3x4),
TYPE(Float4x2), TYPE(Float4x3), TYPE(Float4x4),
TYPE(Half2x2), TYPE(Half2x3), TYPE(Half2x4),
TYPE(Half3x2), TYPE(Half3x3), TYPE(Half3x4),
TYPE(Half4x2), TYPE(Half4x3), TYPE(Half4x4),
TYPE(SquareMat), TYPE(SquareHMat),
TYPE(Mat), TYPE(HMat),
// TODO(skia:12349): generic short/ushort
TYPE(GenType), TYPE(GenIType), TYPE(GenUType),
TYPE(GenHType), /* (GenSType) (GenUSType) */
TYPE(GenBType),
TYPE(IntLiteral),
TYPE(FloatLiteral),
TYPE(Vec), TYPE(IVec), TYPE(UVec),
TYPE(HVec), TYPE(SVec), TYPE(USVec),
TYPE(BVec),
TYPE(ColorFilter),
TYPE(Shader),
TYPE(Blender),
};
static constexpr BuiltinTypePtr kPrivateTypes[] = {
TYPE(Sampler2D), TYPE(SamplerExternalOES), TYPE(Sampler2DRect),
TYPE(SubpassInput), TYPE(SubpassInputMS),
TYPE(Sampler),
TYPE(Texture2D),
TYPE(ReadWriteTexture2D), TYPE(ReadOnlyTexture2D), TYPE(WriteOnlyTexture2D),
TYPE(GenTexture2D), TYPE(ReadableTexture2D), TYPE(WritableTexture2D),
};
#undef TYPE
struct ModuleLoader::Impl {
Impl();
void makeRootSymbolTable();
// This mutex is taken when ModuleLoader::Get is called, and released when the returned
// ModuleLoader object falls out of scope.
SkMutex fMutex;
const BuiltinTypes fBuiltinTypes;
ModifiersPool fCoreModifiers;
ParsedModule fRootModule;
std::shared_ptr<SymbolTable> fRootSymbolTableWithPublicTypes;
ParsedModule fSharedModule; // [Root] + Public intrinsics
ParsedModule fGPUModule; // [Shared] + Non-public intrinsics/helper functions
ParsedModule fVertexModule; // [GPU] + Vertex stage decls
ParsedModule fFragmentModule; // [GPU] + Fragment stage decls
ParsedModule fComputeModule; // [GPU] + Compute stage decls
ParsedModule fGraphiteVertexModule; // [Vert] + Graphite vertex helpers
ParsedModule fGraphiteFragmentModule; // [Frag] + Graphite fragment helpers
ParsedModule fPublicModule; // [Shared] + Runtime effect intrinsics - Private types
ParsedModule fRuntimeShaderModule; // [Public] + Runtime shader decls
};
ModuleLoader ModuleLoader::Get() {
static ModuleLoader::Impl* sModuleLoaderImpl = new ModuleLoader::Impl;
return ModuleLoader(*sModuleLoaderImpl);
}
ModuleLoader::ModuleLoader(ModuleLoader::Impl& m) : fModuleLoader(m) {
fModuleLoader.fMutex.acquire();
}
ModuleLoader::~ModuleLoader() {
fModuleLoader.fMutex.release();
}
ModuleLoader::Impl::Impl() {
this->makeRootSymbolTable();
}
static void add_public_type_aliases(SkSL::SymbolTable* symbols, const SkSL::BuiltinTypes& types) {
// Add some aliases to the runtime effect modules so that it's friendlier, and more like GLSL.
symbols->addWithoutOwnership(types.fVec2.get());
symbols->addWithoutOwnership(types.fVec3.get());
symbols->addWithoutOwnership(types.fVec4.get());
symbols->addWithoutOwnership(types.fIVec2.get());
symbols->addWithoutOwnership(types.fIVec3.get());
symbols->addWithoutOwnership(types.fIVec4.get());
symbols->addWithoutOwnership(types.fBVec2.get());
symbols->addWithoutOwnership(types.fBVec3.get());
symbols->addWithoutOwnership(types.fBVec4.get());
symbols->addWithoutOwnership(types.fMat2.get());
symbols->addWithoutOwnership(types.fMat3.get());
symbols->addWithoutOwnership(types.fMat4.get());
symbols->addWithoutOwnership(types.fMat2x2.get());
symbols->addWithoutOwnership(types.fMat2x3.get());
symbols->addWithoutOwnership(types.fMat2x4.get());
symbols->addWithoutOwnership(types.fMat3x2.get());
symbols->addWithoutOwnership(types.fMat3x3.get());
symbols->addWithoutOwnership(types.fMat3x4.get());
symbols->addWithoutOwnership(types.fMat4x2.get());
symbols->addWithoutOwnership(types.fMat4x3.get());
symbols->addWithoutOwnership(types.fMat4x4.get());
// Hide all the private symbols by aliasing them all to "invalid". This will prevent code from
// using built-in names like `sampler2D` as variable names.
for (BuiltinTypePtr privateType : kPrivateTypes) {
symbols->add(Type::MakeAliasType((types.*privateType)->name(), *types.fInvalid));
}
symbols->add(Type::MakeAliasType("sk_Caps", *types.fInvalid));
}
static void add_compute_type_aliases(SkSL::SymbolTable* symbols, const SkSL::BuiltinTypes& types) {
// A `texture2D` in a compute shader should generally mean "read-write" texture access, not
// "sample" texture access. Remap the name `texture2D` to point to `readWriteTexture2D`.
symbols->add(Type::MakeAliasType("texture2D", *types.fReadWriteTexture2D));
}
const BuiltinTypes& ModuleLoader::builtinTypes() {
return fModuleLoader.fBuiltinTypes;
}
ModifiersPool& ModuleLoader::coreModifiers() {
return fModuleLoader.fCoreModifiers;
}
const ParsedModule& ModuleLoader::rootModule() {
return fModuleLoader.fRootModule;
}
std::shared_ptr<SymbolTable>& ModuleLoader::rootSymbolTableWithPublicTypes() {
if (!fModuleLoader.fRootSymbolTableWithPublicTypes) {
fModuleLoader.fRootSymbolTableWithPublicTypes =
std::make_shared<SymbolTable>(this->rootModule().fSymbols, /*builtin=*/true);
add_public_type_aliases(fModuleLoader.fRootSymbolTableWithPublicTypes.get(),
this->builtinTypes());
}
return fModuleLoader.fRootSymbolTableWithPublicTypes;
}
const ParsedModule& ModuleLoader::loadPublicModule(SkSL::Compiler* compiler) {
if (!fModuleLoader.fPublicModule.fSymbols) {
const ParsedModule& sharedModule = this->loadSharedModule(compiler);
fModuleLoader.fPublicModule = compiler->parseModule(ProgramKind::kGeneric,
MODULE_DATA(public),
sharedModule,
this->coreModifiers());
add_public_type_aliases(fModuleLoader.fPublicModule.fSymbols.get(), this->builtinTypes());
}
return fModuleLoader.fPublicModule;
}
const ParsedModule& ModuleLoader::loadPrivateRTShaderModule(SkSL::Compiler* compiler) {
if (!fModuleLoader.fRuntimeShaderModule.fSymbols) {
const ParsedModule& publicModule = this->loadPublicModule(compiler);
fModuleLoader.fRuntimeShaderModule = compiler->parseModule(ProgramKind::kRuntimeShader,
MODULE_DATA(rt_shader),
publicModule,
this->coreModifiers());
}
return fModuleLoader.fRuntimeShaderModule;
}
const ParsedModule& ModuleLoader::loadSharedModule(SkSL::Compiler* compiler) {
if (!fModuleLoader.fSharedModule.fSymbols) {
const ParsedModule& rootModule = this->rootModule();
fModuleLoader.fSharedModule = compiler->parseModule(ProgramKind::kFragment,
MODULE_DATA(shared),
rootModule,
this->coreModifiers());
}
return fModuleLoader.fSharedModule;
}
const ParsedModule& ModuleLoader::loadGPUModule(SkSL::Compiler* compiler) {
if (!fModuleLoader.fGPUModule.fSymbols) {
const ParsedModule& sharedModule = this->loadSharedModule(compiler);
fModuleLoader.fGPUModule = compiler->parseModule(ProgramKind::kFragment,
MODULE_DATA(gpu),
sharedModule,
this->coreModifiers());
}
return fModuleLoader.fGPUModule;
}
const ParsedModule& ModuleLoader::loadFragmentModule(SkSL::Compiler* compiler) {
if (!fModuleLoader.fFragmentModule.fSymbols) {
const ParsedModule& gpuModule = this->loadGPUModule(compiler);
fModuleLoader.fFragmentModule = compiler->parseModule(ProgramKind::kFragment,
MODULE_DATA(frag),
gpuModule,
this->coreModifiers());
}
return fModuleLoader.fFragmentModule;
}
const ParsedModule& ModuleLoader::loadVertexModule(SkSL::Compiler* compiler) {
if (!fModuleLoader.fVertexModule.fSymbols) {
const ParsedModule& gpuModule = this->loadGPUModule(compiler);
fModuleLoader.fVertexModule = compiler->parseModule(ProgramKind::kVertex,
MODULE_DATA(vert),
gpuModule,
this->coreModifiers());
}
return fModuleLoader.fVertexModule;
}
const ParsedModule& ModuleLoader::loadComputeModule(SkSL::Compiler* compiler) {
if (!fModuleLoader.fComputeModule.fSymbols) {
const ParsedModule& gpuModule = this->loadGPUModule(compiler);
fModuleLoader.fComputeModule = compiler->parseModule(ProgramKind::kCompute,
MODULE_DATA(compute),
gpuModule,
this->coreModifiers());
add_compute_type_aliases(fModuleLoader.fComputeModule.fSymbols.get(), this->builtinTypes());
}
return fModuleLoader.fComputeModule;
}
const ParsedModule& ModuleLoader::loadGraphiteFragmentModule(SkSL::Compiler* compiler) {
#if defined(SK_GRAPHITE_ENABLED)
if (!fModuleLoader.fGraphiteFragmentModule.fSymbols) {
const ParsedModule& fragmentModule = this->loadFragmentModule(compiler);
fModuleLoader.fGraphiteFragmentModule= compiler->parseModule(ProgramKind::kGraphiteFragment,
MODULE_DATA(graphite_frag),
fragmentModule,
this->coreModifiers());
}
return fModuleLoader.fGraphiteFragmentModule;
#else
return this->loadFragmentModule(compiler);
#endif
}
const ParsedModule& ModuleLoader::loadGraphiteVertexModule(SkSL::Compiler* compiler) {
#if defined(SK_GRAPHITE_ENABLED)
if (!fModuleLoader.fGraphiteVertexModule.fSymbols) {
const ParsedModule& vertexModule = this->loadVertexModule(compiler);
fModuleLoader.fGraphiteVertexModule = compiler->parseModule(ProgramKind::kGraphiteVertex,
MODULE_DATA(graphite_vert),
vertexModule,
this->coreModifiers());
}
return fModuleLoader.fGraphiteVertexModule;
#else
return this->loadVertexModule(compiler);
#endif
}
void ModuleLoader::Impl::makeRootSymbolTable() {
fRootModule.fSymbols = std::make_shared<SymbolTable>(/*builtin=*/true);
for (BuiltinTypePtr rootType : kRootTypes) {
fRootModule.fSymbols->addWithoutOwnership((fBuiltinTypes.*rootType).get());
}
for (BuiltinTypePtr privateType : kPrivateTypes) {
fRootModule.fSymbols->addWithoutOwnership((fBuiltinTypes.*privateType).get());
}
// sk_Caps is "builtin", but all references to it are resolved to Settings, so we don't need to
// treat it as builtin (ie, no need to clone it into the Program).
fRootModule.fSymbols->add(std::make_unique<Variable>(/*pos=*/Position(),
/*modifiersPosition=*/Position(),
fCoreModifiers.add(Modifiers{}),
"sk_Caps",
fBuiltinTypes.fSkCaps.get(),
/*builtin=*/false,
Variable::Storage::kGlobal));
}
} // namespace SkSL