| /* |
| * Copyright 2020 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef SkRuntimeEffectPriv_DEFINED |
| #define SkRuntimeEffectPriv_DEFINED |
| |
| #include "include/core/SkColor.h" |
| #include "include/core/SkRefCnt.h" |
| #include "include/core/SkString.h" |
| #include "include/effects/SkRuntimeEffect.h" |
| #include "include/private/SkSLSampleUsage.h" |
| #include "include/private/base/SkAssert.h" |
| #include "include/private/base/SkDebug.h" |
| #include "include/private/base/SkSpan_impl.h" |
| #include "include/private/base/SkTArray.h" |
| #include "src/core/SkEffectPriv.h" |
| #include "src/sksl/codegen/SkSLRasterPipelineBuilder.h" |
| |
| #include <cstddef> |
| #include <cstdint> |
| #include <functional> |
| #include <memory> |
| |
| #include "include/sksl/SkSLVersion.h" |
| |
| class SkArenaAlloc; |
| class SkCapabilities; |
| class SkColorSpace; |
| class SkData; |
| class SkMatrix; |
| class SkReadBuffer; |
| class SkShader; |
| class SkWriteBuffer; |
| struct SkColorSpaceXformSteps; |
| |
| namespace SkShaders { |
| class MatrixRec; |
| } |
| |
| namespace SkSL { |
| class Context; |
| class Variable; |
| struct Program; |
| } |
| |
| class SkRuntimeEffectPriv { |
| public: |
| struct UniformsCallbackContext { |
| const SkColorSpace* fDstColorSpace; |
| }; |
| |
| // Private (experimental) API for creating runtime shaders with late-bound uniforms. |
| // The callback must produce a uniform data blob of the correct size for the effect. |
| // It is invoked at "draw" time (essentially, when a draw call is made against the canvas |
| // using the resulting shader). There are no strong guarantees about timing. |
| // Serializing the resulting shader will immediately invoke the callback (and record the |
| // resulting uniforms). |
| using UniformsCallback = std::function<sk_sp<const SkData>(const UniformsCallbackContext&)>; |
| static sk_sp<SkShader> MakeDeferredShader(const SkRuntimeEffect* effect, |
| UniformsCallback uniformsCallback, |
| SkSpan<const SkRuntimeEffect::ChildPtr> children, |
| const SkMatrix* localMatrix = nullptr); |
| |
| // Helper function when creating an effect for a GrSkSLFP that verifies an effect will |
| // implement the GrFragmentProcessor "constant output for constant input" optimization flag. |
| static bool SupportsConstantOutputForConstantInput(const SkRuntimeEffect* effect) { |
| // This optimization is only implemented for color filters without any children. |
| if (!effect->allowColorFilter() || !effect->children().empty()) { |
| return false; |
| } |
| return true; |
| } |
| |
| static uint32_t Hash(const SkRuntimeEffect& effect) { |
| return effect.hash(); |
| } |
| |
| static uint32_t StableKey(const SkRuntimeEffect& effect) { |
| return effect.fStableKey; |
| } |
| |
| static const SkSL::Program& Program(const SkRuntimeEffect& effect) { |
| return *effect.fBaseProgram; |
| } |
| |
| static SkRuntimeEffect::Options ES3Options() { |
| SkRuntimeEffect::Options options; |
| options.maxVersionAllowed = SkSL::Version::k300; |
| return options; |
| } |
| |
| static void AllowPrivateAccess(SkRuntimeEffect::Options* options) { |
| options->allowPrivateAccess = true; |
| } |
| |
| static void SetStableKey(SkRuntimeEffect::Options* options, uint32_t stableKey) { |
| options->fStableKey = stableKey; |
| } |
| |
| static SkRuntimeEffect::Uniform VarAsUniform(const SkSL::Variable&, |
| const SkSL::Context&, |
| size_t* offset); |
| |
| static SkRuntimeEffect::Child VarAsChild(const SkSL::Variable& var, |
| int index); |
| |
| static const char* ChildTypeToStr(SkRuntimeEffect::ChildType type); |
| |
| // If there are layout(color) uniforms then this performs color space transformation on the |
| // color values and returns a new SkData. Otherwise, the original data is returned. |
| static sk_sp<const SkData> TransformUniforms(SkSpan<const SkRuntimeEffect::Uniform> uniforms, |
| sk_sp<const SkData> originalData, |
| const SkColorSpaceXformSteps&); |
| static sk_sp<const SkData> TransformUniforms(SkSpan<const SkRuntimeEffect::Uniform> uniforms, |
| sk_sp<const SkData> originalData, |
| const SkColorSpace* dstCS); |
| static SkSpan<const float> UniformsAsSpan( |
| SkSpan<const SkRuntimeEffect::Uniform> uniforms, |
| sk_sp<const SkData> originalData, |
| bool alwaysCopyIntoAlloc, |
| const SkColorSpace* destColorSpace, |
| SkArenaAlloc* alloc); |
| |
| static bool CanDraw(const SkCapabilities*, const SkSL::Program*); |
| static bool CanDraw(const SkCapabilities*, const SkRuntimeEffect*); |
| |
| static bool ReadChildEffects(SkReadBuffer& buffer, |
| const SkRuntimeEffect* effect, |
| skia_private::TArray<SkRuntimeEffect::ChildPtr>* children); |
| static void WriteChildEffects(SkWriteBuffer& buffer, |
| SkSpan<const SkRuntimeEffect::ChildPtr> children); |
| |
| static bool UsesColorTransform(const SkRuntimeEffect* effect) { |
| return effect->usesColorTransform(); |
| } |
| }; |
| |
| // These internal APIs for creating runtime effects vary from the public API in two ways: |
| // |
| // 1) they're used in contexts where it's not useful to receive an error message; |
| // 2) they're cached. |
| // |
| // Users of the public SkRuntimeEffect::Make*() can of course cache however they like themselves; |
| // keeping these APIs private means users will not be forced into our cache or cache policy. |
| |
| sk_sp<SkRuntimeEffect> SkMakeCachedRuntimeEffect( |
| SkRuntimeEffect::Result (*make)(SkString sksl, const SkRuntimeEffect::Options&), |
| SkString sksl); |
| |
| inline sk_sp<SkRuntimeEffect> SkMakeCachedRuntimeEffect( |
| SkRuntimeEffect::Result (*make)(SkString, const SkRuntimeEffect::Options&), |
| const char* sksl) { |
| return SkMakeCachedRuntimeEffect(make, SkString{sksl}); |
| } |
| |
| // Internal API that assumes (and asserts) that the shader code is valid, but does no internal |
| // caching. Used when the caller will cache the result in a static variable. Ownership is passed to |
| // the caller; the effect will be leaked if it the pointer is not stored or explicitly deleted. |
| inline SkRuntimeEffect* SkMakeRuntimeEffect( |
| SkRuntimeEffect::Result (*make)(SkString, const SkRuntimeEffect::Options&), |
| const char* sksl, |
| SkRuntimeEffect::Options options = SkRuntimeEffect::Options{}) { |
| #if defined(SK_DEBUG) |
| // Our SKSL snippets we embed in Skia should not have comments or excess indentation. |
| // Removing them helps trim down code size and speeds up parsing |
| if (SkStrContains(sksl, "//") || SkStrContains(sksl, " ")) { |
| SkDEBUGFAILF("Found SkSL snippet that can be minified: \n %s\n", sksl); |
| } |
| #endif |
| SkRuntimeEffectPriv::AllowPrivateAccess(&options); |
| auto result = make(SkString{sksl}, options); |
| if (!result.effect) { |
| SK_ABORT("%s", result.errorText.c_str()); |
| } |
| return result.effect.release(); |
| } |
| |
| class RuntimeEffectRPCallbacks : public SkSL::RP::Callbacks { |
| public: |
| // SkStageRec::fPaintColor is used (strictly) to tint alpha-only image shaders with the paint |
| // color. We want to suppress that behavior when they're sampled from runtime effects, so we |
| // just override the paint color here. See also: SkImageShader::appendStages. |
| RuntimeEffectRPCallbacks(const SkStageRec& s, |
| const SkShaders::MatrixRec& m, |
| SkSpan<const SkRuntimeEffect::ChildPtr> c, |
| SkSpan<const SkSL::SampleUsage> u) |
| : fStage{s.fPipeline, |
| s.fAlloc, |
| s.fDstColorType, |
| s.fDstCS, |
| SkColors::kTransparent, |
| s.fSurfaceProps} |
| , fMatrix(m) |
| , fChildren(c) |
| , fSampleUsages(u) {} |
| |
| bool appendShader(int index) override; |
| bool appendColorFilter(int index) override; |
| bool appendBlender(int index) override; |
| |
| // TODO: If an effect calls these intrinsics more than once, we could cache and re-use the steps |
| // object(s), rather than re-creating them in the arena repeatedly. |
| void toLinearSrgb(const void* color) override; |
| |
| void fromLinearSrgb(const void* color) override; |
| |
| private: |
| void applyColorSpaceXform(const SkColorSpaceXformSteps& tempXform, const void* color); |
| |
| const SkStageRec fStage; |
| const SkShaders::MatrixRec& fMatrix; |
| SkSpan<const SkRuntimeEffect::ChildPtr> fChildren; |
| SkSpan<const SkSL::SampleUsage> fSampleUsages; |
| }; |
| |
| #endif // SkRuntimeEffectPriv_DEFINED |