blob: 3a13d7a44b41782c3af6c53831df3a6160b7f485 [file] [log] [blame]
* Copyright 2020 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/SkSLString.h"
#include "src/core/SkSpan.h"
#include "src/core/SkVM.h"
#include "src/sksl/ir/SkSLType.h"
#include <functional>
namespace SkSL {
class FunctionDefinition;
struct Program;
using SampleChildFn = std::function<skvm::Color(int, skvm::Coord)>;
// TODO: Have a generic entry point, supporting SkSpan<skvm::Val> for parameters and return values.
// That would be useful for interpreter use cases like SkParticleEffect.
// Convert 'function' to skvm instructions in 'builder', for use by shaders and color filters
skvm::Color ProgramToSkVM(const Program& program,
const FunctionDefinition& function,
skvm::Builder* builder,
SkSpan<skvm::Val> uniforms,
skvm::Coord device,
skvm::Coord local,
skvm::Color inputColor,
SampleChildFn sampleChild);
struct SkVMSignature {
size_t fParameterSlots = 0;
size_t fReturnSlots = 0;
* Converts 'function' to skvm instructions in 'builder'. Always adds one arg per value in the
* parameter list, then one per value in the return type. For example:
* float2 fn(float2 a, float b) { ... }
* ... is mapped so that it can be called as:
* p.eval(N, &a.x, &a.y, &b, &return.x, &return.y);
* The number of parameter and return slots (pointers) is placed in 'outSignature', if provided.
* If the program declares any uniforms, 'uniforms' should contain the IDs of each individual value
* (eg, one ID per component of a vector).
bool ProgramToSkVM(const Program& program,
const FunctionDefinition& function,
skvm::Builder* b,
SkSpan<skvm::Val> uniforms,
SkVMSignature* outSignature = nullptr);
const FunctionDefinition* Program_GetFunction(const Program& program, const char* function);
struct UniformInfo {
struct Uniform {
String fName;
Type::NumberKind fKind;
int fColumns;
int fRows;
int fSlot;
std::vector<Uniform> fUniforms;
int fUniformSlotCount = 0;
std::unique_ptr<UniformInfo> Program_GetUniformInfo(const Program& program);
bool testingOnly_ProgramToSkVMShader(const Program& program, skvm::Builder* builder);
} // namespace SkSL