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/*
* 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 SKSL_VMGENERATOR
#define SKSL_VMGENERATOR
#include "include/core/SkSpan.h"
#include "include/private/SkSLString.h"
#include "src/core/SkVM.h"
#include "src/sksl/ir/SkSLType.h"
#include <functional>
namespace SkSL {
class FunctionDefinition;
struct Program;
class SkVMDebugTrace;
class SkVMCallbacks {
public:
virtual ~SkVMCallbacks() = default;
virtual skvm::Color sampleShader(int index, skvm::Coord coord) = 0;
virtual skvm::Color sampleColorFilter(int index, skvm::Color color) = 0;
virtual skvm::Color sampleBlender(int index, skvm::Color src, skvm::Color dst) = 0;
virtual skvm::Color toLinearSrgb(skvm::Color color) = 0;
virtual skvm::Color fromLinearSrgb(skvm::Color color) = 0;
};
// Convert 'function' to skvm instructions in 'builder', for use by blends, shaders, & color filters
skvm::Color ProgramToSkVM(const Program& program,
const FunctionDefinition& function,
skvm::Builder* builder,
SkVMDebugTrace* debugTrace,
SkSpan<skvm::Val> uniforms,
skvm::Coord device,
skvm::Coord local,
skvm::Color inputColor,
skvm::Color destColor,
SkVMCallbacks* callbacks);
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,
SkVMDebugTrace* debugTrace,
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,
SkVMDebugTrace* debugTrace);
} // namespace SkSL
#endif