blob: 4b2a34f5edc395d231e3873a71dd0cf6a870a64d [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.
*/
#ifndef SkShaderCodeDictionary_DEFINED
#define SkShaderCodeDictionary_DEFINED
#include "include/core/SkSpan.h"
#include "include/core/SkTypes.h"
#include "include/private/SkMacros.h"
#include "include/private/SkSpinlock.h"
#include "include/private/SkTHash.h"
#include "include/private/SkThreadAnnotations.h"
#include "include/private/SkTo.h"
#include "include/private/SkUniquePaintParamsID.h"
#include "src/core/SkArenaAlloc.h"
#include "src/core/SkBuiltInCodeSnippetID.h"
#include "src/core/SkEnumBitMask.h"
#include "src/core/SkPaintParamsKey.h"
#include "src/core/SkUniform.h"
#include <array>
#include <cstddef>
#include <cstdint>
#include <memory>
#include <string>
#include <string_view>
#include <vector>
#ifdef SK_GRAPHITE_ENABLED
namespace skgpu::graphite {
class RenderStep;
#ifdef SK_ENABLE_PRECOMPILE
class BlenderID;
#endif
}
#endif
class SkRuntimeEffect;
class SkRuntimeEffectDictionary;
// TODO: How to represent the type (e.g., 2D) of texture being sampled?
class SkTextureAndSampler {
public:
constexpr SkTextureAndSampler(const char* name) : fName(name) {}
const char* name() const { return fName; }
private:
const char* fName;
};
enum class SnippetRequirementFlags : uint32_t {
kNone = 0x0,
kLocalCoords = 0x1,
kPriorStageOutput = 0x2, // AKA the "input" color, or the "source" color for a blender
kDestColor = 0x4,
};
SK_MAKE_BITMASK_OPS(SnippetRequirementFlags);
struct SkShaderSnippet {
using GeneratePreambleForSnippetFn = void (*)(const SkShaderInfo& shaderInfo,
int* entryIndex,
const SkPaintParamsKey::BlockReader&,
std::string* preamble);
struct Args {
std::string_view fPriorStageOutput;
std::string_view fDestColor;
std::string_view fFragCoord;
};
using GenerateExpressionForSnippetFn = std::string (*)(const SkShaderInfo& shaderInfo,
int entryIndex,
const SkPaintParamsKey::BlockReader&,
const Args& args);
SkShaderSnippet() = default;
SkShaderSnippet(const char* name,
SkSpan<const SkUniform> uniforms,
SkEnumBitMask<SnippetRequirementFlags> snippetRequirementFlags,
SkSpan<const SkTextureAndSampler> texturesAndSamplers,
const char* functionName,
GenerateExpressionForSnippetFn expressionGenerator,
GeneratePreambleForSnippetFn preambleGenerator,
int numChildren,
SkSpan<const SkPaintParamsKey::DataPayloadField> dataPayloadExpectations)
: fName(name)
, fUniforms(uniforms)
, fSnippetRequirementFlags(snippetRequirementFlags)
, fTexturesAndSamplers(texturesAndSamplers)
, fStaticFunctionName(functionName)
, fExpressionGenerator(expressionGenerator)
, fPreambleGenerator(preambleGenerator)
, fNumChildren(numChildren)
, fDataPayloadExpectations(dataPayloadExpectations) {}
std::string getMangledUniformName(const SkShaderInfo& shaderInfo,
int uniformIdx,
int mangleId) const;
std::string getMangledSamplerName(int samplerIdx, int mangleId) const;
bool needsLocalCoords() const {
return fSnippetRequirementFlags & SnippetRequirementFlags::kLocalCoords;
}
bool needsPriorStageOutput() const {
return fSnippetRequirementFlags & SnippetRequirementFlags::kPriorStageOutput;
}
bool needsDestColor() const {
return fSnippetRequirementFlags & SnippetRequirementFlags::kDestColor;
}
const char* fName = nullptr;
SkSpan<const SkUniform> fUniforms;
SkEnumBitMask<SnippetRequirementFlags> fSnippetRequirementFlags{SnippetRequirementFlags::kNone};
SkSpan<const SkTextureAndSampler> fTexturesAndSamplers;
const char* fStaticFunctionName = nullptr;
GenerateExpressionForSnippetFn fExpressionGenerator = nullptr;
GeneratePreambleForSnippetFn fPreambleGenerator = nullptr;
int fNumChildren = 0;
SkSpan<const SkPaintParamsKey::DataPayloadField> fDataPayloadExpectations;
};
// This is just a simple collection object that gathers together all the information needed
// for program creation and its invocation.
class SkShaderInfo {
public:
SkShaderInfo(const SkRuntimeEffectDictionary* rteDict = nullptr,
const char* ssboIndex = nullptr)
: fRuntimeEffectDictionary(rteDict)
, fSsboIndex(ssboIndex) {}
~SkShaderInfo() = default;
SkShaderInfo(SkShaderInfo&&) = default;
SkShaderInfo& operator=(SkShaderInfo&&) = default;
SkShaderInfo(const SkShaderInfo&) = delete;
SkShaderInfo& operator=(const SkShaderInfo&) = delete;
void add(const SkPaintParamsKey::BlockReader& reader) {
fBlockReaders.push_back(reader);
}
void addFlags(SkEnumBitMask<SnippetRequirementFlags> flags) {
fSnippetRequirementFlags |= flags;
}
bool needsLocalCoords() const {
return fSnippetRequirementFlags & SnippetRequirementFlags::kLocalCoords;
}
const SkPaintParamsKey::BlockReader& blockReader(int index) const {
return fBlockReaders[index];
}
const SkRuntimeEffectDictionary* runtimeEffectDictionary() const {
return fRuntimeEffectDictionary;
}
const char* ssboIndex() const { return fSsboIndex; }
#ifdef SK_GRAPHITE_ENABLED
void setBlendInfo(const skgpu::BlendInfo& blendInfo) {
fBlendInfo = blendInfo;
}
const skgpu::BlendInfo& blendInfo() const { return fBlendInfo; }
#endif
#if defined(SK_GRAPHITE_ENABLED) && defined(SK_ENABLE_SKSL)
std::string toSkSL(const skgpu::graphite::RenderStep* step,
const bool defineShadingSsboIndexVarying,
const bool defineLocalCoordsVarying) const;
#endif
private:
std::vector<SkPaintParamsKey::BlockReader> fBlockReaders;
SkEnumBitMask<SnippetRequirementFlags> fSnippetRequirementFlags{SnippetRequirementFlags::kNone};
const SkRuntimeEffectDictionary* fRuntimeEffectDictionary = nullptr;
const char* fSsboIndex;
#ifdef SK_GRAPHITE_ENABLED
// The blendInfo doesn't actually contribute to the program's creation but, it contains the
// matching fixed-function settings that the program's caller needs to set up.
skgpu::BlendInfo fBlendInfo;
#endif
};
class SkShaderCodeDictionary {
public:
SkShaderCodeDictionary();
struct Entry {
public:
SkUniquePaintParamsID uniqueID() const {
SkASSERT(fUniqueID.isValid());
return fUniqueID;
}
const SkPaintParamsKey& paintParamsKey() const { return fKey; }
#ifdef SK_GRAPHITE_ENABLED
const skgpu::BlendInfo& blendInfo() const { return fBlendInfo; }
#endif
private:
friend class SkShaderCodeDictionary;
#ifdef SK_GRAPHITE_ENABLED
Entry(const SkPaintParamsKey& key, const skgpu::BlendInfo& blendInfo)
: fKey(key.asSpan())
, fBlendInfo(blendInfo) {
}
#else
Entry(const SkPaintParamsKey& key) : fKey(key.asSpan()) {}
#endif
void setUniqueID(uint32_t newID) {
SkASSERT(!fUniqueID.isValid());
fUniqueID = SkUniquePaintParamsID(newID);
}
SkUniquePaintParamsID fUniqueID; // fixed-size (uint32_t) unique ID assigned to a key
SkPaintParamsKey fKey; // variable-length paint key descriptor
#ifdef SK_GRAPHITE_ENABLED
// The BlendInfo isn't used in the hash (that is the key's job) but it does directly vary
// with the key. It could, theoretically, be recreated from the key but that would add
// extra complexity.
skgpu::BlendInfo fBlendInfo;
#endif
};
const Entry* findOrCreate(SkPaintParamsKeyBuilder*) SK_EXCLUDES(fSpinLock);
const Entry* lookup(SkUniquePaintParamsID) const SK_EXCLUDES(fSpinLock);
SkSpan<const SkUniform> getUniforms(SkBuiltInCodeSnippetID) const;
SkEnumBitMask<SnippetRequirementFlags> getSnippetRequirementFlags(
SkBuiltInCodeSnippetID id) const {
return fBuiltInCodeSnippets[(int) id].fSnippetRequirementFlags;
}
SkSpan<const SkPaintParamsKey::DataPayloadField> dataPayloadExpectations(int snippetID) const;
bool isValidID(int snippetID) const;
// This method can return nullptr
const SkShaderSnippet* getEntry(int codeSnippetID) const;
const SkShaderSnippet* getEntry(SkBuiltInCodeSnippetID codeSnippetID) const {
return this->getEntry(SkTo<int>(codeSnippetID));
}
void getShaderInfo(SkUniquePaintParamsID, SkShaderInfo*) const;
int findOrCreateRuntimeEffectSnippet(const SkRuntimeEffect* effect);
int addUserDefinedSnippet(const char* name,
SkSpan<const SkPaintParamsKey::DataPayloadField> expectations);
#if defined(SK_ENABLE_PRECOMPILE) && defined(SK_GRAPHITE_ENABLED)
skgpu::graphite::BlenderID addUserDefinedBlender(sk_sp<SkRuntimeEffect>);
const SkShaderSnippet* getEntry(skgpu::graphite::BlenderID) const;
#endif
private:
#ifdef SK_GRAPHITE_ENABLED
Entry* makeEntry(const SkPaintParamsKey&, const skgpu::BlendInfo&);
#else
Entry* makeEntry(const SkPaintParamsKey&);
#endif
// TODO: this is still experimental but, most likely, it will need to be made thread-safe
// It returns the code snippet ID to use to identify the supplied user-defined code
int addUserDefinedSnippet(
const char* name,
SkSpan<const SkUniform> uniforms,
SkEnumBitMask<SnippetRequirementFlags> snippetRequirementFlags,
SkSpan<const SkTextureAndSampler> texturesAndSamplers,
const char* functionName,
SkShaderSnippet::GenerateExpressionForSnippetFn expressionGenerator,
SkShaderSnippet::GeneratePreambleForSnippetFn preambleGenerator,
int numChildren,
SkSpan<const SkPaintParamsKey::DataPayloadField> dataPayloadExpectations);
const char* addTextToArena(std::string_view text);
SkSpan<const SkUniform> convertUniforms(const SkRuntimeEffect* effect);
std::array<SkShaderSnippet, kBuiltInCodeSnippetIDCount> fBuiltInCodeSnippets;
// The value returned from 'getEntry' must be stable so, hold the user-defined code snippet
// entries as pointers.
std::vector<std::unique_ptr<SkShaderSnippet>> fUserDefinedCodeSnippets;
// TODO: can we do something better given this should have write-seldom/read-often behavior?
mutable SkSpinlock fSpinLock;
struct SkPaintParamsKeyPtr {
const SkPaintParamsKey* fKey;
bool operator==(SkPaintParamsKeyPtr rhs) const {
return *fKey == *rhs.fKey;
}
struct Hash {
size_t operator()(SkPaintParamsKeyPtr) const;
};
};
using PaintHashMap = SkTHashMap<SkPaintParamsKeyPtr, Entry*, SkPaintParamsKeyPtr::Hash>;
PaintHashMap fHash SK_GUARDED_BY(fSpinLock);
std::vector<Entry*> fEntryVector SK_GUARDED_BY(fSpinLock);
SK_BEGIN_REQUIRE_DENSE
struct RuntimeEffectKey {
uint32_t fHash;
uint32_t fUniformSize;
bool operator==(RuntimeEffectKey rhs) const {
return fHash == rhs.fHash && fUniformSize == rhs.fUniformSize;
}
struct Hash {
size_t operator()(RuntimeEffectKey) const;
};
};
SK_END_REQUIRE_DENSE
// A map from RuntimeEffectKeys (hash plus uniforms) to code-snippet IDs. RuntimeEffectKeys
// don't track the lifetime of a runtime effect at all; they live forever, and a newly-
// instantiated runtime effect with the same program as a previously-discarded effect will reuse
// an existing ID. Entries in the runtime-effect map are never removed; they only disappear when
// the context is discarded, which takes the ShaderCodeDictionary along with it. However, they
// are extremely small (< 20 bytes) so the memory footprint should be unnoticeable.
using RuntimeEffectMap = SkTHashMap<RuntimeEffectKey, int32_t>;
RuntimeEffectMap fRuntimeEffectMap SK_GUARDED_BY(fSpinLock);
// This arena holds:
// - the Entries held in `fHash` and `fEntryVector`
// - SkUniform data created by `findOrCreateRuntimeEffectSnippet`
// and in all cases is guarded by `fSpinLock`
SkArenaAlloc fArena{256};
};
#endif // SkShaderCodeDictionary_DEFINED