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/*
* Copyright 2023 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/shaders/SkRuntimeShader.h"
#include "include/core/SkCapabilities.h"
#include "include/core/SkData.h"
#include "include/core/SkMatrix.h"
#include "include/core/SkShader.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/SkTArray.h"
#include "include/sksl/SkSLDebugTrace.h"
#include "src/base/SkTLazy.h"
#include "src/core/SkEffectPriv.h"
#include "src/core/SkPicturePriv.h"
#include "src/core/SkReadBuffer.h"
#include "src/core/SkRuntimeEffectPriv.h"
#include "src/core/SkWriteBuffer.h"
#include "src/shaders/SkShaderBase.h"
#include "src/sksl/codegen/SkSLRasterPipelineBuilder.h"
#include "src/sksl/tracing/SkSLDebugTracePriv.h"
#if defined(SK_GRAPHITE)
#include "src/gpu/graphite/KeyContext.h"
#include "src/gpu/graphite/KeyHelpers.h"
#include "src/gpu/graphite/PaintParamsKey.h"
#endif
#include <cstdint>
#include <optional>
#include <string>
#include <utility>
class SkColorSpace;
struct SkIPoint;
SkRuntimeShader::SkRuntimeShader(sk_sp<SkRuntimeEffect> effect,
sk_sp<SkSL::DebugTracePriv> debugTrace,
sk_sp<const SkData> uniforms,
SkSpan<SkRuntimeEffect::ChildPtr> children)
: fEffect(std::move(effect))
, fDebugTrace(std::move(debugTrace))
, fUniformData(std::move(uniforms))
, fChildren(children.begin(), children.end()) {}
SkRuntimeShader::SkRuntimeShader(sk_sp<SkRuntimeEffect> effect,
sk_sp<SkSL::DebugTracePriv> debugTrace,
UniformsCallback uniformsCallback,
SkSpan<SkRuntimeEffect::ChildPtr> children)
: fEffect(std::move(effect))
, fDebugTrace(std::move(debugTrace))
, fUniformsCallback(std::move(uniformsCallback))
, fChildren(children.begin(), children.end()) {}
static sk_sp<SkSL::DebugTracePriv> make_debug_trace(SkRuntimeEffect* effect,
const SkIPoint& coord) {
auto debugTrace = sk_make_sp<SkSL::DebugTracePriv>();
debugTrace->setSource(effect->source());
debugTrace->setTraceCoord(coord);
return debugTrace;
}
SkRuntimeEffect::TracedShader SkRuntimeShader::makeTracedClone(const SkIPoint& coord) {
sk_sp<SkRuntimeEffect> unoptimized = fEffect->makeUnoptimizedClone();
sk_sp<SkSL::DebugTracePriv> debugTrace = make_debug_trace(unoptimized.get(), coord);
auto debugShader = sk_make_sp<SkRuntimeShader>(
unoptimized, debugTrace, this->uniformData(nullptr), SkSpan(fChildren));
return SkRuntimeEffect::TracedShader{std::move(debugShader), std::move(debugTrace)};
}
#if defined(SK_GRAPHITE)
void SkRuntimeShader::addToKey(const skgpu::graphite::KeyContext& keyContext,
skgpu::graphite::PaintParamsKeyBuilder* builder,
skgpu::graphite::PipelineDataGatherer* gatherer) const {
using namespace skgpu::graphite;
sk_sp<const SkData> uniforms = SkRuntimeEffectPriv::TransformUniforms(
fEffect->uniforms(),
this->uniformData(keyContext.dstColorInfo().colorSpace()),
keyContext.dstColorInfo().colorSpace());
SkASSERT(uniforms);
RuntimeEffectBlock::BeginBlock(keyContext, builder, gatherer, {fEffect, std::move(uniforms)});
SkRuntimeEffectPriv::AddChildrenToKey(
fChildren, fEffect->children(), keyContext, builder, gatherer);
builder->endBlock();
}
#endif
bool SkRuntimeShader::appendStages(const SkStageRec& rec, const SkShaders::MatrixRec& mRec) const {
#ifdef SK_ENABLE_SKSL_IN_RASTER_PIPELINE
if (!SkRuntimeEffectPriv::CanDraw(SkCapabilities::RasterBackend().get(), fEffect.get())) {
// SkRP has support for many parts of #version 300 already, but for now, we restrict its
// usage in runtime effects to just #version 100.
return false;
}
if (const SkSL::RP::Program* program = fEffect->getRPProgram(fDebugTrace.get())) {
std::optional<SkShaders::MatrixRec> newMRec = mRec.apply(rec);
if (!newMRec.has_value()) {
return false;
}
SkSpan<const float> uniforms =
SkRuntimeEffectPriv::UniformsAsSpan(fEffect->uniforms(),
this->uniformData(rec.fDstCS),
/*alwaysCopyIntoAlloc=*/fUniformData == nullptr,
rec.fDstCS,
rec.fAlloc);
RuntimeEffectRPCallbacks callbacks(rec, *newMRec, fChildren, fEffect->fSampleUsages);
bool success = program->appendStages(rec.fPipeline, rec.fAlloc, &callbacks, uniforms);
return success;
}
#endif
return false;
}
#if defined(SK_ENABLE_SKVM)
skvm::Color SkRuntimeShader::program(skvm::Builder* p,
skvm::Coord device,
skvm::Coord local,
skvm::Color paint,
const SkShaders::MatrixRec& mRec,
const SkColorInfo& colorInfo,
skvm::Uniforms* uniforms,
SkArenaAlloc* alloc) const {
if (!SkRuntimeEffectPriv::CanDraw(SkCapabilities::RasterBackend().get(), fEffect.get())) {
return {};
}
sk_sp<const SkData> inputs = SkRuntimeEffectPriv::TransformUniforms(
fEffect->uniforms(), this->uniformData(colorInfo.colorSpace()), colorInfo.colorSpace());
SkASSERT(inputs);
// Ensure any pending transform is applied before running the runtime shader's code, which
// gets to use and manipulate the coordinates.
std::optional<SkShaders::MatrixRec> newMRec = mRec.apply(p, &local, uniforms);
if (!newMRec.has_value()) {
return {};
}
// We could omit this for children that are only sampled with passthrough coords.
newMRec->markTotalMatrixInvalid();
RuntimeEffectVMCallbacks callbacks(p, uniforms, alloc, fChildren, *newMRec, paint, colorInfo);
std::vector<skvm::Val> uniform =
SkRuntimeEffectPriv::MakeSkVMUniforms(p, uniforms, fEffect->uniformSize(), *inputs);
return SkSL::ProgramToSkVM(*fEffect->fBaseProgram,
fEffect->fMain,
p,
fDebugTrace.get(),
SkSpan(uniform),
device,
local,
paint,
paint,
&callbacks);
}
#endif
void SkRuntimeShader::flatten(SkWriteBuffer& buffer) const {
buffer.writeString(fEffect->source().c_str());
buffer.writeDataAsByteArray(this->uniformData(nullptr).get());
SkRuntimeEffectPriv::WriteChildEffects(buffer, fChildren);
}
sk_sp<const SkData> SkRuntimeShader::uniformData(const SkColorSpace* dstCS) const {
if (fUniformData) {
return fUniformData;
}
// We want to invoke the uniforms-callback each time a paint occurs.
SkASSERT(fUniformsCallback);
sk_sp<const SkData> uniforms = fUniformsCallback({dstCS});
SkASSERT(uniforms && uniforms->size() == fEffect->uniformSize());
return uniforms;
}
sk_sp<SkFlattenable> SkRuntimeShader::CreateProc(SkReadBuffer& buffer) {
if (!buffer.validate(buffer.allowSkSL())) {
return nullptr;
}
SkString sksl;
buffer.readString(&sksl);
sk_sp<SkData> uniforms = buffer.readByteArrayAsData();
SkTLazy<SkMatrix> localM;
if (buffer.isVersionLT(SkPicturePriv::kNoShaderLocalMatrix)) {
uint32_t flags = buffer.read32();
if (flags & kHasLegacyLocalMatrix_Flag) {
buffer.readMatrix(localM.init());
}
}
auto effect = SkMakeCachedRuntimeEffect(SkRuntimeEffect::MakeForShader, std::move(sksl));
#if !SK_LENIENT_SKSL_DESERIALIZATION
if (!buffer.validate(effect != nullptr)) {
return nullptr;
}
#endif
skia_private::STArray<4, SkRuntimeEffect::ChildPtr> children;
if (!SkRuntimeEffectPriv::ReadChildEffects(buffer, effect.get(), &children)) {
return nullptr;
}
#if SK_LENIENT_SKSL_DESERIALIZATION
if (!effect) {
// If any children were SkShaders, return the first one. This is a reasonable fallback.
for (int i = 0; i < children.size(); i++) {
if (children[i].shader()) {
SkDebugf("Serialized SkSL failed to compile. Replacing shader with child %d.\n", i);
return sk_ref_sp(children[i].shader());
}
}
// We don't know what to do, so just return nullptr (but *don't* poison the buffer).
SkDebugf("Serialized SkSL failed to compile. Ignoring/dropping SkSL shader.\n");
return nullptr;
}
#endif
return effect->makeShader(std::move(uniforms), SkSpan(children), localM.getMaybeNull());
}