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/*
* 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 skgpu_graphite_ShaderCodeDictionary_DEFINED
#define skgpu_graphite_ShaderCodeDictionary_DEFINED
#include "include/core/SkBlendMode.h"
#include "include/core/SkSpan.h"
#include "include/core/SkTypes.h"
#include "include/private/base/SkMacros.h"
#include "include/private/base/SkTArray.h"
#include "include/private/base/SkThreadAnnotations.h"
#include "include/private/base/SkTo.h"
#include "src/base/SkArenaAlloc.h"
#include "src/base/SkSpinlock.h"
#include "src/core/SkEnumBitMask.h"
#include "src/core/SkTHash.h"
#include "src/gpu/Blend.h"
#include "src/gpu/graphite/BuiltInCodeSnippetID.h"
#include "src/gpu/graphite/PaintParamsKey.h"
#include "src/gpu/graphite/Uniform.h"
#include "src/gpu/graphite/UniquePaintParamsID.h"
#include <array>
#include <cstddef>
#include <cstdint>
#include <memory>
#include <string>
#include <string_view>
class SkRuntimeEffect;
namespace skgpu {
class Swizzle;
}
namespace skgpu::graphite {
class Caps;
class RenderStep;
class RuntimeEffectDictionary;
// TODO: How to represent the type (e.g., 2D) of texture being sampled?
class TextureAndSampler {
public:
constexpr TextureAndSampler(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 "src" argument for a blender
kBlenderDstColor = 0x4, // The "dst" argument for a blender
kSurfaceColor = 0x8,
};
SK_MAKE_BITMASK_OPS(SnippetRequirementFlags);
class ShaderInfo;
class ShaderNode;
// ShaderSnippets define the "ABI" of a SkSL module function and its required uniform data, as
// well as functions for generating the invoking SkSL. Snippets are composed into an effect tree
// using ShaderNodes.
struct ShaderSnippet {
using GeneratePreambleForSnippetFn = std::string (*)(const ShaderInfo& shaderInfo,
const ShaderNode*);
struct Args {
std::string fPriorStageOutput;
std::string fBlenderDstColor;
std::string fFragCoord;
};
using GenerateExpressionForSnippetFn = std::string (*)(const ShaderInfo& shaderInfo,
const ShaderNode*,
const Args& args);
ShaderSnippet() = default;
ShaderSnippet(const char* name,
SkSpan<const Uniform> uniforms,
SkEnumBitMask<SnippetRequirementFlags> snippetRequirementFlags,
SkSpan<const TextureAndSampler> texturesAndSamplers,
const char* functionName,
GenerateExpressionForSnippetFn expressionGenerator,
GeneratePreambleForSnippetFn preambleGenerator,
int numChildren)
: fName(name)
, fUniforms(uniforms)
, fSnippetRequirementFlags(snippetRequirementFlags)
, fTexturesAndSamplers(texturesAndSamplers)
, fStaticFunctionName(functionName)
, fExpressionGenerator(expressionGenerator)
, fPreambleGenerator(preambleGenerator)
, fNumChildren(numChildren) {}
bool needsLocalCoords() const {
return fSnippetRequirementFlags & SnippetRequirementFlags::kLocalCoords;
}
bool needsPriorStageOutput() const {
return fSnippetRequirementFlags & SnippetRequirementFlags::kPriorStageOutput;
}
bool needsBlenderDstColor() const {
return fSnippetRequirementFlags & SnippetRequirementFlags::kBlenderDstColor;
}
const char* fName = nullptr;
SkSpan<const Uniform> fUniforms;
SkEnumBitMask<SnippetRequirementFlags> fSnippetRequirementFlags{SnippetRequirementFlags::kNone};
SkSpan<const TextureAndSampler> fTexturesAndSamplers;
const char* fStaticFunctionName = nullptr;
GenerateExpressionForSnippetFn fExpressionGenerator = nullptr;
GeneratePreambleForSnippetFn fPreambleGenerator = nullptr;
int fNumChildren = 0;
};
// ShaderNodes organize snippets into an effect tree, and provide random access to the dynamically
// bound child snippets. Each node has a fixed number of children defined by its code ID
// (either a BuiltInCodeSnippetID or a runtime effect's assigned ID). All children are non-null.
// A ShaderNode tree represents a decompressed PaintParamsKey.
class ShaderNode {
public:
// ShaderNodes should be created in conjunction with an SkArenaAlloc that owns all nodes.
ShaderNode(const ShaderSnippet* snippet,
SkSpan<const ShaderNode*> children,
int codeID,
int keyIndex)
: fEntry(snippet)
, fChildren(children)
, fCodeID(codeID)
, fKeyIndex(keyIndex)
, fRequiredFlags(snippet->fSnippetRequirementFlags) {
SkASSERT(children.size() == (size_t) fEntry->fNumChildren);
// TODO: RuntimeEffects can actually mask off requirements if they invoke a child with
// explicit arguments.
for (const ShaderNode* child : children) {
fRequiredFlags |= child->requiredFlags();
}
}
int32_t codeSnippetId() const { return fCodeID; }
int32_t keyIndex() const { return fKeyIndex; }
const ShaderSnippet* entry() const { return fEntry; }
SkEnumBitMask<SnippetRequirementFlags> requiredFlags() const { return fRequiredFlags; }
int numChildren() const { return fEntry->fNumChildren; }
SkSpan<const ShaderNode*> children() const { return fChildren; }
const ShaderNode* child(int childIndex) const { return fChildren[childIndex]; }
private:
const ShaderSnippet* fEntry; // Owned by the ShaderCodeDictionary
SkSpan<const ShaderNode*> fChildren; // Owned by the ShaderInfo's arena
int32_t fCodeID;
int32_t fKeyIndex; // index back to PaintParamsKey, unique across nodes within a ShaderInfo
SkEnumBitMask<SnippetRequirementFlags> fRequiredFlags;
};
// ShaderInfo holds all root ShaderNodes defined for a PaintParams as well as the extracted fixed
// function blending parameters and other aggregate requirements for the effect trees that have
// been linked into a single fragment program (sans any RenderStep fragment work and fixed SkSL
// logic required for all rendering in Graphite).
class ShaderInfo {
public:
ShaderInfo(UniquePaintParamsID id,
const ShaderCodeDictionary* dict,
const RuntimeEffectDictionary* rteDict,
const char* ssboIndex);
bool needsLocalCoords() const {
return fSnippetRequirementFlags & SnippetRequirementFlags::kLocalCoords;
}
bool needsSurfaceColor() const {
return fSnippetRequirementFlags & SnippetRequirementFlags::kSurfaceColor;
}
const RuntimeEffectDictionary* runtimeEffectDictionary() const {
return fRuntimeEffectDictionary;
}
const char* ssboIndex() const { return fSsboIndex; }
const skgpu::BlendInfo& blendInfo() const { return fBlendInfo; }
std::string toSkSL(const Caps* caps,
const RenderStep* step,
const bool useStorageBuffers,
int* numTexturesAndSamplersUsed,
Swizzle writeSwizzle);
private:
// All shader nodes and arrays of children pointers are held in this arena
SkArenaAlloc fShaderNodeAlloc{256};
const RuntimeEffectDictionary* fRuntimeEffectDictionary;
const char* fSsboIndex;
// De-compressed shader tree from a PaintParamsKey with accumulated blend info and requirements.
// The blendInfo doesn't contribute to the program's SkSL but contains the fixed-function state
// required to function correctly, which the program's caller is responsible for configuring.
// TODO: There should really only be one root node representing the final blend, which has a
// child defining how the src color is calculated.
SkSpan<const ShaderNode*> fRootNodes;
SkBlendMode fBlendMode = SkBlendMode::kClear;
skgpu::BlendInfo fBlendInfo;
SkEnumBitMask<SnippetRequirementFlags> fSnippetRequirementFlags;
};
// ShaderCodeDictionary is a thread-safe dictionary of ShaderSnippets to code IDs for use with
// creating PaintParamKeys, as well as assigning unique IDs to each encountered PaintParamKey.
// It defines ShaderSnippets for every BuiltInCodeSnippetID and maintains records for IDs per
// SkRuntimeEffect, including de-duplicating equivalent SkRuntimeEffect objects.
class ShaderCodeDictionary {
public:
ShaderCodeDictionary();
UniquePaintParamsID findOrCreate(PaintParamsKeyBuilder*) SK_EXCLUDES(fSpinLock);
PaintParamsKey lookup(UniquePaintParamsID) const SK_EXCLUDES(fSpinLock);
SkSpan<const Uniform> getUniforms(BuiltInCodeSnippetID) const;
SkEnumBitMask<SnippetRequirementFlags> getSnippetRequirementFlags(
BuiltInCodeSnippetID id) const {
return fBuiltInCodeSnippets[(int) id].fSnippetRequirementFlags;
}
bool isValidID(int snippetID) const;
// This method can return nullptr
const ShaderSnippet* getEntry(int codeSnippetID) const;
const ShaderSnippet* getEntry(BuiltInCodeSnippetID codeSnippetID) const {
return this->getEntry(SkTo<int>(codeSnippetID));
}
int findOrCreateRuntimeEffectSnippet(const SkRuntimeEffect* effect);
// TODO: Remove or make testing-only
int addUserDefinedSnippet(const char* name);
private:
// 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.
// TODO: Rename to addRuntimeEffectSnippet().
int addUserDefinedSnippet(
const char* name,
SkSpan<const Uniform> uniforms,
SkEnumBitMask<SnippetRequirementFlags> snippetRequirementFlags,
SkSpan<const TextureAndSampler> texturesAndSamplers,
const char* functionName,
ShaderSnippet::GenerateExpressionForSnippetFn expressionGenerator,
ShaderSnippet::GeneratePreambleForSnippetFn preambleGenerator,
int numChildren);
const char* addTextToArena(std::string_view text);
SkSpan<const Uniform> convertUniforms(const SkRuntimeEffect* effect);
std::array<ShaderSnippet, kBuiltInCodeSnippetIDCount> fBuiltInCodeSnippets;
// The value returned from 'getEntry' must be stable so, hold the user-defined code snippet
// entries as pointers.
skia_private::TArray<std::unique_ptr<ShaderSnippet>> fUserDefinedCodeSnippets;
// TODO: can we do something better given this should have write-seldom/read-often behavior?
mutable SkSpinlock fSpinLock;
using PaintIDMap = skia_private::THashMap<PaintParamsKey,
UniquePaintParamsID,
PaintParamsKey::Hash>;
PaintIDMap fPaintKeyToID SK_GUARDED_BY(fSpinLock);
skia_private::TArray<PaintParamsKey> fIDToPaintKey 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;
}
};
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 = skia_private::THashMap<RuntimeEffectKey, int32_t>;
RuntimeEffectMap fRuntimeEffectMap SK_GUARDED_BY(fSpinLock);
// This arena holds:
// - the backing data for PaintParamsKeys in `fPaintKeyToID` and `fIDToPaintKey`
// - Uniform data created by `findOrCreateRuntimeEffectSnippet`
// and in all cases is guarded by `fSpinLock`
SkArenaAlloc fArena{256};
};
} // namespace skgpu::graphite
#endif // skgpu_graphite_ShaderCodeDictionary_DEFINED