blob: dcc6c4e402008330b7481221e8a30191562ac4bd [file] [log] [blame]
/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkData.h"
#include "include/effects/SkRuntimeEffect.h"
#include "src/core/SkArenaAlloc.h"
#include "src/core/SkRasterPipeline.h"
#include "src/core/SkReadBuffer.h"
#include "src/core/SkWriteBuffer.h"
#include "src/shaders/SkRTShader.h"
#include "src/sksl/SkSLByteCode.h"
#if SK_SUPPORT_GPU
#include "src/gpu/GrFPArgs.h"
#include "src/gpu/effects/GrSkSLFP.h"
#endif
SkRTShader::SkRTShader(sk_sp<SkRuntimeEffect> effect, sk_sp<SkData> inputs,
const SkMatrix* localMatrix, sk_sp<SkShader>* children, size_t childCount,
bool isOpaque)
: SkShaderBase(localMatrix)
, fEffect(std::move(effect))
, fIsOpaque(isOpaque)
, fInputs(std::move(inputs))
, fChildren(children, children + childCount) {
}
SkRTShader::~SkRTShader() = default;
bool SkRTShader::onAppendStages(const SkStageRec& rec) const {
SkMatrix inverse;
if (!this->computeTotalInverse(rec.fCTM, rec.fLocalM, &inverse)) {
return false;
}
auto ctx = rec.fAlloc->make<SkRasterPipeline_InterpreterCtx>();
ctx->paintColor = rec.fPaint.getColor4f();
ctx->inputs = fInputs->data();
ctx->ninputs = fInputs->size() / 4;
ctx->shaderConvention = true;
SkAutoMutexExclusive ama(fByteCodeMutex);
if (!fByteCode) {
auto [byteCode, errorText] = fEffect->toByteCode();
if (!byteCode) {
SkDebugf("%s\n", errorText.c_str());
return false;
}
fByteCode = std::move(byteCode);
}
ctx->byteCode = fByteCode.get();
ctx->fn = ctx->byteCode->getFunction("main");
rec.fPipeline->append(SkRasterPipeline::seed_shader);
rec.fPipeline->append_matrix(rec.fAlloc, inverse);
rec.fPipeline->append(SkRasterPipeline::interpreter, ctx);
return true;
}
enum Flags {
kIsOpaque_Flag = 1 << 0,
kHasLocalMatrix_Flag = 1 << 1,
};
void SkRTShader::flatten(SkWriteBuffer& buffer) const {
uint32_t flags = 0;
if (fIsOpaque) {
flags |= kIsOpaque_Flag;
}
if (!this->getLocalMatrix().isIdentity()) {
flags |= kHasLocalMatrix_Flag;
}
buffer.writeString(fEffect->source().c_str());
if (fInputs) {
buffer.writeDataAsByteArray(fInputs.get());
} else {
buffer.writeByteArray(nullptr, 0);
}
buffer.write32(flags);
if (flags & kHasLocalMatrix_Flag) {
buffer.writeMatrix(this->getLocalMatrix());
}
buffer.write32(fChildren.size());
for (const auto& child : fChildren) {
buffer.writeFlattenable(child.get());
}
}
sk_sp<SkFlattenable> SkRTShader::CreateProc(SkReadBuffer& buffer) {
SkString sksl;
buffer.readString(&sksl);
sk_sp<SkData> inputs = buffer.readByteArrayAsData();
uint32_t flags = buffer.read32();
bool isOpaque = SkToBool(flags & kIsOpaque_Flag);
SkMatrix localM, *localMPtr = nullptr;
if (flags & kHasLocalMatrix_Flag) {
buffer.readMatrix(&localM);
localMPtr = &localM;
}
std::vector<sk_sp<SkShader>> children;
children.resize(buffer.read32());
for (size_t i = 0; i < children.size(); ++i) {
children[i] = buffer.readShader();
}
// We don't have a way to ensure that indices are consistent and correct when deserializing.
// Perhaps we should have a hash table to map strings to indices? For now, all shaders get a
// new unique ID after serialization.
auto effect = std::get<0>(SkRuntimeEffect::Make(std::move(sksl)));
return sk_sp<SkFlattenable>(new SkRTShader(std::move(effect), std::move(inputs), localMPtr,
children.data(), children.size(), isOpaque));
}
#if SK_SUPPORT_GPU
std::unique_ptr<GrFragmentProcessor> SkRTShader::asFragmentProcessor(const GrFPArgs& args) const {
SkMatrix matrix;
if (!this->totalLocalMatrix(args.fPreLocalMatrix, args.fPostLocalMatrix)->invert(&matrix)) {
return nullptr;
}
auto fp = GrSkSLFP::Make(args.fContext, fEffect, "runtime-shader",
fInputs->data(), fInputs->size(), &matrix);
for (const auto& child : fChildren) {
auto childFP = child ? as_SB(child)->asFragmentProcessor(args) : nullptr;
if (!childFP) {
// TODO: This is the case that should eventually mean "the original input color"
return nullptr;
}
fp->addChild(std::move(childFP));
}
return fp;
}
#endif