blob: 4a72713de414d12ad3cb49689a4cea544203e9b0 [file] [log] [blame]
/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkColorFilter.h"
#include "include/core/SkData.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/private/SkChecksum.h"
#include "include/private/SkMutex.h"
#include "src/core/SkCanvasPriv.h"
#include "src/core/SkColorFilterBase.h"
#include "src/core/SkColorSpacePriv.h"
#include "src/core/SkColorSpaceXformSteps.h"
#include "src/core/SkLRUCache.h"
#include "src/core/SkMatrixProvider.h"
#include "src/core/SkOpts.h"
#include "src/core/SkRasterPipeline.h"
#include "src/core/SkReadBuffer.h"
#include "src/core/SkRuntimeEffectPriv.h"
#include "src/core/SkUtils.h"
#include "src/core/SkVM.h"
#include "src/core/SkWriteBuffer.h"
#include "src/sksl/SkSLAnalysis.h"
#include "src/sksl/SkSLCompiler.h"
#include "src/sksl/SkSLUtil.h"
#include "src/sksl/codegen/SkSLVMCodeGenerator.h"
#include "src/sksl/ir/SkSLFunctionDefinition.h"
#include "src/sksl/ir/SkSLVarDeclarations.h"
#if SK_SUPPORT_GPU
#include "include/gpu/GrRecordingContext.h"
#include "src/gpu/GrColorInfo.h"
#include "src/gpu/GrFPArgs.h"
#include "src/gpu/GrImageInfo.h"
#include "src/gpu/GrSurfaceFillContext.h"
#include "src/gpu/effects/GrMatrixEffect.h"
#include "src/gpu/effects/GrSkSLFP.h"
#include "src/image/SkImage_Gpu.h"
#endif
#include <algorithm>
namespace SkSL {
class SharedCompiler {
public:
SharedCompiler() : fLock(compiler_mutex()) {
if (!gImpl) {
gImpl = new Impl();
}
}
SkSL::Compiler* operator->() const { return gImpl->fCompiler; }
private:
SkAutoMutexExclusive fLock;
static SkMutex& compiler_mutex() {
static SkMutex& mutex = *(new SkMutex);
return mutex;
}
struct Impl {
Impl() {
// These caps are configured to apply *no* workarounds. This avoids changes that are
// unnecessary (GLSL intrinsic rewrites), or possibly incorrect (adding do-while loops).
// We may apply other "neutral" transformations to the user's SkSL, including inlining.
// Anything determined by the device caps is deferred to the GPU backend. The processor
// set produces the final program (including our re-emitted SkSL), and the backend's
// compiler resolves any necessary workarounds.
fCaps = ShaderCapsFactory::Standalone();
fCaps->fBuiltinFMASupport = true;
fCaps->fBuiltinDeterminantSupport = true;
// Don't inline if it would require a do loop, some devices don't support them.
fCaps->fCanUseDoLoops = false;
fCompiler = new SkSL::Compiler(fCaps.get());
}
SkSL::ShaderCapsPointer fCaps;
SkSL::Compiler* fCompiler;
};
static Impl* gImpl;
};
SharedCompiler::Impl* SharedCompiler::gImpl = nullptr;
} // namespace SkSL
static bool init_uniform_type(const SkSL::Context& ctx,
const SkSL::Type* type,
SkRuntimeEffect::Uniform* v) {
using Type = SkRuntimeEffect::Uniform::Type;
if (*type == *ctx.fTypes.fFloat) { v->type = Type::kFloat; return true; }
if (*type == *ctx.fTypes.fHalf) { v->type = Type::kFloat; return true; }
if (*type == *ctx.fTypes.fFloat2) { v->type = Type::kFloat2; return true; }
if (*type == *ctx.fTypes.fHalf2) { v->type = Type::kFloat2; return true; }
if (*type == *ctx.fTypes.fFloat3) { v->type = Type::kFloat3; return true; }
if (*type == *ctx.fTypes.fHalf3) { v->type = Type::kFloat3; return true; }
if (*type == *ctx.fTypes.fFloat4) { v->type = Type::kFloat4; return true; }
if (*type == *ctx.fTypes.fHalf4) { v->type = Type::kFloat4; return true; }
if (*type == *ctx.fTypes.fFloat2x2) { v->type = Type::kFloat2x2; return true; }
if (*type == *ctx.fTypes.fHalf2x2) { v->type = Type::kFloat2x2; return true; }
if (*type == *ctx.fTypes.fFloat3x3) { v->type = Type::kFloat3x3; return true; }
if (*type == *ctx.fTypes.fHalf3x3) { v->type = Type::kFloat3x3; return true; }
if (*type == *ctx.fTypes.fFloat4x4) { v->type = Type::kFloat4x4; return true; }
if (*type == *ctx.fTypes.fHalf4x4) { v->type = Type::kFloat4x4; return true; }
if (*type == *ctx.fTypes.fInt) { v->type = Type::kInt; return true; }
if (*type == *ctx.fTypes.fInt2) { v->type = Type::kInt2; return true; }
if (*type == *ctx.fTypes.fInt3) { v->type = Type::kInt3; return true; }
if (*type == *ctx.fTypes.fInt4) { v->type = Type::kInt4; return true; }
return false;
}
static SkRuntimeEffect::Child::Type child_type(const SkSL::Type& type) {
switch (type.typeKind()) {
case SkSL::Type::TypeKind::kColorFilter: return SkRuntimeEffect::Child::Type::kColorFilter;
case SkSL::Type::TypeKind::kShader: return SkRuntimeEffect::Child::Type::kShader;
default: SkUNREACHABLE;
}
}
// TODO: Many errors aren't caught until we process the generated Program here. Catching those
// in the IR generator would provide better errors messages (with locations).
#define RETURN_FAILURE(...) return Result{nullptr, SkStringPrintf(__VA_ARGS__)}
SkRuntimeEffect::Result SkRuntimeEffect::Make(SkString sksl, const Options& options,
SkSL::ProgramKind kind) {
std::unique_ptr<SkSL::Program> program;
{
// We keep this SharedCompiler in a separate scope to make sure it's destroyed before
// calling the Make overload at the end, which creates its own (non-reentrant)
// SharedCompiler instance
SkSL::SharedCompiler compiler;
SkSL::Program::Settings settings;
settings.fInlineThreshold = 0;
settings.fForceNoInline = options.forceNoInline;
#if GR_TEST_UTILS
settings.fEnforceES2Restrictions = options.enforceES2Restrictions;
#endif
settings.fAllowNarrowingConversions = true;
program = compiler->convertProgram(kind, SkSL::String(sksl.c_str(), sksl.size()), settings);
if (!program) {
RETURN_FAILURE("%s", compiler->errorText().c_str());
}
}
return Make(std::move(sksl), std::move(program), options, kind);
}
SkRuntimeEffect::Result SkRuntimeEffect::Make(std::unique_ptr<SkSL::Program> program,
SkSL::ProgramKind kind) {
SkString source(program->description().c_str());
return Make(std::move(source), std::move(program), Options{}, kind);
}
SkRuntimeEffect::Result SkRuntimeEffect::Make(SkString sksl,
std::unique_ptr<SkSL::Program> program,
const Options& options,
SkSL::ProgramKind kind) {
SkSL::SharedCompiler compiler;
SkSL::Program::Settings settings;
settings.fInlineThreshold = 0;
settings.fForceNoInline = options.forceNoInline;
settings.fAllowNarrowingConversions = true;
// Find 'main', then locate the sample coords parameter. (It might not be present.)
const SkSL::FunctionDefinition* main = SkSL::Program_GetFunction(*program, "main");
if (!main) {
RETURN_FAILURE("missing 'main' function");
}
const auto& mainParams = main->declaration().parameters();
auto iter = std::find_if(mainParams.begin(), mainParams.end(), [](const SkSL::Variable* p) {
return p->modifiers().fLayout.fBuiltin == SK_MAIN_COORDS_BUILTIN;
});
const SkSL::ProgramUsage::VariableCounts sampleCoordsUsage =
iter != mainParams.end() ? program->usage()->get(**iter)
: SkSL::ProgramUsage::VariableCounts{};
uint32_t flags = 0;
switch (kind) {
case SkSL::ProgramKind::kRuntimeColorFilter: flags |= kAllowColorFilter_Flag; break;
case SkSL::ProgramKind::kRuntimeShader: flags |= kAllowShader_Flag; break;
default: SkUNREACHABLE;
}
if (sampleCoordsUsage.fRead || sampleCoordsUsage.fWrite) {
flags |= kUsesSampleCoords_Flag;
}
// Color filters are not allowed to depend on position (local or device) in any way.
// The signature of main, and the declarations in sksl_rt_colorfilter should guarantee this.
if (flags & kAllowColorFilter_Flag) {
SkASSERT(!(flags & kUsesSampleCoords_Flag));
SkASSERT(!SkSL::Analysis::ReferencesFragCoords(*program));
}
size_t offset = 0;
std::vector<Uniform> uniforms;
std::vector<Child> children;
std::vector<SkSL::SampleUsage> sampleUsages;
const SkSL::Context& ctx(compiler->context());
// Go through program elements, pulling out information that we need
for (const SkSL::ProgramElement* elem : program->elements()) {
// Variables (uniform, etc.)
if (elem->is<SkSL::GlobalVarDeclaration>()) {
const SkSL::GlobalVarDeclaration& global = elem->as<SkSL::GlobalVarDeclaration>();
const SkSL::VarDeclaration& varDecl = global.declaration()->as<SkSL::VarDeclaration>();
const SkSL::Variable& var = varDecl.var();
const SkSL::Type& varType = var.type();
// Child effects that can be sampled ('shader' or 'colorFilter')
if (varType.isEffectChild()) {
Child c;
c.name = var.name();
c.type = child_type(varType);
c.index = children.size();
children.push_back(c);
sampleUsages.push_back(SkSL::Analysis::GetSampleUsage(
*program, var, sampleCoordsUsage.fWrite != 0));
}
// 'uniform' variables
else if (var.modifiers().fFlags & SkSL::Modifiers::kUniform_Flag) {
Uniform uni;
uni.name = var.name();
uni.flags = 0;
uni.count = 1;
const SkSL::Type* type = &var.type();
if (type->isArray()) {
uni.flags |= Uniform::kArray_Flag;
uni.count = type->columns();
type = &type->componentType();
}
if (!init_uniform_type(ctx, type, &uni)) {
RETURN_FAILURE("Invalid uniform type: '%s'", type->displayName().c_str());
}
if (var.modifiers().fLayout.fFlags & SkSL::Layout::Flag::kSRGBUnpremul_Flag) {
uni.flags |= Uniform::kSRGBUnpremul_Flag;
}
uni.offset = offset;
offset += uni.sizeInBytes();
SkASSERT(SkIsAlign4(offset));
uniforms.push_back(uni);
}
}
}
#undef RETURN_FAILURE
sk_sp<SkRuntimeEffect> effect(new SkRuntimeEffect(std::move(sksl),
std::move(program),
options,
*main,
std::move(uniforms),
std::move(children),
std::move(sampleUsages),
flags));
return Result{std::move(effect), SkString()};
}
SkRuntimeEffect::Result SkRuntimeEffect::MakeForColorFilter(SkString sksl, const Options& options) {
auto result = Make(std::move(sksl), options, SkSL::ProgramKind::kRuntimeColorFilter);
SkASSERT(!result.effect || result.effect->allowColorFilter());
return result;
}
SkRuntimeEffect::Result SkRuntimeEffect::MakeForShader(SkString sksl, const Options& options) {
auto result = Make(std::move(sksl), options, SkSL::ProgramKind::kRuntimeShader);
SkASSERT(!result.effect || result.effect->allowShader());
return result;
}
SkRuntimeEffect::Result SkRuntimeEffect::MakeForColorFilter(std::unique_ptr<SkSL::Program> program) {
auto result = Make(std::move(program), SkSL::ProgramKind::kRuntimeColorFilter);
SkASSERT(!result.effect || result.effect->allowColorFilter());
return result;
}
SkRuntimeEffect::Result SkRuntimeEffect::MakeForShader(std::unique_ptr<SkSL::Program> program) {
auto result = Make(std::move(program), SkSL::ProgramKind::kRuntimeShader);
SkASSERT(!result.effect || result.effect->allowShader());
return result;
}
sk_sp<SkRuntimeEffect> SkMakeCachedRuntimeEffect(SkRuntimeEffect::Result (*make)(SkString sksl),
SkString sksl) {
SK_BEGIN_REQUIRE_DENSE
struct Key {
uint32_t skslHashA;
uint32_t skslHashB;
bool operator==(const Key& that) const {
return this->skslHashA == that.skslHashA
&& this->skslHashB == that.skslHashB;
}
explicit Key(const SkString& sksl)
: skslHashA(SkOpts::hash(sksl.c_str(), sksl.size(), 0))
, skslHashB(SkOpts::hash(sksl.c_str(), sksl.size(), 1)) {}
};
SK_END_REQUIRE_DENSE
static auto* mutex = new SkMutex;
static auto* cache = new SkLRUCache<Key, sk_sp<SkRuntimeEffect>>(11/*totally arbitrary*/);
Key key(sksl);
{
SkAutoMutexExclusive _(*mutex);
if (sk_sp<SkRuntimeEffect>* found = cache->find(key)) {
return *found;
}
}
auto [effect, err] = make(std::move(sksl));
if (!effect) {
return nullptr;
}
SkASSERT(err.isEmpty());
{
SkAutoMutexExclusive _(*mutex);
cache->insert_or_update(key, effect);
}
return effect;
}
size_t SkRuntimeEffect::Uniform::sizeInBytes() const {
static_assert(sizeof(int) == sizeof(float));
auto element_size = [](Type type) -> size_t {
switch (type) {
case Type::kFloat: return sizeof(float);
case Type::kFloat2: return sizeof(float) * 2;
case Type::kFloat3: return sizeof(float) * 3;
case Type::kFloat4: return sizeof(float) * 4;
case Type::kFloat2x2: return sizeof(float) * 4;
case Type::kFloat3x3: return sizeof(float) * 9;
case Type::kFloat4x4: return sizeof(float) * 16;
case Type::kInt: return sizeof(int);
case Type::kInt2: return sizeof(int) * 2;
case Type::kInt3: return sizeof(int) * 3;
case Type::kInt4: return sizeof(int) * 4;
default: SkUNREACHABLE;
}
};
return element_size(this->type) * this->count;
}
SkRuntimeEffect::SkRuntimeEffect(SkString sksl,
std::unique_ptr<SkSL::Program> baseProgram,
const Options& options,
const SkSL::FunctionDefinition& main,
std::vector<Uniform>&& uniforms,
std::vector<Child>&& children,
std::vector<SkSL::SampleUsage>&& sampleUsages,
uint32_t flags)
: fHash(SkGoodHash()(sksl))
, fSkSL(std::move(sksl))
, fBaseProgram(std::move(baseProgram))
, fMain(main)
, fUniforms(std::move(uniforms))
, fChildren(std::move(children))
, fSampleUsages(std::move(sampleUsages))
, fFlags(flags) {
SkASSERT(fBaseProgram);
SkASSERT(fChildren.size() == fSampleUsages.size());
// Everything from SkRuntimeEffect::Options which could influence the compiled result needs to
// be accounted for in `fHash`. If you've added a new field to Options and caused the static-
// assert below to trigger, please incorporate your field into `fHash` and update KnownOptions
// to match the layout of Options.
struct KnownOptions { bool a, b; };
static_assert(sizeof(Options) == sizeof(KnownOptions));
fHash = SkOpts::hash_fn(&options.forceNoInline,
sizeof(options.forceNoInline), fHash);
fHash = SkOpts::hash_fn(&options.enforceES2Restrictions,
sizeof(options.enforceES2Restrictions), fHash);
this->initFilterColorInfo();
}
SkRuntimeEffect::~SkRuntimeEffect() = default;
size_t SkRuntimeEffect::uniformSize() const {
return fUniforms.empty() ? 0
: SkAlign4(fUniforms.back().offset + fUniforms.back().sizeInBytes());
}
const SkRuntimeEffect::Uniform* SkRuntimeEffect::findUniform(const char* name) const {
auto iter = std::find_if(fUniforms.begin(), fUniforms.end(),
[name](const Uniform& u) { return u.name.equals(name); });
return iter == fUniforms.end() ? nullptr : &(*iter);
}
const SkRuntimeEffect::Child* SkRuntimeEffect::findChild(const char* name) const {
auto iter = std::find_if(fChildren.begin(), fChildren.end(),
[name](const Child& c) { return c.name.equals(name); });
return iter == fChildren.end() ? nullptr : &(*iter);
}
void SkRuntimeEffect::initFilterColorInfo() {
// Runtime effects are often long lived & cached. So: build and save a program that can
// filter a single color, without baking in anything tied to a particular instance
// (uniforms or children). This isn't possible (or needed) for shaders.
if (!this->allowColorFilter()) {
return;
}
// We allocate a uniform color for the input color, and for each child in the SkSL. When we run
// this program later, these uniform values are replaced with either the results of the child,
// or the input color (if the child is nullptr). These Uniform ids are loads from the *first*
// arg ptr.
//
// This scheme only works if every child is sampled using the original input color. If we detect
// a sampleChild call where a different color is being supplied, we bail out, and the returned
// info will have a null program. (Callers will need to fall back to another implementation.)
skvm::Builder p;
skvm::Uniforms childColorUniforms{p.uniform(), 0};
skvm::Color inputColor = p.uniformColor(/*placeholder*/ SkColors::kWhite, &childColorUniforms);
std::vector<skvm::Color> childColors;
for (size_t i = 0; i < fChildren.size(); ++i) {
childColors.push_back(
p.uniformColor(/*placeholder*/ SkColors::kWhite, &childColorUniforms));
}
bool allSampleCallsPassInputColor = true;
auto sampleChild = [&](int ix, skvm::Coord, skvm::Color color) {
if (color.r.id != inputColor.r.id ||
color.g.id != inputColor.g.id ||
color.b.id != inputColor.b.id ||
color.a.id != inputColor.a.id) {
allSampleCallsPassInputColor = false;
}
return childColors[ix];
};
// For SkSL uniforms, we reserve space and allocate skvm Uniform ids for each one. When we run
// the program, these ids will be loads from the *second* arg ptr, the uniform data of the
// specific color filter instance.
skvm::Uniforms skslUniforms{p.uniform(), 0};
const size_t uniformCount = this->uniformSize() / 4;
std::vector<skvm::Val> uniform;
uniform.reserve(uniformCount);
for (size_t i = 0; i < uniformCount; i++) {
uniform.push_back(p.uniform32(skslUniforms.push(/*placeholder*/ 0)).id);
}
// Emit the skvm instructions for the SkSL
skvm::Coord zeroCoord = {p.splat(0.0f), p.splat(0.0f)};
skvm::Color result = SkSL::ProgramToSkVM(*fBaseProgram,
fMain,
&p,
uniform,
/*device=*/zeroCoord,
/*local=*/zeroCoord,
inputColor,
sampleChild);
// Then store the result to the *third* arg ptr
p.store({skvm::PixelFormat::FLOAT, 32, 32, 32, 32, 0, 32, 64, 96}, p.arg(16), result);
// This is conservative. If a filter gets the input color by sampling a null child, we'll
// return an (acceptable) false negative. All internal runtime color filters should work.
fColorFilterProgramLeavesAlphaUnchanged = (inputColor.a.id == result.a.id);
// We'll use this program to filter one color at a time, don't bother with jit
fColorFilterProgram = allSampleCallsPassInputColor
? std::make_unique<skvm::Program>(
p.done(/*debug_name=*/nullptr, /*allow_jit=*/false))
: nullptr;
}
SkRuntimeEffect::FilterColorInfo SkRuntimeEffect::getFilterColorInfo() {
return {fColorFilterProgram.get(), fColorFilterProgramLeavesAlphaUnchanged};
}
///////////////////////////////////////////////////////////////////////////////////////////////////
static sk_sp<SkData> get_xformed_uniforms(const SkRuntimeEffect* effect,
sk_sp<SkData> baseUniforms,
const SkColorSpace* dstCS) {
using Flags = SkRuntimeEffect::Uniform::Flags;
using Type = SkRuntimeEffect::Uniform::Type;
SkColorSpaceXformSteps steps(sk_srgb_singleton(), kUnpremul_SkAlphaType,
dstCS, kUnpremul_SkAlphaType);
sk_sp<SkData> uniforms = nullptr;
auto writableData = [&]() {
if (!uniforms) {
uniforms = SkData::MakeWithCopy(baseUniforms->data(), baseUniforms->size());
}
return uniforms->writable_data();
};
for (const auto& v : effect->uniforms()) {
if (v.flags & Flags::kSRGBUnpremul_Flag) {
SkASSERT(v.type == Type::kFloat3 || v.type == Type::kFloat4);
if (steps.flags.mask()) {
float* color = SkTAddOffset<float>(writableData(), v.offset);
if (v.type == Type::kFloat4) {
// RGBA, easy case
for (int i = 0; i < v.count; ++i) {
steps.apply(color);
color += 4;
}
} else {
// RGB, need to pad out to include alpha. Technically, this isn't necessary,
// because steps shouldn't include unpremul or premul, and thus shouldn't
// read or write the fourth element. But let's be safe.
float rgba[4];
for (int i = 0; i < v.count; ++i) {
memcpy(rgba, color, 3 * sizeof(float));
rgba[3] = 1.0f;
steps.apply(rgba);
memcpy(color, rgba, 3 * sizeof(float));
color += 3;
}
}
}
}
}
return uniforms ? uniforms : baseUniforms;
}
class SkRuntimeColorFilter : public SkColorFilterBase {
public:
SkRuntimeColorFilter(sk_sp<SkRuntimeEffect> effect,
sk_sp<SkData> uniforms,
sk_sp<SkColorFilter> children[],
size_t childCount)
: fEffect(std::move(effect))
, fUniforms(std::move(uniforms))
, fChildren(children, children + childCount) {}
#if SK_SUPPORT_GPU
GrFPResult asFragmentProcessor(std::unique_ptr<GrFragmentProcessor> inputFP,
GrRecordingContext* context,
const GrColorInfo& colorInfo) const override {
sk_sp<SkData> uniforms =
get_xformed_uniforms(fEffect.get(), fUniforms, colorInfo.colorSpace());
SkASSERT(uniforms);
auto fp = GrSkSLFP::Make(fEffect, "Runtime_Color_Filter", std::move(uniforms));
for (const auto& child : fChildren) {
std::unique_ptr<GrFragmentProcessor> childFP;
if (child) {
bool success;
std::tie(success, childFP) = as_CFB(child)->asFragmentProcessor(
/*inputFP=*/nullptr, context, colorInfo);
if (!success) {
return GrFPFailure(std::move(inputFP));
}
}
fp->addChild(std::move(childFP));
}
// Runtime effect scripts are written to take an input color, not a fragment processor.
// We need to pass the input to the runtime filter using Compose. This ensures that it will
// be invoked exactly once, and the result will be returned when null children are sampled,
// or as the (default) input color for non-null children.
return GrFPSuccess(GrFragmentProcessor::Compose(std::move(fp), std::move(inputFP)));
}
#endif
bool onAppendStages(const SkStageRec& rec, bool shaderIsOpaque) const override {
return false;
}
skvm::Color onProgram(skvm::Builder* p, skvm::Color c,
SkColorSpace* dstCS,
skvm::Uniforms* uniforms, SkArenaAlloc* alloc) const override {
sk_sp<SkData> inputs = get_xformed_uniforms(fEffect.get(), fUniforms, dstCS);
SkASSERT(inputs);
// There should be no way for the color filter to use device coords, but we need to supply
// something. (Uninitialized values can trigger asserts in skvm::Builder).
skvm::Coord zeroCoord = { p->splat(0.0f), p->splat(0.0f) };
auto sampleChild = [&](int ix, skvm::Coord /*coord*/, skvm::Color color) {
if (fChildren[ix]) {
return as_CFB(fChildren[ix])->program(p, color, dstCS, uniforms, alloc);
} else {
return color;
}
};
const size_t uniformCount = fEffect->uniformSize() / 4;
std::vector<skvm::Val> uniform;
uniform.reserve(uniformCount);
for (size_t i = 0; i < uniformCount; i++) {
int bits;
memcpy(&bits, (const char*)inputs->data() + 4*i, 4);
uniform.push_back(p->uniform32(uniforms->push(bits)).id);
}
return SkSL::ProgramToSkVM(*fEffect->fBaseProgram, fEffect->fMain, p, uniform,
/*device=*/zeroCoord, /*local=*/zeroCoord, c, sampleChild);
}
SkPMColor4f onFilterColor4f(const SkPMColor4f& color, SkColorSpace* dstCS) const override {
// Get the generic program for filtering a single color
const skvm::Program* program = fEffect->getFilterColorInfo().program;
if (!program) {
// We were unable to build a cached (per-effect) program. Use the base-class fallback,
// which builds a program for the specific filter instance.
return SkColorFilterBase::onFilterColor4f(color, dstCS);
}
// Get our specific uniform values
sk_sp<SkData> inputs = get_xformed_uniforms(fEffect.get(), fUniforms, dstCS);
SkASSERT(inputs);
// 'program' defines sampling any child as returning a uniform color. Assemble a buffer
// containing those colors. The first entry is always the input color. Subsequent entries
// are for children. For any null children, the sample result is just the input color.
// For non-null children, it's the result of that child filtering the input color.
SkSTArray<1, SkPMColor4f, true> inputColors;
inputColors.push_back(color);
for (const auto &child : fChildren) {
inputColors.push_back(child ? as_CFB(child)->onFilterColor4f(color, dstCS) : color);
}
SkPMColor4f result;
program->eval(1, inputColors.begin(), inputs->data(), result.vec());
return result;
}
bool onIsAlphaUnchanged() const override {
return fEffect->getFilterColorInfo().alphaUnchanged;
}
void flatten(SkWriteBuffer& buffer) const override {
buffer.writeString(fEffect->source().c_str());
if (fUniforms) {
buffer.writeDataAsByteArray(fUniforms.get());
} else {
buffer.writeByteArray(nullptr, 0);
}
buffer.write32(fChildren.size());
for (const auto& child : fChildren) {
buffer.writeFlattenable(child.get());
}
}
SK_FLATTENABLE_HOOKS(SkRuntimeColorFilter)
private:
sk_sp<SkRuntimeEffect> fEffect;
sk_sp<SkData> fUniforms;
std::vector<sk_sp<SkColorFilter>> fChildren;
};
sk_sp<SkFlattenable> SkRuntimeColorFilter::CreateProc(SkReadBuffer& buffer) {
SkString sksl;
buffer.readString(&sksl);
sk_sp<SkData> uniforms = buffer.readByteArrayAsData();
auto effect = SkMakeCachedRuntimeEffect(SkRuntimeEffect::MakeForColorFilter, std::move(sksl));
if (!buffer.validate(effect != nullptr)) {
return nullptr;
}
size_t childCount = buffer.read32();
if (!buffer.validate(childCount == effect->children().count())) {
return nullptr;
}
std::vector<sk_sp<SkColorFilter>> children(childCount);
for (size_t i = 0; i < children.size(); ++i) {
children[i] = buffer.readColorFilter();
}
return effect->makeColorFilter(std::move(uniforms), children.data(), children.size());
}
///////////////////////////////////////////////////////////////////////////////////////////////////
class SkRTShader : public SkShaderBase {
public:
SkRTShader(sk_sp<SkRuntimeEffect> effect, sk_sp<SkData> uniforms, const SkMatrix* localMatrix,
sk_sp<SkShader>* children, size_t childCount, bool isOpaque)
: SkShaderBase(localMatrix)
, fEffect(std::move(effect))
, fIsOpaque(isOpaque)
, fUniforms(std::move(uniforms))
, fChildren(children, children + childCount) {}
bool isOpaque() const override { return fIsOpaque; }
#if SK_SUPPORT_GPU
std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs& args) const override {
SkMatrix matrix;
if (!this->totalLocalMatrix(args.fPreLocalMatrix)->invert(&matrix)) {
return nullptr;
}
sk_sp<SkData> uniforms =
get_xformed_uniforms(fEffect.get(), fUniforms, args.fDstColorInfo->colorSpace());
SkASSERT(uniforms);
// If we sample children with explicit colors, this may not be true.
// TODO: Determine this via analysis?
GrFPArgs childArgs = args;
childArgs.fInputColorIsOpaque = false;
auto fp = GrSkSLFP::Make(fEffect, "runtime_shader", std::move(uniforms));
for (const auto& child : fChildren) {
auto childFP = child ? as_SB(child)->asFragmentProcessor(childArgs) : nullptr;
fp->addChild(std::move(childFP));
}
std::unique_ptr<GrFragmentProcessor> result = std::move(fp);
// If the shader was created with isOpaque = true, we *force* that result here.
// CPU does the same thing (in SkShaderBase::program).
if (fIsOpaque) {
result = GrFragmentProcessor::SwizzleOutput(std::move(result), GrSwizzle::RGB1());
}
result = GrMatrixEffect::Make(matrix, std::move(result));
// Three cases of GrClampType to think about:
// kAuto - Normalized fixed-point. If fIsOpaque, then A is 1 (above), and the format's
// range ensures RGB must be no larger. If !fIsOpaque, we clamp here.
// kManual - Normalized floating point. Whether or not we set A above, the format's range
// means we need to clamp RGB.
// kNone - Unclamped floating point. No clamping is done, ever.
GrClampType clampType = GrColorTypeClampType(args.fDstColorInfo->colorType());
if (clampType == GrClampType::kManual || (clampType == GrClampType::kAuto && !fIsOpaque)) {
return GrFragmentProcessor::ClampPremulOutput(std::move(result));
} else {
return result;
}
}
#endif
bool onAppendStages(const SkStageRec& rec) const override {
return false;
}
skvm::Color onProgram(skvm::Builder* p,
skvm::Coord device, skvm::Coord local, skvm::Color paint,
const SkMatrixProvider& matrices, const SkMatrix* localM,
const SkColorInfo& dst,
skvm::Uniforms* uniforms, SkArenaAlloc* alloc) const override {
sk_sp<SkData> inputs = get_xformed_uniforms(fEffect.get(), fUniforms, dst.colorSpace());
SkASSERT(inputs);
SkMatrix inv;
if (!this->computeTotalInverse(matrices.localToDevice(), localM, &inv)) {
return {};
}
local = SkShaderBase::ApplyMatrix(p,inv,local,uniforms);
auto sampleChild = [&](int ix, skvm::Coord coord, skvm::Color color) {
if (fChildren[ix]) {
SkOverrideDeviceMatrixProvider mats{matrices, SkMatrix::I()};
return as_SB(fChildren[ix])->program(p, device, coord, color,
mats, nullptr, dst,
uniforms, alloc);
} else {
return color;
}
};
const size_t uniformCount = fEffect->uniformSize() / 4;
std::vector<skvm::Val> uniform;
uniform.reserve(uniformCount);
for (size_t i = 0; i < uniformCount; i++) {
int bits;
memcpy(&bits, (const char*)inputs->data() + 4*i, 4);
uniform.push_back(p->uniform32(uniforms->push(bits)).id);
}
return SkSL::ProgramToSkVM(*fEffect->fBaseProgram, fEffect->fMain, p, uniform,
device, local, paint, sampleChild);
}
void flatten(SkWriteBuffer& buffer) const override {
uint32_t flags = 0;
if (fIsOpaque) {
flags |= kIsOpaque_Flag;
}
if (!this->getLocalMatrix().isIdentity()) {
flags |= kHasLocalMatrix_Flag;
}
buffer.writeString(fEffect->source().c_str());
if (fUniforms) {
buffer.writeDataAsByteArray(fUniforms.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());
}
}
SkRuntimeEffect* asRuntimeEffect() const override { return fEffect.get(); }
SK_FLATTENABLE_HOOKS(SkRTShader)
private:
enum Flags {
kIsOpaque_Flag = 1 << 0,
kHasLocalMatrix_Flag = 1 << 1,
};
sk_sp<SkRuntimeEffect> fEffect;
bool fIsOpaque;
sk_sp<SkData> fUniforms;
std::vector<sk_sp<SkShader>> fChildren;
};
sk_sp<SkFlattenable> SkRTShader::CreateProc(SkReadBuffer& buffer) {
SkString sksl;
buffer.readString(&sksl);
sk_sp<SkData> uniforms = 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;
}
auto effect = SkMakeCachedRuntimeEffect(SkRuntimeEffect::MakeForShader, std::move(sksl));
if (!buffer.validate(effect != nullptr)) {
return nullptr;
}
size_t childCount = buffer.read32();
if (!buffer.validate(childCount == effect->children().count())) {
return nullptr;
}
std::vector<sk_sp<SkShader>> children(childCount);
for (size_t i = 0; i < children.size(); ++i) {
children[i] = buffer.readShader();
}
return effect->makeShader(std::move(uniforms), children.data(), children.size(), localMPtr,
isOpaque);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
#if SK_SUPPORT_GPU
std::unique_ptr<GrFragmentProcessor> SkRuntimeEffect::makeFP(
sk_sp<SkData> uniforms,
std::unique_ptr<GrFragmentProcessor> children[],
size_t childCount) const {
if (!uniforms) {
uniforms = SkData::MakeEmpty();
}
auto fp = GrSkSLFP::Make(sk_ref_sp(this), "make_fp", std::move(uniforms));
for (size_t i = 0; i < childCount; ++i) {
fp->addChild(std::move(children[i]));
}
return std::move(fp);
}
#endif
sk_sp<SkShader> SkRuntimeEffect::makeShader(sk_sp<SkData> uniforms,
sk_sp<SkShader> children[],
size_t childCount,
const SkMatrix* localMatrix,
bool isOpaque) const {
if (!this->allowShader()) {
return nullptr;
}
if (!uniforms) {
uniforms = SkData::MakeEmpty();
}
// Verify that all child objects are shaders (to match the C++ types here).
// TODO(skia:11813) When we support shader and colorFilter children (with different samplng
// semantics), the 'children' parameter will contain both types, so this will be more complex.
if (!std::all_of(fChildren.begin(), fChildren.end(), [](const Child& c) {
return c.type == Child::Type::kShader;
})) {
return nullptr;
}
return uniforms->size() == this->uniformSize() && childCount == fChildren.size()
? sk_sp<SkShader>(new SkRTShader(sk_ref_sp(this),
std::move(uniforms),
localMatrix,
children,
childCount,
isOpaque))
: nullptr;
}
sk_sp<SkImage> SkRuntimeEffect::makeImage(GrRecordingContext* recordingContext,
sk_sp<SkData> uniforms,
sk_sp<SkShader> children[],
size_t childCount,
const SkMatrix* localMatrix,
SkImageInfo resultInfo,
bool mipmapped) const {
if (recordingContext) {
#if SK_SUPPORT_GPU
if (!recordingContext->priv().caps()->mipmapSupport()) {
mipmapped = false;
}
auto fillContext = GrSurfaceFillContext::Make(recordingContext,
resultInfo,
SkBackingFit::kExact,
/*sample count*/ 1,
GrMipmapped(mipmapped));
if (!fillContext) {
return nullptr;
}
uniforms = get_xformed_uniforms(this, std::move(uniforms), resultInfo.colorSpace());
SkASSERT(uniforms);
auto fp = GrSkSLFP::Make(sk_ref_sp(this),
"runtime_image",
std::move(uniforms));
SkSimpleMatrixProvider matrixProvider(SkMatrix::I());
GrColorInfo colorInfo(resultInfo.colorInfo());
GrFPArgs args(recordingContext, matrixProvider, &colorInfo);
for (size_t i = 0; i < childCount; ++i) {
if (!children[i]) {
return nullptr;
}
auto childFP = as_SB(children[i])->asFragmentProcessor(args);
fp->addChild(std::move(childFP));
}
if (localMatrix) {
SkMatrix invLM;
if (!localMatrix->invert(&invLM)) {
return nullptr;
}
fillContext->fillWithFP(invLM, std::move(fp));
} else {
fillContext->fillWithFP(std::move(fp));
}
return sk_sp<SkImage>(new SkImage_Gpu(sk_ref_sp(recordingContext),
kNeedNewImageUniqueID,
fillContext->readSurfaceView(),
resultInfo.colorInfo()));
#else
return nullptr;
#endif
}
if (resultInfo.alphaType() == kUnpremul_SkAlphaType) {
// We don't have a good way of supporting this right now. In this case the runtime effect
// will produce a unpremul value. The shader generated from it is assumed to produce
// premul and RGB get pinned to A. Moreover, after the blend in premul the new dst is
// unpremul'ed, producing a double unpremul result.
return nullptr;
}
auto surf = SkSurface::MakeRaster(resultInfo);
if (!surf) {
return nullptr;
}
SkCanvas* canvas = surf->getCanvas();
SkTLazy<SkCanvas> tempCanvas;
auto shader = this->makeShader(std::move(uniforms), children, childCount, localMatrix, false);
if (!shader) {
return nullptr;
}
SkPaint paint;
paint.setShader(std::move(shader));
paint.setBlendMode(SkBlendMode::kSrc);
canvas->drawPaint(paint);
// TODO: Specify snapshot should have mip levels if mipmapped is true.
return surf->makeImageSnapshot();
}
sk_sp<SkColorFilter> SkRuntimeEffect::makeColorFilter(sk_sp<SkData> uniforms,
sk_sp<SkColorFilter> children[],
size_t childCount) const {
if (!this->allowColorFilter()) {
return nullptr;
}
if (!uniforms) {
uniforms = SkData::MakeEmpty();
}
// Verify that all child objects are color filters (to match the C++ types here).
// TODO(skia:11813) When we support shader and colorFilter children (with different samplng
// semantics), the 'children' parameter will contain both types, so this will be more complex.
if (!std::all_of(fChildren.begin(), fChildren.end(), [](const Child& c) {
return c.type == Child::Type::kColorFilter;
})) {
return nullptr;
}
return uniforms->size() == this->uniformSize() && childCount == fChildren.size()
? sk_sp<SkColorFilter>(new SkRuntimeColorFilter(
sk_ref_sp(this), std::move(uniforms), children, childCount))
: nullptr;
}
sk_sp<SkColorFilter> SkRuntimeEffect::makeColorFilter(sk_sp<SkData> uniforms) const {
return this->makeColorFilter(std::move(uniforms), nullptr, 0);
}
///////////////////////////////////////////////////////////////////////////////////////////////////
void SkRuntimeEffect::RegisterFlattenables() {
SK_REGISTER_FLATTENABLE(SkRuntimeColorFilter);
SK_REGISTER_FLATTENABLE(SkRTShader);
}
SkRuntimeShaderBuilder::SkRuntimeShaderBuilder(sk_sp<SkRuntimeEffect> effect)
: INHERITED(std::move(effect)) {}
SkRuntimeShaderBuilder::~SkRuntimeShaderBuilder() = default;
sk_sp<SkImage> SkRuntimeShaderBuilder::makeImage(GrRecordingContext* recordingContext,
const SkMatrix* localMatrix,
SkImageInfo resultInfo,
bool mipmapped) {
return this->effect()->makeImage(recordingContext,
this->uniforms(),
this->children(),
this->numChildren(),
localMatrix,
resultInfo,
mipmapped);
}
sk_sp<SkShader> SkRuntimeShaderBuilder::makeShader(const SkMatrix* localMatrix, bool isOpaque) {
return this->effect()->makeShader(this->uniforms(),
this->children(),
this->numChildren(),
localMatrix,
isOpaque);
}