| /* |
| * Copyright 2019 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef SkRuntimeEffect_DEFINED |
| #define SkRuntimeEffect_DEFINED |
| |
| #include "include/core/SkData.h" |
| #include "include/core/SkMatrix.h" |
| #include "include/core/SkString.h" |
| #include "include/private/SkSLSampleMatrix.h" |
| |
| #include <string> |
| #include <vector> |
| |
| #if SK_SUPPORT_GPU |
| #include "include/gpu/GrContextOptions.h" |
| #include "include/private/GrTypesPriv.h" |
| #endif |
| |
| class GrShaderCaps; |
| class SkColorFilter; |
| class SkShader; |
| |
| namespace SkSL { |
| class ByteCode; |
| struct PipelineStageArgs; |
| struct Program; |
| class SharedCompiler; |
| } |
| |
| /* |
| * SkRuntimeEffect supports creating custom SkShader and SkColorFilter objects using Skia's SkSL |
| * shading language. |
| * |
| * NOTE: This API is experimental and subject to change. |
| */ |
| class SK_API SkRuntimeEffect : public SkRefCnt { |
| public: |
| struct Variable { |
| enum class Qualifier { |
| kUniform, |
| kIn, |
| }; |
| |
| enum class Type { |
| kBool, |
| kInt, |
| kFloat, |
| kFloat2, |
| kFloat3, |
| kFloat4, |
| kFloat2x2, |
| kFloat3x3, |
| kFloat4x4, |
| }; |
| |
| enum Flags { |
| kArray_Flag = 0x1, |
| kMarker_Flag = 0x2, |
| kMarkerNormals_Flag = 0x4, |
| kSRGBUnpremul_Flag = 0x8, |
| }; |
| |
| SkString fName; |
| size_t fOffset; |
| Qualifier fQualifier; |
| Type fType; |
| int fCount; |
| uint32_t fFlags; |
| uint32_t fMarker; |
| |
| #if SK_SUPPORT_GPU |
| GrSLType fGPUType; |
| #endif |
| |
| bool isArray() const { return SkToBool(fFlags & kArray_Flag); } |
| size_t sizeInBytes() const; |
| }; |
| |
| struct Varying { |
| SkString fName; |
| int fWidth; // 1 - 4 (floats) |
| }; |
| |
| // [Effect, ErrorText] |
| // If successful, Effect != nullptr, otherwise, ErrorText contains the reason for failure. |
| using EffectResult = std::tuple<sk_sp<SkRuntimeEffect>, SkString>; |
| static EffectResult Make(SkString sksl); |
| |
| sk_sp<SkShader> makeShader(sk_sp<SkData> inputs, |
| sk_sp<SkShader> children[], |
| size_t childCount, |
| const SkMatrix* localMatrix, |
| bool isOpaque); |
| |
| sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> inputs); |
| |
| const SkString& source() const { return fSkSL; } |
| uint32_t hash() const { return fHash; } |
| |
| template <typename T> |
| class ConstIterable { |
| public: |
| ConstIterable(const std::vector<T>& vec) : fVec(vec) {} |
| |
| using const_iterator = typename std::vector<T>::const_iterator; |
| |
| const_iterator begin() const { return fVec.begin(); } |
| const_iterator end() const { return fVec.end(); } |
| size_t count() const { return fVec.size(); } |
| |
| private: |
| const std::vector<T>& fVec; |
| }; |
| |
| // Combined size of all 'in' and 'uniform' variables. When calling makeColorFilter or |
| // makeShader, provide an SkData of this size, containing values for all of those variables. |
| size_t inputSize() const; |
| |
| ConstIterable<Variable> inputs() const { return ConstIterable<Variable>(fInAndUniformVars); } |
| ConstIterable<SkString> children() const { return ConstIterable<SkString>(fChildren); } |
| ConstIterable<Varying> varyings() const { return ConstIterable<Varying>(fVaryings); } |
| |
| // Returns pointer to the named in/uniform variable's description, or nullptr if not found |
| const Variable* findInput(const char* name) const; |
| |
| // Returns index of the named child, or -1 if not found |
| int findChild(const char* name) const; |
| |
| bool usesSampleCoords() const { return fMainFunctionHasSampleCoords; } |
| |
| static void RegisterFlattenables(); |
| ~SkRuntimeEffect(); |
| |
| private: |
| SkRuntimeEffect(SkString sksl, |
| std::unique_ptr<SkSL::Program> baseProgram, |
| std::vector<Variable>&& inAndUniformVars, |
| std::vector<SkString>&& children, |
| std::vector<SkSL::SampleMatrix>&& sampleMatrices, |
| std::vector<Varying>&& varyings, |
| size_t uniformSize, |
| bool mainHasSampleCoords); |
| |
| using SpecializeResult = std::tuple<std::unique_ptr<SkSL::Program>, SkString>; |
| SpecializeResult specialize(SkSL::Program& baseProgram, const void* inputs, |
| const SkSL::SharedCompiler&) const; |
| |
| #if SK_SUPPORT_GPU |
| friend class GrSkSLFP; // toPipelineStage |
| friend class GrGLSLSkSLFP; // fSampleMatrices |
| |
| // This re-compiles the program from scratch, using the supplied shader caps. |
| // This is necessary to get the correct values of settings. |
| bool toPipelineStage(const void* inputs, const GrShaderCaps* shaderCaps, |
| GrContextOptions::ShaderErrorHandler* errorHandler, |
| SkSL::PipelineStageArgs* outArgs); |
| #endif |
| |
| friend class SkRTShader; // toByteCode & uniformSize |
| friend class SkRuntimeColorFilter; // |
| |
| // [ByteCode, ErrorText] |
| // If successful, ByteCode != nullptr, otherwise, ErrorText contains the reason for failure. |
| using ByteCodeResult = std::tuple<std::unique_ptr<SkSL::ByteCode>, SkString>; |
| ByteCodeResult toByteCode(const void* inputs) const; |
| |
| // Combined size of just the 'uniform' variables. |
| size_t uniformSize() const { return fUniformSize; } |
| |
| |
| uint32_t fHash; |
| SkString fSkSL; |
| |
| std::unique_ptr<SkSL::Program> fBaseProgram; |
| std::vector<Variable> fInAndUniformVars; |
| std::vector<SkString> fChildren; |
| std::vector<SkSL::SampleMatrix> fSampleMatrices; |
| std::vector<Varying> fVaryings; |
| |
| size_t fUniformSize; |
| bool fMainFunctionHasSampleCoords; |
| }; |
| |
| /** |
| * SkRuntimeShaderBuilder is a utility to simplify creating SkShader objects from SkRuntimeEffects. |
| * |
| * NOTE: Like SkRuntimeEffect, this API is experimental and subject to change! |
| * |
| * Given an SkRuntimeEffect, the SkRuntimeShaderBuilder manages creating an input data block and |
| * provides named access to the 'in' and 'uniform' variables in that block, as well as named access |
| * to a list of child shader slots. Usage: |
| * |
| * sk_sp<SkRuntimeEffect> effect = ...; |
| * SkRuntimeShaderBuilder builder(effect); |
| * builder.input("some_uniform_float") = 3.14f; |
| * builder.input("some_uniform_matrix") = SkM44::Rotate(...); |
| * builder.child("some_child_effect") = mySkImage->makeShader(...); |
| * ... |
| * sk_sp<SkShader> shader = builder.makeShader(nullptr, false); |
| * |
| * Note that SkRuntimeShaderBuilder is built entirely on the public API of SkRuntimeEffect, |
| * so can be used as-is or serve as inspiration for other interfaces or binding techniques. |
| */ |
| struct SkRuntimeShaderBuilder { |
| SkRuntimeShaderBuilder(sk_sp<SkRuntimeEffect>); |
| ~SkRuntimeShaderBuilder(); |
| |
| struct BuilderInput { |
| // Copy 'val' to this variable. No type conversion is performed - 'val' must be same |
| // size as expected by the effect. Information about the variable can be queried by |
| // looking at fVar. If the size is incorrect, no copy will be performed, and debug |
| // builds will abort. If this is the result of querying a missing variable, fVar will |
| // be nullptr, and assigning will also do nothing (and abort in debug builds). |
| template <typename T> |
| std::enable_if_t<std::is_trivially_copyable<T>::value, BuilderInput&> operator=( |
| const T& val) { |
| if (!fVar) { |
| SkDEBUGFAIL("Assigning to missing variable"); |
| } else if (sizeof(val) != fVar->sizeInBytes()) { |
| SkDEBUGFAIL("Incorrect value size"); |
| } else { |
| memcpy(SkTAddOffset<void>(fOwner->fInputs->writable_data(), fVar->fOffset), |
| &val, sizeof(val)); |
| } |
| return *this; |
| } |
| |
| BuilderInput& operator=(const SkMatrix& val) { |
| if (!fVar) { |
| SkDEBUGFAIL("Assigning to missing variable"); |
| } else if (fVar->sizeInBytes() != 9 * sizeof(float)) { |
| SkDEBUGFAIL("Incorrect value size"); |
| } else { |
| float* data = SkTAddOffset<float>(fOwner->fInputs->writable_data(), fVar->fOffset); |
| data[0] = val.get(0); data[1] = val.get(3); data[2] = val.get(6); |
| data[3] = val.get(1); data[4] = val.get(4); data[5] = val.get(7); |
| data[6] = val.get(2); data[7] = val.get(5); data[8] = val.get(8); |
| } |
| return *this; |
| } |
| |
| SkRuntimeShaderBuilder* fOwner; |
| const SkRuntimeEffect::Variable* fVar; // nullptr if the variable was not found |
| }; |
| |
| struct BuilderChild { |
| BuilderChild& operator=(const sk_sp<SkShader>& val); |
| |
| SkRuntimeShaderBuilder* fOwner; |
| int fIndex; // -1 if the child was not found |
| }; |
| |
| BuilderInput input(const char* name) { return { this, fEffect->findInput(name) }; } |
| BuilderChild child(const char* name) { return { this, fEffect->findChild(name) }; } |
| |
| sk_sp<SkShader> makeShader(const SkMatrix* localMatrix, bool isOpaque); |
| |
| sk_sp<SkRuntimeEffect> fEffect; |
| sk_sp<SkData> fInputs; |
| std::vector<sk_sp<SkShader>> fChildren; |
| }; |
| |
| #endif |