blob: 8d8bcf1a1784b0ae27ce838a08fd2280a4c4cc0a [file] [log] [blame]
/*
* Copyright 2022 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/graphite/ShaderCodeDictionary.h"
#include "include/core/SkSamplingOptions.h"
#include "include/core/SkTileMode.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/gpu/graphite/Context.h"
#include "src/core/SkColorSpacePriv.h"
#include "src/core/SkColorSpaceXformSteps.h"
#include "src/core/SkRuntimeEffectPriv.h"
#include "src/core/SkSLTypeShared.h"
#include "src/gpu/BlendFormula.h"
#include "src/gpu/Swizzle.h"
#include "src/gpu/graphite/Caps.h"
#include "src/gpu/graphite/ContextUtils.h"
#include "src/gpu/graphite/ReadSwizzle.h"
#include "src/gpu/graphite/Renderer.h"
#include "src/gpu/graphite/RuntimeEffectDictionary.h"
#include "src/sksl/SkSLString.h"
#include "src/sksl/SkSLUtil.h"
#include "src/sksl/codegen/SkSLPipelineStageCodeGenerator.h"
#include "src/sksl/ir/SkSLVarDeclarations.h"
#include <new>
using namespace skia_private;
using namespace SkKnownRuntimeEffects;
namespace skgpu::graphite {
static constexpr int kNoChildren = 0;
static constexpr char kRuntimeShaderName[] = "RuntimeEffect";
static_assert(static_cast<int>(BuiltInCodeSnippetID::kLast) < kSkiaBuiltInReservedCnt);
// The toLinearSrgb and fromLinearSrgb RuntimeEffect intrinsics need to be able to map to and
// from the dst color space and linearSRGB. These are the 10 uniforms needed to allow that.
// These boil down to two copies of the kColorSpaceTransformUniforms uniforms. The first set
// for mapping to LinearSRGB and the second set for mapping from LinearSRGB.
static constexpr Uniform kRuntimeEffectColorSpaceTransformUniforms[] = {
// to LinearSRGB
{ "flags_toLinear", SkSLType::kInt },
{ "srcKind_toLinear", SkSLType::kInt },
{ "gamutTransform_toLinear", SkSLType::kHalf3x3 },
{ "dstKind_toLinear", SkSLType::kInt },
{ "csXformCoeffs_toLinear", SkSLType::kHalf4x4 },
// from LinearSRGB
{ "flags_fromLinear", SkSLType::kInt },
{ "srcKind_fromLinear", SkSLType::kInt },
{ "gamutTransform_fromLinear", SkSLType::kHalf3x3 },
{ "dstKind_fromLinear", SkSLType::kInt },
{ "csXformCoeffs_fromLinear", SkSLType::kHalf4x4 },
};
namespace {
const char* get_known_rte_name(StableKey key) {
switch (key) {
#define M(type) case StableKey::k##type : return "KnownRuntimeEffect_" #type;
#define M1(type)
#define M2(type, initializer) case StableKey::k##type : return "KnownRuntimeEffect_" #type;
SK_ALL_STABLEKEYS(M, M1, M2)
#undef M2
#undef M1
#undef M
}
SkUNREACHABLE;
}
std::string get_mangled_name(const std::string& baseName, int manglingSuffix) {
return baseName + "_" + std::to_string(manglingSuffix);
}
std::string get_mangled_uniform_name(const ShaderInfo& shaderInfo,
const Uniform& uniform,
int manglingSuffix) {
std::string result;
if (uniform.isPaintColor()) {
// Due to deduplication there will only ever be one of these
result = uniform.name();
} else {
result = uniform.name() + std::string("_") + std::to_string(manglingSuffix);
}
if (shaderInfo.ssboIndex()) {
result = EmitStorageBufferAccess("fs", shaderInfo.ssboIndex(), result.c_str());
}
return result;
}
std::string get_mangled_sampler_name(const TextureAndSampler& tex, int manglingSuffix) {
return tex.name() + std::string("_") + std::to_string(manglingSuffix);
}
// Returns an expression to invoke this entry.
std::string emit_expression_for_entry(const ShaderInfo& shaderInfo,
const ShaderNode* node,
ShaderSnippet::Args args) {
return node->entry()->fExpressionGenerator(shaderInfo, node, args);
}
// Emit the glue code needed to invoke a single static helper isolated within its own scope.
// Glue code will assign the resulting color into a variable `half4 outColor%d`, where the %d is
// filled in with 'node->keyIndex()'.
std::string emit_glue_code_for_entry(const ShaderInfo& shaderInfo,
const ShaderNode* node,
const ShaderSnippet::Args& args,
std::string* funcBody) {
std::string expr = emit_expression_for_entry(shaderInfo, node, args);
std::string outputVar = get_mangled_name("outColor", node->keyIndex());
SkSL::String::appendf(funcBody,
"// [%d] %s\n"
"half4 %s = %s;",
node->keyIndex(),
node->entry()->fName,
outputVar.c_str(),
expr.c_str());
return outputVar;
}
// Walk the node tree and generate all preambles, accumulating into 'preamble'.
void emit_preambles(const ShaderInfo& shaderInfo,
SkSpan<const ShaderNode*> nodes,
std::string treeLabel,
std::string* preamble) {
for (int i = 0; i < SkTo<int>(nodes.size()); ++i) {
const ShaderNode* node = nodes[i];
std::string nodeLabel = std::to_string(i);
std::string nextLabel = treeLabel.empty() ? nodeLabel
: (treeLabel + "<-" + nodeLabel);
if (node->numChildren() > 0) {
emit_preambles(shaderInfo, node->children(), nextLabel, preamble);
}
std::string nodePreamble = node->entry()->fPreambleGenerator(shaderInfo, node);
if (!nodePreamble.empty()) {
SkSL::String::appendf(preamble,
"// [%d] %s: %s\n"
"%s\n",
node->keyIndex(), nextLabel.c_str(), node->entry()->fName,
nodePreamble.c_str());
}
}
}
constexpr skgpu::BlendInfo make_simple_blendInfo(skgpu::BlendCoeff srcCoeff,
skgpu::BlendCoeff dstCoeff) {
return { skgpu::BlendEquation::kAdd,
srcCoeff,
dstCoeff,
SK_PMColor4fTRANSPARENT,
skgpu::BlendModifiesDst(skgpu::BlendEquation::kAdd, srcCoeff, dstCoeff) };
}
static constexpr int kNumCoeffModes = (int)SkBlendMode::kLastCoeffMode + 1;
static constexpr skgpu::BlendInfo gBlendTable[kNumCoeffModes] = {
/* clear */ make_simple_blendInfo(skgpu::BlendCoeff::kZero, skgpu::BlendCoeff::kZero),
/* src */ make_simple_blendInfo(skgpu::BlendCoeff::kOne, skgpu::BlendCoeff::kZero),
/* dst */ make_simple_blendInfo(skgpu::BlendCoeff::kZero, skgpu::BlendCoeff::kOne),
/* src-over */ make_simple_blendInfo(skgpu::BlendCoeff::kOne, skgpu::BlendCoeff::kISA),
/* dst-over */ make_simple_blendInfo(skgpu::BlendCoeff::kIDA, skgpu::BlendCoeff::kOne),
/* src-in */ make_simple_blendInfo(skgpu::BlendCoeff::kDA, skgpu::BlendCoeff::kZero),
/* dst-in */ make_simple_blendInfo(skgpu::BlendCoeff::kZero, skgpu::BlendCoeff::kSA),
/* src-out */ make_simple_blendInfo(skgpu::BlendCoeff::kIDA, skgpu::BlendCoeff::kZero),
/* dst-out */ make_simple_blendInfo(skgpu::BlendCoeff::kZero, skgpu::BlendCoeff::kISA),
/* src-atop */ make_simple_blendInfo(skgpu::BlendCoeff::kDA, skgpu::BlendCoeff::kISA),
/* dst-atop */ make_simple_blendInfo(skgpu::BlendCoeff::kIDA, skgpu::BlendCoeff::kSA),
/* xor */ make_simple_blendInfo(skgpu::BlendCoeff::kIDA, skgpu::BlendCoeff::kISA),
/* plus */ make_simple_blendInfo(skgpu::BlendCoeff::kOne, skgpu::BlendCoeff::kOne),
/* modulate */ make_simple_blendInfo(skgpu::BlendCoeff::kZero, skgpu::BlendCoeff::kSC),
/* screen */ make_simple_blendInfo(skgpu::BlendCoeff::kOne, skgpu::BlendCoeff::kISC)
};
} // anonymous namespace
//--------------------------------------------------------------------------------------------------
// ShaderInfo
ShaderInfo::ShaderInfo(UniquePaintParamsID id,
const ShaderCodeDictionary* dict,
const RuntimeEffectDictionary* rteDict,
const char* ssboIndex)
: fRuntimeEffectDictionary(rteDict)
, fSsboIndex(ssboIndex)
, fSnippetRequirementFlags(SnippetRequirementFlags::kNone) {
PaintParamsKey key = dict->lookup(id);
SkASSERT(key.isValid()); // invalid keys should have been caught by invalid paint ID earlier
fRootNodes = key.getRootNodes(dict, &fShaderNodeAlloc);
// Aggregate snippet requirements across root nodes and look for fixed-function blend IDs in
// the root to initialize the HW blend info.
SkDEBUGCODE(bool fixedFuncBlendFound = false;)
for (const ShaderNode* root : fRootNodes) {
// TODO: This is brittle as it relies on PaintParams::toKey() putting the final fixed
// function blend block at the root level. This can be improved with more structure to the
// key creation.
if (root->codeSnippetId() < kBuiltInCodeSnippetIDCount &&
root->codeSnippetId() >= kFixedFunctionBlendModeIDOffset) {
SkASSERT(root->numChildren() == 0);
// This should occur at most once
SkASSERT(!fixedFuncBlendFound);
SkDEBUGCODE(fixedFuncBlendFound = true;)
fBlendMode = static_cast<SkBlendMode>(root->codeSnippetId() -
kFixedFunctionBlendModeIDOffset);
SkASSERT(static_cast<int>(fBlendMode) >= 0 &&
fBlendMode <= SkBlendMode::kLastCoeffMode);
fBlendInfo = gBlendTable[static_cast<int>(fBlendMode)];
} else {
fSnippetRequirementFlags |= root->requiredFlags();
}
}
}
void append_color_output(std::string* mainBody,
BlendFormula::OutputType outputType,
const char* outColor,
const char* inColor) {
switch (outputType) {
case BlendFormula::kNone_OutputType:
SkSL::String::appendf(mainBody, "%s = half4(0.0);", outColor);
break;
case BlendFormula::kCoverage_OutputType:
SkSL::String::appendf(mainBody, "%s = outputCoverage;", outColor);
break;
case BlendFormula::kModulate_OutputType:
SkSL::String::appendf(mainBody, "%s = %s * outputCoverage;", outColor, inColor);
break;
case BlendFormula::kSAModulate_OutputType:
SkSL::String::appendf(mainBody, "%s = %s.a * outputCoverage;", outColor, inColor);
break;
case BlendFormula::kISAModulate_OutputType:
SkSL::String::appendf(
mainBody, "%s = (1.0 - %s.a) * outputCoverage;", outColor, inColor);
break;
case BlendFormula::kISCModulate_OutputType:
SkSL::String::appendf(
mainBody, "%s = (half4(1.0) - %s) * outputCoverage;", outColor, inColor);
break;
default:
SkUNREACHABLE;
break;
}
}
// The current, incomplete, model for shader construction is:
// - Static code snippets (which can have an arbitrary signature) live in the Graphite
// pre-compiled modules, which are located at `src/sksl/sksl_graphite_frag.sksl` and
// `src/sksl/sksl_graphite_frag_es2.sksl`.
// - Glue code is generated in a `main` method which calls these static code snippets.
// The glue code is responsible for:
// 1) gathering the correct (mangled) uniforms
// 2) passing the uniforms and any other parameters to the helper method
// - The result of the final code snippet is then copied into "sk_FragColor".
// Note: each entry's 'fStaticFunctionName' field is expected to match the name of a function
// in the Graphite pre-compiled module.
std::string ShaderInfo::toSkSL(const Caps* caps,
const RenderStep* step,
bool useStorageBuffers,
int* numTexturesAndSamplersUsed,
int* numPaintUniforms,
int* renderStepUniformTotalBytes,
int* paintUniformsTotalBytes,
Swizzle writeSwizzle) {
// If we're doing analytic coverage, we must also be doing shading.
SkASSERT(step->coverage() == Coverage::kNone || step->performsShading());
const bool hasStepUniforms = step->numUniforms() > 0 && step->coverage() != Coverage::kNone;
const bool useStepStorageBuffer = useStorageBuffers && hasStepUniforms;
const bool useShadingStorageBuffer = useStorageBuffers && step->performsShading();
const bool defineLocalCoordsVarying = this->needsLocalCoords();
std::string preamble = EmitVaryings(step,
/*direction=*/"in",
/*emitSsboIndicesVarying=*/useShadingStorageBuffer,
defineLocalCoordsVarying);
// The uniforms are mangled by having their index in 'fEntries' as a suffix (i.e., "_%d")
// TODO: replace hard-coded bufferIDs with the backend's step and paint uniform-buffer indices.
// TODO: The use of these indices is Metal-specific. We should replace these functions with
// API-independent ones.
const ResourceBindingRequirements& bindingReqs = caps->resourceBindingRequirements();
if (hasStepUniforms) {
if (useStepStorageBuffer) {
preamble += EmitRenderStepStorageBuffer(/*bufferID=*/1, step->uniforms());
} else {
preamble += EmitRenderStepUniforms(/*bufferID=*/1,
bindingReqs.fUniformBufferLayout,
step->uniforms(),
renderStepUniformTotalBytes);
}
}
bool wrotePaintColor = false;
if (useShadingStorageBuffer) {
preamble += EmitPaintParamsStorageBuffer(/*bufferID=*/2,
fRootNodes,
numPaintUniforms,
&wrotePaintColor);
SkSL::String::appendf(&preamble, "uint %s;\n", this->ssboIndex());
} else {
preamble += EmitPaintParamsUniforms(/*bufferID=*/2,
bindingReqs.fUniformBufferLayout,
fRootNodes,
numPaintUniforms,
paintUniformsTotalBytes,
&wrotePaintColor);
}
{
int binding = 0;
preamble += EmitTexturesAndSamplers(bindingReqs, fRootNodes, &binding);
if (step->hasTextures()) {
preamble += step->texturesAndSamplersSkSL(bindingReqs, &binding);
}
// Report back to the caller how many textures and samplers are used.
if (numTexturesAndSamplersUsed) {
*numTexturesAndSamplersUsed = binding;
}
}
if (step->emitsPrimitiveColor()) {
// TODO: Define this in the main body, and then pass it down into snippets like we do with
// the local coordinates varying.
preamble += "half4 primitiveColor;";
}
// Emit preamble declarations and helper functions required for snippets. In the default case
// this adds functions that bind a node's specific mangled uniforms to the snippet's
// implementation in the SkSL modules.
emit_preambles(*this, fRootNodes, /*treeLabel=*/"", &preamble);
std::string mainBody = "void main() {";
// Set initial color. This will typically be optimized out by SkSL in favor of the paint
// specifying a color with a solid color shader.
mainBody += "half4 initialColor = half4(0);";
if (useShadingStorageBuffer) {
SkSL::String::appendf(&mainBody,
"%s = %s.y;\n",
this->ssboIndex(),
RenderStep::ssboIndicesVarying());
}
if (step->emitsPrimitiveColor()) {
mainBody += step->fragmentColorSkSL();
}
// While looping through root nodes to emit shader code, skip the clip shader node if it's found
// and keep it to apply later during coverage calculation.
const ShaderNode* clipShaderNode = nullptr;
// Emit shader main body code, invoking each root node's expression, forwarding the previous
// node's output to the next.
static constexpr char kUnusedDstColor[] = "half4(1)";
static constexpr char kUnusedLocalCoords[] = "float2(0)";
ShaderSnippet::Args args = {"initialColor",
kUnusedDstColor,
this->needsLocalCoords() ? "localCoordsVar" : kUnusedLocalCoords};
for (const ShaderNode* node : fRootNodes) {
if (node->codeSnippetId() == (int) BuiltInCodeSnippetID::kClipShader) {
SkASSERT(!clipShaderNode);
clipShaderNode = node;
continue;
}
// This exclusion of the final Blend can be removed once we've resolved the final
// blend parenting issue w/in the key
if (node->codeSnippetId() >= kBuiltInCodeSnippetIDCount ||
node->codeSnippetId() < kFixedFunctionBlendModeIDOffset) {
args.fPriorStageOutput = emit_glue_code_for_entry(*this, node, args, &mainBody);
}
}
if (writeSwizzle != Swizzle::RGBA()) {
SkSL::String::appendf(&mainBody, "%s = %s.%s;", args.fPriorStageOutput.c_str(),
args.fPriorStageOutput.c_str(),
writeSwizzle.asString().c_str());
}
const char* outColor = args.fPriorStageOutput.c_str();
const Coverage coverage = step->coverage();
if (coverage != Coverage::kNone || clipShaderNode) {
if (useStepStorageBuffer) {
SkSL::String::appendf(&mainBody,
"uint stepSsboIndex = %s.x;\n",
RenderStep::ssboIndicesVarying());
mainBody += EmitUniformsFromStorageBuffer("step", "stepSsboIndex", step->uniforms());
}
mainBody += "half4 outputCoverage = half4(1);";
mainBody += step->fragmentCoverageSkSL();
if (clipShaderNode) {
std::string clipShaderOutput =
emit_glue_code_for_entry(*this, clipShaderNode, args, &mainBody);
SkSL::String::appendf(&mainBody, "outputCoverage *= %s.a;", clipShaderOutput.c_str());
}
// TODO: Determine whether draw is opaque and pass that to GetBlendFormula.
BlendFormula coverageBlendFormula =
coverage == Coverage::kLCD
? skgpu::GetLCDBlendFormula(fBlendMode)
: skgpu::GetBlendFormula(
/*isOpaque=*/false, /*hasCoverage=*/true, fBlendMode);
if (this->needsSurfaceColor()) {
// If this draw uses a non-coherent dst read, we want to keep the existing dst color (or
// whatever has been previously drawn) when there's no coverage. This helps for batching
// text draws that need to read from a dst copy for blends. However, this only helps the
// case where the outer bounding boxes of each letter overlap and not two actual parts
// of the text.
DstReadRequirement dstReadReq = caps->getDstReadRequirement();
if (dstReadReq == DstReadRequirement::kTextureCopy ||
dstReadReq == DstReadRequirement::kTextureSample) {
// We don't think any shaders actually output negative coverage, but just as a
// safety check for floating point precision errors, we compare with <= here. We
// just check the RGB values of the coverage, since the alpha may not have been set
// when using LCD. If we are using single-channel coverage, alpha will be equal to
// RGB anyway.
mainBody +=
"if (all(lessThanEqual(outputCoverage.rgb, half3(0)))) {"
"discard;"
"}";
}
// Use originally-specified BlendInfo and blend with dst manually.
SkSL::String::appendf(
&mainBody,
"sk_FragColor = %s * outputCoverage + surfaceColor * (1.0 - outputCoverage);",
outColor);
if (coverage == Coverage::kLCD) {
SkSL::String::appendf(
&mainBody,
"half3 lerpRGB = mix(surfaceColor.aaa, %s.aaa, outputCoverage.rgb);"
"sk_FragColor.a = max(max(lerpRGB.r, lerpRGB.g), lerpRGB.b);",
outColor);
}
} else {
fBlendInfo = {coverageBlendFormula.equation(),
coverageBlendFormula.srcCoeff(),
coverageBlendFormula.dstCoeff(),
SK_PMColor4fTRANSPARENT,
coverageBlendFormula.modifiesDst()};
if (coverage == Coverage::kLCD) {
mainBody += "outputCoverage.a = max(max(outputCoverage.r, "
"outputCoverage.g), "
"outputCoverage.b);";
}
append_color_output(
&mainBody, coverageBlendFormula.primaryOutput(), "sk_FragColor", outColor);
if (coverageBlendFormula.hasSecondaryOutput()) {
append_color_output(&mainBody,
coverageBlendFormula.secondaryOutput(),
"sk_SecondaryFragColor",
outColor);
}
}
} else {
SkSL::String::appendf(&mainBody, "sk_FragColor = %s;", outColor);
}
mainBody += "}\n";
return preamble + "\n" + mainBody;
}
//--------------------------------------------------------------------------------------------------
// ShaderCodeDictionary
UniquePaintParamsID ShaderCodeDictionary::findOrCreate(PaintParamsKeyBuilder* builder) {
AutoLockBuilderAsKey keyView{builder};
if (!keyView->isValid()) {
return UniquePaintParamsID::InvalidID();
}
SkAutoSpinlock lock{fSpinLock};
UniquePaintParamsID* existingEntry = fPaintKeyToID.find(*keyView);
if (existingEntry) {
SkASSERT(fIDToPaintKey[(*existingEntry).asUInt()] == *keyView);
return *existingEntry;
}
// Detach from the builder and copy into the arena
PaintParamsKey key = keyView->clone(&fArena);
UniquePaintParamsID newID{SkTo<uint32_t>(fIDToPaintKey.size())};
fPaintKeyToID.set(key, newID);
fIDToPaintKey.push_back(key);
return newID;
}
PaintParamsKey ShaderCodeDictionary::lookup(UniquePaintParamsID codeID) const {
if (!codeID.isValid()) {
return PaintParamsKey::Invalid();
}
SkAutoSpinlock lock{fSpinLock};
SkASSERT(codeID.asUInt() < SkTo<uint32_t>(fIDToPaintKey.size()));
return fIDToPaintKey[codeID.asUInt()];
}
SkSpan<const Uniform> ShaderCodeDictionary::getUniforms(BuiltInCodeSnippetID id) const {
return fBuiltInCodeSnippets[(int) id].fUniforms;
}
const ShaderSnippet* ShaderCodeDictionary::getEntry(int codeSnippetID) const {
if (codeSnippetID < 0) {
return nullptr;
}
if (codeSnippetID < kBuiltInCodeSnippetIDCount) {
return &fBuiltInCodeSnippets[codeSnippetID];
}
SkAutoSpinlock lock{fSpinLock};
if (codeSnippetID >= kSkiaKnownRuntimeEffectsStart &&
codeSnippetID < kSkiaKnownRuntimeEffectsStart + kStableKeyCnt) {
int knownRTECodeSnippetID = codeSnippetID - kSkiaKnownRuntimeEffectsStart;
// TODO(b/238759147): if the snippet hasn't been initialized, get the SkRuntimeEffect and
// initialize it here
SkASSERT(fKnownRuntimeEffectCodeSnippets[knownRTECodeSnippetID].fPreambleGenerator);
return &fKnownRuntimeEffectCodeSnippets[knownRTECodeSnippetID];
}
// TODO(b/238759147): handle Android and chrome known runtime effects
if (codeSnippetID >= kUnknownRuntimeEffectIDStart) {
int userDefinedCodeSnippetID = codeSnippetID - kUnknownRuntimeEffectIDStart;
if (userDefinedCodeSnippetID < SkTo<int>(fUserDefinedCodeSnippets.size())) {
return fUserDefinedCodeSnippets[userDefinedCodeSnippetID].get();
}
}
return nullptr;
}
//--------------------------------------------------------------------------------------------------
namespace {
std::string append_default_snippet_arguments(const ShaderInfo& shaderInfo,
const ShaderNode* node,
const ShaderSnippet::Args& args,
SkSpan<const std::string> childOutputs) {
std::string code = "(";
const char* separator = "";
const ShaderSnippet* entry = node->entry();
// Append prior-stage output color.
if (entry->needsPriorStageOutput()) {
code += args.fPriorStageOutput;
separator = ", ";
}
// Append blender destination color.
if (entry->needsBlenderDstColor()) {
code += separator;
code += args.fBlenderDstColor;
separator = ", ";
}
// Append fragment coordinates.
if (entry->needsLocalCoords()) {
code += separator;
code += args.fFragCoord;
separator = ", ";
}
// Append uniform names.
for (size_t i = 0; i < entry->fUniforms.size(); ++i) {
code += separator;
separator = ", ";
code += get_mangled_uniform_name(shaderInfo, entry->fUniforms[i], node->keyIndex());
}
// Append samplers.
for (size_t i = 0; i < entry->fTexturesAndSamplers.size(); ++i) {
code += separator;
code += get_mangled_sampler_name(entry->fTexturesAndSamplers[i], node->keyIndex());
separator = ", ";
}
// Append child output names.
for (const std::string& childOutputVar : childOutputs) {
code += separator;
separator = ", ";
code += childOutputVar;
}
code.push_back(')');
return code;
}
std::string emit_helper_function(const ShaderInfo& shaderInfo,
const ShaderNode* node) {
// Create a helper function that invokes each of the children, then calls the entry's snippet
// and passes all the child outputs along as arguments.
const ShaderSnippet* entry = node->entry();
std::string helperFnName = get_mangled_name(entry->fStaticFunctionName, node->keyIndex());
std::string helperFn = SkSL::String::printf(
"half4 %s(half4 inColor, half4 destColor, float2 pos) {",
helperFnName.c_str());
TArray<std::string> childOutputVarNames;
const ShaderSnippet::Args args = {"inColor", "destColor", "pos"};
for (const ShaderNode* child : node->children()) {
// Emit glue code into our helper function body (i.e. lifting the child execution up front
// so their outputs can be passed to the static module function for the node's snippet).
childOutputVarNames.push_back(emit_glue_code_for_entry(shaderInfo, child, args, &helperFn));
}
// Finally, invoke the snippet from the helper function, passing uniforms and child outputs.
std::string snippetArgList = append_default_snippet_arguments(shaderInfo, node,
args, childOutputVarNames);
SkSL::String::appendf(&helperFn,
"return %s%s;"
"}",
entry->fStaticFunctionName, snippetArgList.c_str());
return helperFn;
}
// If we have no children, the default expression just calls a built-in snippet with the signature:
// half4 BuiltinFunctionName(/* default snippet arguments */);
//
// If we do have children, we will have created a glue function in the preamble and that is called
// instead. Its signature looks like this:
// half4 BuiltinFunctionName_N(half4 inColor, half4 destColor, float2 pos);
std::string GenerateDefaultExpression(const ShaderInfo& shaderInfo,
const ShaderNode* node,
const ShaderSnippet::Args& args) {
if (node->numChildren() == 0) {
// We don't have any children; return an expression which invokes the snippet directly.
return node->entry()->fStaticFunctionName +
append_default_snippet_arguments(shaderInfo, node, args, /*childOutputs=*/{});
} else {
// Return an expression which invokes the helper function from the preamble.
std::string helperFnName =
get_mangled_name(node->entry()->fStaticFunctionName, node->keyIndex());
return SkSL::String::printf(
"%s(%.*s, %.*s, %.*s)",
helperFnName.c_str(),
(int)args.fPriorStageOutput.size(), args.fPriorStageOutput.data(),
(int)args.fBlenderDstColor.size(), args.fBlenderDstColor.data(),
(int)args.fFragCoord.size(), args.fFragCoord.data());
}
}
// If we have no children, we don't need to add anything into the preamble.
// If we have child entries, we create a function in the preamble with a signature of:
// half4 BuiltinFunctionName_N(half4 inColor, half4 destColor, float2 pos) { ... }
// This function invokes each child in sequence, and then calls the built-in function, passing all
// uniforms and child outputs along:
// half4 BuiltinFunctionName(/* all uniforms as parameters */,
// /* all child output variable names as parameters */);
std::string GenerateDefaultPreamble(const ShaderInfo& shaderInfo,
const ShaderNode* node) {
if (node->numChildren() > 0) {
// Create a helper function which invokes all the child snippets.
return emit_helper_function(shaderInfo, node);
} else {
// We don't need a helper function
return "";
}
}
//--------------------------------------------------------------------------------------------------
static constexpr Uniform kDstReadSampleUniforms[] = {
{ "dstTextureCoords", SkSLType::kFloat4 },
};
static constexpr TextureAndSampler kDstReadSampleTexturesAndSamplers[] = {
{"dstSampler"},
};
std::string GenerateDstReadSampleExpression(const ShaderInfo& shaderInfo,
const ShaderNode* node,
const ShaderSnippet::Args& args) {
const ShaderSnippet* entry = node->entry();
std::string sampler =
get_mangled_sampler_name(entry->fTexturesAndSamplers[0], node->keyIndex());
std::string coords =
get_mangled_uniform_name(shaderInfo, entry->fUniforms[0], node->keyIndex());
std::string helperFnName = get_mangled_name(entry->fStaticFunctionName, node->keyIndex());
return SkSL::String::printf("%s(%s, %s)",
helperFnName.c_str(),
coords.c_str(),
sampler.c_str());
}
std::string GenerateDstReadSamplePreamble(const ShaderInfo& shaderInfo, const ShaderNode* node) {
std::string helperFnName =
get_mangled_name(node->entry()->fStaticFunctionName, node->keyIndex());
return SkSL::String::printf(
"half4 surfaceColor;" // we save off the original dstRead color to combine w/ coverage
"half4 %s(float4 coords, sampler2D dstSampler) {"
"surfaceColor = sample(dstSampler, (sk_FragCoord.xy - coords.xy) * coords.zw);"
"return surfaceColor;"
"}",
helperFnName.c_str());
}
//--------------------------------------------------------------------------------------------------
std::string GenerateDstReadFetchExpression(const ShaderInfo& shaderInfo,
const ShaderNode* node,
const ShaderSnippet::Args& args) {
std::string helperFnName =
get_mangled_name(node->entry()->fStaticFunctionName, node->keyIndex());
return SkSL::String::printf("%s()", helperFnName.c_str());
}
std::string GenerateDstReadFetchPreamble(const ShaderInfo& shaderInfo, const ShaderNode* node) {
std::string helperFnName =
get_mangled_name(node->entry()->fStaticFunctionName, node->keyIndex());
return SkSL::String::printf(
"half4 surfaceColor;" // we save off the original dstRead color to combine w/ coverage
"half4 %s() {"
"surfaceColor = sk_LastFragColor;"
"return surfaceColor;"
"}",
helperFnName.c_str());
}
//--------------------------------------------------------------------------------------------------
static constexpr int kNumClipShaderChildren = 1;
std::string GenerateClipShaderExpression(const ShaderInfo& shaderInfo,
const ShaderNode* node,
const ShaderSnippet::Args& args) {
SkASSERT(node->numChildren() == kNumClipShaderChildren);
static constexpr char kUnusedSrcColor[] = "half4(1)";
static constexpr char kUnusedDstColor[] = "half4(1)";
return emit_expression_for_entry(
shaderInfo, node->child(0), {kUnusedSrcColor, kUnusedDstColor, "sk_FragCoord.xy"});
}
std::string GenerateClipShaderPreamble(const ShaderInfo& shaderInfo, const ShaderNode* node) {
// No preamble is used for clip shaders. The child shader is called directly with sk_FragCoord.
return "";
}
//--------------------------------------------------------------------------------------------------
static constexpr int kFourStopGradient = 4;
static constexpr int kEightStopGradient = 8;
static constexpr Uniform kLinearGradientUniforms4[] = {
{ "colors", SkSLType::kFloat4, kFourStopGradient },
{ "offsets", SkSLType::kFloat4 },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr Uniform kLinearGradientUniforms8[] = {
{ "colors", SkSLType::kFloat4, kEightStopGradient },
{ "offsets", SkSLType::kFloat4, 2 },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr Uniform kLinearGradientUniformsTexture[] = {
{ "numStops", SkSLType::kInt },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr TextureAndSampler kTextureGradientTexturesAndSamplers[] = {
{"colorAndOffsetSampler"},
};
static constexpr Uniform kRadialGradientUniforms4[] = {
{ "colors", SkSLType::kFloat4, kFourStopGradient },
{ "offsets", SkSLType::kFloat4 },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr Uniform kRadialGradientUniforms8[] = {
{ "colors", SkSLType::kFloat4, kEightStopGradient },
{ "offsets", SkSLType::kFloat4, 2 },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr Uniform kRadialGradientUniformsTexture[] = {
{ "numStops", SkSLType::kInt },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr Uniform kSweepGradientUniforms4[] = {
{ "colors", SkSLType::kFloat4, kFourStopGradient },
{ "offsets", SkSLType::kFloat4 },
{ "bias", SkSLType::kFloat },
{ "scale", SkSLType::kFloat },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr Uniform kSweepGradientUniforms8[] = {
{ "colors", SkSLType::kFloat4, kEightStopGradient },
{ "offsets", SkSLType::kFloat4, 2 },
{ "bias", SkSLType::kFloat },
{ "scale", SkSLType::kFloat },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr Uniform kSweepGradientUniformsTexture[] = {
{ "bias", SkSLType::kFloat },
{ "scale", SkSLType::kFloat },
{ "numStops", SkSLType::kInt },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr Uniform kConicalGradientUniforms4[] = {
{ "colors", SkSLType::kFloat4, kFourStopGradient },
{ "offsets", SkSLType::kFloat4 },
{ "radius0", SkSLType::kFloat },
{ "dRadius", SkSLType::kFloat },
{ "a", SkSLType::kFloat },
{ "invA", SkSLType::kFloat },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr Uniform kConicalGradientUniforms8[] = {
{ "colors", SkSLType::kFloat4, kEightStopGradient },
{ "offsets", SkSLType::kFloat4, 2 },
{ "radius0", SkSLType::kFloat },
{ "dRadius", SkSLType::kFloat },
{ "a", SkSLType::kFloat },
{ "invA", SkSLType::kFloat },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr Uniform kConicalGradientUniformsTexture[] = {
{ "radius0", SkSLType::kFloat },
{ "dRadius", SkSLType::kFloat },
{ "a", SkSLType::kFloat },
{ "invA", SkSLType::kFloat },
{ "numStops", SkSLType::kInt },
{ "tilemode", SkSLType::kInt },
{ "colorSpace", SkSLType::kInt },
{ "doUnPremul", SkSLType::kInt },
};
static constexpr char kLinearGradient4Name[] = "sk_linear_grad_4_shader";
static constexpr char kLinearGradient8Name[] = "sk_linear_grad_8_shader";
static constexpr char kLinearGradientTextureName[] = "sk_linear_grad_tex_shader";
static constexpr char kRadialGradient4Name[] = "sk_radial_grad_4_shader";
static constexpr char kRadialGradient8Name[] = "sk_radial_grad_8_shader";
static constexpr char kRadialGradientTextureName[] = "sk_radial_grad_tex_shader";
static constexpr char kSweepGradient4Name[] = "sk_sweep_grad_4_shader";
static constexpr char kSweepGradient8Name[] = "sk_sweep_grad_8_shader";
static constexpr char kSweepGradientTextureName[] = "sk_sweep_grad_tex_shader";
static constexpr char kConicalGradient4Name[] = "sk_conical_grad_4_shader";
static constexpr char kConicalGradient8Name[] = "sk_conical_grad_8_shader";
static constexpr char kConicalGradientTextureName[] = "sk_conical_grad_tex_shader";
//--------------------------------------------------------------------------------------------------
static constexpr Uniform kSolidShaderUniforms[] = {
{ "color", SkSLType::kFloat4 }
};
static constexpr char kSolidShaderName[] = "sk_solid_shader";
//--------------------------------------------------------------------------------------------------
static constexpr Uniform kPaintColorUniforms[] = { Uniform::PaintColor() };
static constexpr char kRGBPaintColorName[] = "sk_rgb_opaque";
static constexpr char kAlphaOnlyPaintColorName[] = "sk_alpha_only";
//--------------------------------------------------------------------------------------------------
static constexpr Uniform kLocalMatrixShaderUniforms[] = {
{ "localMatrix", SkSLType::kFloat4x4 },
};
static constexpr int kNumLocalMatrixShaderChildren = 1;
static constexpr char kLocalMatrixShaderName[] = "LocalMatrix";
// Create a helper function that multiplies coordinates by a local matrix, invokes the child
// entry with those updated coordinates, and returns the result. This helper function meets the
// requirements for use with GenerateDefaultExpression, so there's no need to have a separate
// special GenerateLocalMatrixExpression.
std::string GenerateLocalMatrixPreamble(const ShaderInfo& shaderInfo,
const ShaderNode* node) {
SkASSERT(node->codeSnippetId() == (int) BuiltInCodeSnippetID::kLocalMatrixShader);
SkASSERT(node->numChildren() == kNumLocalMatrixShaderChildren);
// Get the child's evaluation expression.
static constexpr char kUnusedDestColor[] = "half4(1)";
std::string childExpr = emit_expression_for_entry(shaderInfo, node->child(0),
{"inColor", kUnusedDestColor, "coords"});
std::string localMatrixUni =
get_mangled_uniform_name(shaderInfo, node->entry()->fUniforms[0], node->keyIndex());
std::string helperFnName =
get_mangled_name(node->entry()->fStaticFunctionName, node->keyIndex());
return SkSL::String::printf("half4 %s(half4 inColor, half4 destColor, float2 coords) {"
"coords = (%s * coords.xy01).xy;"
"return %s;"
"}",
helperFnName.c_str(),
localMatrixUni.c_str(),
childExpr.c_str());
}
//--------------------------------------------------------------------------------------------------
static constexpr Uniform kImageShaderUniforms[] = {
{ "invImgSize", SkSLType::kFloat2 },
{ "subset", SkSLType::kFloat4 },
{ "tilemodeX", SkSLType::kInt },
{ "tilemodeY", SkSLType::kInt },
{ "filterMode", SkSLType::kInt },
// The next 5 uniforms are for the color space transformation
{ "csXformFlags", SkSLType::kInt },
{ "csXformSrcKind", SkSLType::kInt },
{ "csXformGamutTransform", SkSLType::kHalf3x3 },
{ "csXformDstKind", SkSLType::kInt },
{ "csXformCoeffs", SkSLType::kHalf4x4 },
};
static constexpr Uniform kCubicImageShaderUniforms[] = {
{ "invImgSize", SkSLType::kFloat2 },
{ "subset", SkSLType::kFloat4 },
{ "tilemodeX", SkSLType::kInt },
{ "tilemodeY", SkSLType::kInt },
{ "cubicCoeffs", SkSLType::kHalf4x4 },
// The next 5 uniforms are for the color space transformation
{ "csXformFlags", SkSLType::kInt },
{ "csXformSrcKind", SkSLType::kInt },
{ "csXformGamutTransform", SkSLType::kHalf3x3 },
{ "csXformDstKind", SkSLType::kInt },
{ "csXformCoeffs", SkSLType::kHalf4x4 },
};
static constexpr Uniform kHWImageShaderUniforms[] = {
{ "invImgSize", SkSLType::kFloat2 },
// The next 5 uniforms are for the color space transformation
{ "csXformFlags", SkSLType::kInt },
{ "csXformSrcKind", SkSLType::kInt },
{ "csXformGamutTransform", SkSLType::kHalf3x3 },
{ "csXformDstKind", SkSLType::kInt },
{ "csXformCoeffs", SkSLType::kHalf4x4 },
};
static constexpr TextureAndSampler kISTexturesAndSamplers[] = {
{"sampler"},
};
static_assert(0 == static_cast<int>(SkTileMode::kClamp), "ImageShader code depends on SkTileMode");
static_assert(1 == static_cast<int>(SkTileMode::kRepeat), "ImageShader code depends on SkTileMode");
static_assert(2 == static_cast<int>(SkTileMode::kMirror), "ImageShader code depends on SkTileMode");
static_assert(3 == static_cast<int>(SkTileMode::kDecal), "ImageShader code depends on SkTileMode");
static_assert(0 == static_cast<int>(SkFilterMode::kNearest),
"ImageShader code depends on SkFilterMode");
static_assert(1 == static_cast<int>(SkFilterMode::kLinear),
"ImageShader code depends on SkFilterMode");
static_assert(0 == static_cast<int>(ReadSwizzle::kRGBA),
"ImageShader code depends on ReadSwizzle");
static_assert(1 == static_cast<int>(ReadSwizzle::kRGB1),
"ImageShader code depends on ReadSwizzle");
static_assert(2 == static_cast<int>(ReadSwizzle::kRRR1),
"ImageShader code depends on ReadSwizzle");
static_assert(3 == static_cast<int>(ReadSwizzle::kBGRA),
"ImageShader code depends on ReadSwizzle");
static_assert(4 == static_cast<int>(ReadSwizzle::k000R),
"ImageShader code depends on ReadSwizzle");
static constexpr char kImageShaderName[] = "sk_image_shader";
static constexpr char kCubicImageShaderName[] = "sk_cubic_image_shader";
static constexpr char kHWImageShaderName[] = "sk_hw_image_shader";
//--------------------------------------------------------------------------------------------------
static constexpr Uniform kYUVImageShaderUniforms[] = {
{ "invImgSizeY", SkSLType::kFloat2 },
{ "invImgSizeUV", SkSLType::kFloat2 }, // Relative to Y's texel space
{ "subset", SkSLType::kFloat4 },
{ "linearFilterUVInset", SkSLType::kFloat2 },
{ "tilemodeX", SkSLType::kInt },
{ "tilemodeY", SkSLType::kInt },
{ "filterModeY", SkSLType::kInt },
{ "filterModeUV", SkSLType::kInt },
{ "channelSelectY", SkSLType::kHalf4 },
{ "channelSelectU", SkSLType::kHalf4 },
{ "channelSelectV", SkSLType::kHalf4 },
{ "channelSelectA", SkSLType::kHalf4 },
{ "yuvToRGBMatrix", SkSLType::kHalf3x3 },
{ "yuvToRGBTranslate", SkSLType::kFloat3 },
};
static constexpr Uniform kCubicYUVImageShaderUniforms[] = {
{ "invImgSizeY", SkSLType::kFloat2 },
{ "invImgSizeUV", SkSLType::kFloat2 }, // Relative to Y's texel space
{ "subset", SkSLType::kFloat4 },
{ "tilemodeX", SkSLType::kInt },
{ "tilemodeY", SkSLType::kInt },
{ "cubicCoeffs", SkSLType::kHalf4x4 },
{ "channelSelectY", SkSLType::kHalf4 },
{ "channelSelectU", SkSLType::kHalf4 },
{ "channelSelectV", SkSLType::kHalf4 },
{ "channelSelectA", SkSLType::kHalf4 },
{ "yuvToRGBMatrix", SkSLType::kHalf3x3 },
{ "yuvToRGBTranslate", SkSLType::kFloat3 },
};
static constexpr TextureAndSampler kYUVISTexturesAndSamplers[] = {
{ "samplerY" },
{ "samplerU" },
{ "samplerV" },
{ "samplerA" },
};
static constexpr char kYUVImageShaderName[] = "sk_yuv_image_shader";
static constexpr char kCubicYUVImageShaderName[] = "sk_cubic_yuv_image_shader";
//--------------------------------------------------------------------------------------------------
static constexpr Uniform kCoordClampShaderUniforms[] = {
{ "subset", SkSLType::kFloat4 },
};
static constexpr char kCoordClampShaderName[] = "CoordClamp";
static constexpr int kNumCoordClampShaderChildren = 1;
// Create a helper function that clamps the local coords to the subset, invokes the child
// entry with those updated coordinates, and returns the result. This helper function meets the
// requirements for use with GenerateDefaultExpression, so there's no need to have a separate
// special GenerateCoordClampExpression.
// TODO: this has a lot of overlap with GenerateLocalMatrixPreamble
std::string GenerateCoordClampPreamble(const ShaderInfo& shaderInfo,
const ShaderNode* node) {
SkASSERT(node->codeSnippetId() == (int) BuiltInCodeSnippetID::kCoordClampShader);
SkASSERT(node->numChildren() == kNumCoordClampShaderChildren);
// Get the child's evaluation expression.
static constexpr char kUnusedDestColor[] = "half4(1)";
std::string childExpr = emit_expression_for_entry(shaderInfo, node->child(0),
{"inColor", kUnusedDestColor, "coords"});
std::string subsetUni =
get_mangled_uniform_name(shaderInfo, node->entry()->fUniforms[0], node->keyIndex());
std::string helperFnName =
get_mangled_name(node->entry()->fStaticFunctionName, node->keyIndex());
return SkSL::String::printf("half4 %s(half4 inColor, half4 destColor, float2 coords) {"
"coords = clamp(coords, %s.LT, %s.RB);"
"return %s;"
"}",
helperFnName.c_str(),
subsetUni.c_str(),
subsetUni.c_str(),
childExpr.c_str());
}
//--------------------------------------------------------------------------------------------------
static constexpr Uniform kDitherShaderUniforms[] = {
{ "range", SkSLType::kHalf },
};
static constexpr TextureAndSampler kDitherTexturesAndSamplers[] = {
{"sampler"},
};
static constexpr char kDitherShaderName[] = "sk_dither_shader";
//--------------------------------------------------------------------------------------------------
static constexpr Uniform kPerlinNoiseShaderUniforms[] = {
{ "baseFrequency", SkSLType::kFloat2 },
{ "stitchData", SkSLType::kFloat2 },
{ "noiseType", SkSLType::kInt },
{ "numOctaves", SkSLType::kInt },
{ "stitching", SkSLType::kInt },
};
static constexpr TextureAndSampler kPerlinNoiseShaderTexturesAndSamplers[] = {
{ "permutationsSampler" },
{ "noiseSampler" },
};
static constexpr char kPerlinNoiseShaderName[] = "perlin_noise_shader";
//--------------------------------------------------------------------------------------------------
static constexpr Uniform CoeffBlendderUniforms[] = {
{ "coeffs", SkSLType::kHalf4 },
};
static constexpr char kCoeffBlenderName[] = "sk_coeff_blend";
//--------------------------------------------------------------------------------------------------
static constexpr Uniform kBlendModeBlenderUniforms[] = {
{ "blendMode", SkSLType::kInt },
};
static constexpr char kBlendModeBlenderName[] = "sk_blend";
//--------------------------------------------------------------------------------------------------
static constexpr int kNumBlendShaderChildren = 3;
std::string GenerateBlendShaderPreamble(const ShaderInfo& shaderInfo,
const ShaderNode* node) {
// Children are src, dst, and blender
SkASSERT(node->numChildren() == 3);
// Create a helper function that invokes the src and dst children, then calls the blend child
// with the src and dst results.
std::string helperFn = SkSL::String::printf(
"half4 %s(half4 inColor, half4 destColor, float2 pos) {",
get_mangled_name(node->entry()->fStaticFunctionName, node->keyIndex()).c_str());
// Get src and dst colors.
const ShaderSnippet::Args args = {"inColor", "destColor", "pos"};
std::string srcVar = emit_glue_code_for_entry(shaderInfo, node->child(0), args, &helperFn);
std::string dstVar = emit_glue_code_for_entry(shaderInfo, node->child(1), args, &helperFn);
// Do the blend.
static constexpr char kUnusedLocalCoords[] = "float2(0)";
std::string blendResultVar = emit_glue_code_for_entry(
shaderInfo, node->child(2), {srcVar, dstVar, kUnusedLocalCoords}, &helperFn);
SkSL::String::appendf(&helperFn,
"return %s;"
"}",
blendResultVar.c_str());
return helperFn;
}
//--------------------------------------------------------------------------------------------------
class GraphitePipelineCallbacks : public SkSL::PipelineStage::Callbacks {
public:
GraphitePipelineCallbacks(const ShaderInfo& shaderInfo,
const ShaderNode* node,
std::string* preamble,
const SkRuntimeEffect* effect)
: fShaderInfo(shaderInfo)
, fNode(node)
, fPreamble(preamble)
, fEffect(effect) {}
std::string declareUniform(const SkSL::VarDeclaration* decl) override {
std::string result = get_mangled_name(std::string(decl->var()->name()), fNode->keyIndex());
if (fShaderInfo.ssboIndex()) {
result = EmitStorageBufferAccess("fs", fShaderInfo.ssboIndex(), result.c_str());
}
return result;
}
void defineFunction(const char* decl, const char* body, bool isMain) override {
if (isMain) {
SkSL::String::appendf(
fPreamble,
"half4 %s(half4 inColor, half4 destColor, float2 coords) {"
"%s"
"}",
get_mangled_name(fNode->entry()->fName, fNode->keyIndex()).c_str(),
body);
} else {
SkSL::String::appendf(fPreamble, "%s {%s}\n", decl, body);
}
}
void declareFunction(const char* decl) override {
*fPreamble += std::string(decl);
}
void defineStruct(const char* definition) override {
*fPreamble += std::string(definition);
}
void declareGlobal(const char* declaration) override {
*fPreamble += std::string(declaration);
}
std::string sampleShader(int index, std::string coords) override {
return emit_expression_for_entry(fShaderInfo, fNode->child(index),
{"inColor", "destColor", coords});
}
std::string sampleColorFilter(int index, std::string color) override {
return emit_expression_for_entry(fShaderInfo, fNode->child(index),
{color, "destColor", "coords"});
}
std::string sampleBlender(int index, std::string src, std::string dst) override {
return emit_expression_for_entry(fShaderInfo, fNode->child(index),
{src, dst, "coords"});
}
std::string toLinearSrgb(std::string color) override {
if (!SkRuntimeEffectPriv::UsesColorTransform(fEffect)) {
return color;
}
color = SkSL::String::printf("(%s).rgb1", color.c_str());
std::string helper = get_mangled_name("toLinearSRGB", fNode->keyIndex());
std::string xformedColor = SkSL::String::printf("%s(%s)",
helper.c_str(),
color.c_str());
return SkSL::String::printf("(%s).rgb", xformedColor.c_str());
}
std::string fromLinearSrgb(std::string color) override {
if (!SkRuntimeEffectPriv::UsesColorTransform(fEffect)) {
return color;
}
color = SkSL::String::printf("(%s).rgb1", color.c_str());
std::string helper = get_mangled_name("fromLinearSRGB", fNode->keyIndex());
std::string xformedColor = SkSL::String::printf("%s(%s)",
helper.c_str(),
color.c_str());
return SkSL::String::printf("(%s).rgb", xformedColor.c_str());
}
std::string getMangledName(const char* name) override {
return get_mangled_name(name, fNode->keyIndex());
}
private:
const ShaderInfo& fShaderInfo;
const ShaderNode* fNode;
std::string* fPreamble;
const SkRuntimeEffect* fEffect;
};
std::string GenerateRuntimeShaderPreamble(const ShaderInfo& shaderInfo,
const ShaderNode* node) {
// Find this runtime effect in the runtime-effect dictionary.
SkASSERT(node->codeSnippetId() >= kBuiltInCodeSnippetIDCount);
const SkRuntimeEffect* effect;
if (node->codeSnippetId() < kSkiaKnownRuntimeEffectsStart + kStableKeyCnt) {
effect = GetKnownRuntimeEffect(static_cast<StableKey>(node->codeSnippetId()));
} else {
SkASSERT(node->codeSnippetId() >= kUnknownRuntimeEffectIDStart);
effect = shaderInfo.runtimeEffectDictionary()->find(node->codeSnippetId());
}
SkASSERT(effect);
const SkSL::Program& program = SkRuntimeEffectPriv::Program(*effect);
std::string preamble;
if (SkRuntimeEffectPriv::UsesColorTransform(effect)) {
SkSL::String::appendf(
&preamble,
"half4 %s(half4 inColor) {"
"return sk_color_space_transform(inColor, %s, %s, %s, %s, %s);"
"}",
get_mangled_name("toLinearSRGB", node->keyIndex()).c_str(),
get_mangled_uniform_name(shaderInfo, kRuntimeEffectColorSpaceTransformUniforms[0],
node->keyIndex()).c_str(),
get_mangled_uniform_name(shaderInfo, kRuntimeEffectColorSpaceTransformUniforms[1],
node->keyIndex()).c_str(),
get_mangled_uniform_name(shaderInfo, kRuntimeEffectColorSpaceTransformUniforms[2],
node->keyIndex()).c_str(),
get_mangled_uniform_name(shaderInfo, kRuntimeEffectColorSpaceTransformUniforms[3],
node->keyIndex()).c_str(),
get_mangled_uniform_name(shaderInfo, kRuntimeEffectColorSpaceTransformUniforms[4],
node->keyIndex()).c_str());
SkSL::String::appendf(
&preamble,
"half4 %s(half4 inColor) {"
"return sk_color_space_transform(inColor, %s, %s, %s, %s, %s);"
"}",
get_mangled_name("fromLinearSRGB", node->keyIndex()).c_str(),
get_mangled_uniform_name(shaderInfo, kRuntimeEffectColorSpaceTransformUniforms[5],
node->keyIndex()).c_str(),
get_mangled_uniform_name(shaderInfo, kRuntimeEffectColorSpaceTransformUniforms[6],
node->keyIndex()).c_str(),
get_mangled_uniform_name(shaderInfo, kRuntimeEffectColorSpaceTransformUniforms[7],
node->keyIndex()).c_str(),
get_mangled_uniform_name(shaderInfo, kRuntimeEffectColorSpaceTransformUniforms[8],
node->keyIndex()).c_str(),
get_mangled_uniform_name(shaderInfo, kRuntimeEffectColorSpaceTransformUniforms[9],
node->keyIndex()).c_str());
}
GraphitePipelineCallbacks callbacks{shaderInfo, node, &preamble, effect};
SkSL::PipelineStage::ConvertProgram(program, "coords", "inColor", "destColor", &callbacks);
return preamble;
}
std::string GenerateRuntimeShaderExpression(const ShaderInfo& shaderInfo,
const ShaderNode* node,
const ShaderSnippet::Args& args) {
return SkSL::String::printf(
"%s(%.*s, %.*s, %.*s)",
get_mangled_name(node->entry()->fName, node->keyIndex()).c_str(),
(int)args.fPriorStageOutput.size(), args.fPriorStageOutput.data(),
(int)args.fBlenderDstColor.size(), args.fBlenderDstColor.data(),
(int)args.fFragCoord.size(), args.fFragCoord.data());
}
//--------------------------------------------------------------------------------------------------
// TODO: investigate the implications of having separate hlsa and rgba matrix colorfilters. It
// may be that having them separate will not contribute to combinatorial explosion.
static constexpr Uniform kMatrixColorFilterUniforms[] = {
{ "matrix", SkSLType::kFloat4x4 },
{ "translate", SkSLType::kFloat4 },
{ "inHSL", SkSLType::kInt },
};
static constexpr char kMatrixColorFilterName[] = "sk_matrix_colorfilter";
//--------------------------------------------------------------------------------------------------
static constexpr char kComposeName[] = "Compose";
static constexpr int kNumComposeChildren = 2;
// Compose two children, assuming the first child is the innermost.
std::string GenerateNestedChildrenPreamble(const ShaderInfo& shaderInfo,
const ShaderNode* node) {
SkASSERT(node->numChildren() == 2);
// Evaluate inner child.
static constexpr char kUnusedDestColor[] = "half4(1)";
std::string innerColor = emit_expression_for_entry(shaderInfo, node->child(0),
{"inColor", kUnusedDestColor, "coords"});
// Evaluate outer child.
std::string outerColor = emit_expression_for_entry(shaderInfo, node->child(1),
{innerColor, kUnusedDestColor, "coords"});
// Create a helper function that invokes the inner expression, then passes that result to the
// outer expression, and returns the composed result.
std::string helperFnName = get_mangled_name(node->entry()->fName, node->keyIndex());
return SkSL::String::printf("half4 %s(half4 inColor, half4 destColor, float2 coords) {"
"return %s;"
"}",
helperFnName.c_str(),
outerColor.c_str());
}
//--------------------------------------------------------------------------------------------------
static constexpr TextureAndSampler kTableColorFilterTexturesAndSamplers[] = {
{"tableSampler"},
};
static constexpr char kTableColorFilterName[] = "sk_table_colorfilter";
//--------------------------------------------------------------------------------------------------
static constexpr char kGaussianColorFilterName[] = "sk_gaussian_colorfilter";
//--------------------------------------------------------------------------------------------------
static constexpr Uniform kColorSpaceTransformUniforms[] = {
{ "flags", SkSLType::kInt },
{ "srcKind", SkSLType::kInt },
{ "gamutTransform", SkSLType::kHalf3x3 },
{ "dstKind", SkSLType::kInt },
{ "csXformCoeffs", SkSLType::kHalf4x4 },
};
static_assert(0 == static_cast<int>(skcms_TFType_Invalid),
"ColorSpaceTransform code depends on skcms_TFType");
static_assert(1 == static_cast<int>(skcms_TFType_sRGBish),
"ColorSpaceTransform code depends on skcms_TFType");
static_assert(2 == static_cast<int>(skcms_TFType_PQish),
"ColorSpaceTransform code depends on skcms_TFType");
static_assert(3 == static_cast<int>(skcms_TFType_HLGish),
"ColorSpaceTransform code depends on skcms_TFType");
static_assert(4 == static_cast<int>(skcms_TFType_HLGinvish),
"ColorSpaceTransform code depends on skcms_TFType");
// TODO: We can meaningfully check these when we can use C++20 features.
// static_assert(0x1 == SkColorSpaceXformSteps::Flags{.unpremul = true}.mask(),
// "ColorSpaceTransform code depends on SkColorSpaceXformSteps::Flags");
// static_assert(0x2 == SkColorSpaceXformSteps::Flags{.linearize = true}.mask(),
// "ColorSpaceTransform code depends on SkColorSpaceXformSteps::Flags");
// static_assert(0x4 == SkColorSpaceXformSteps::Flags{.gamut_transform = true}.mask(),
// "ColorSpaceTransform code depends on SkColorSpaceXformSteps::Flags");
// static_assert(0x8 == SkColorSpaceXformSteps::Flags{.encode = true}.mask(),
// "ColorSpaceTransform code depends on SkColorSpaceXformSteps::Flags");
// static_assert(0x10 == SkColorSpaceXformSteps::Flags{.premul = true}.mask(),
// "ColorSpaceTransform code depends on SkColorSpaceXformSteps::Flags");
static constexpr char kColorSpaceTransformName[] = "sk_color_space_transform";
//--------------------------------------------------------------------------------------------------
static constexpr char kErrorName[] = "sk_error";
//--------------------------------------------------------------------------------------------------
static constexpr char kPassthroughShaderName[] = "sk_passthrough";
//--------------------------------------------------------------------------------------------------
std::string GeneratePrimitiveColorExpression(const ShaderInfo&,
const ShaderNode* node,
const ShaderSnippet::Args&) {
return "primitiveColor";
}
//--------------------------------------------------------------------------------------------------
} // anonymous namespace
#if defined(SK_DEBUG)
bool ShaderCodeDictionary::isValidID(int snippetID) const {
if (snippetID < 0) {
return false;
}
if (snippetID < kBuiltInCodeSnippetIDCount) {
return true;
}
if (snippetID >= kSkiaKnownRuntimeEffectsStart && snippetID < kSkiaKnownRuntimeEffectsEnd) {
return snippetID < kSkiaKnownRuntimeEffectsStart + kStableKeyCnt;
}
SkAutoSpinlock lock{fSpinLock};
if (snippetID >= kUnknownRuntimeEffectIDStart) {
int userDefinedCodeSnippetID = snippetID - kUnknownRuntimeEffectIDStart;
return userDefinedCodeSnippetID < SkTo<int>(fUserDefinedCodeSnippets.size());
}
return false;
}
void ShaderCodeDictionary::dump(UniquePaintParamsID id) const {
this->lookup(id).dump(this, id);
}
#endif
#if defined(GRAPHITE_TEST_UTILS)
int ShaderCodeDictionary::addRuntimeEffectSnippet(const char* functionName) {
SkAutoSpinlock lock{fSpinLock};
fUserDefinedCodeSnippets.push_back(
std::make_unique<ShaderSnippet>("UserDefined",
SkSpan<const Uniform>(), // no uniforms
SnippetRequirementFlags::kNone,
SkSpan<const TextureAndSampler>(), // no samplers
functionName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren));
return kUnknownRuntimeEffectIDStart + fUserDefinedCodeSnippets.size() - 1;
}
#endif // GRAPHITE_TEST_UTILS
static SkSLType uniform_type_to_sksl_type(const SkRuntimeEffect::Uniform& u) {
using Type = SkRuntimeEffect::Uniform::Type;
if (u.flags & SkRuntimeEffect::Uniform::kHalfPrecision_Flag) {
switch (u.type) {
case Type::kFloat: return SkSLType::kHalf;
case Type::kFloat2: return SkSLType::kHalf2;
case Type::kFloat3: return SkSLType::kHalf3;
case Type::kFloat4: return SkSLType::kHalf4;
case Type::kFloat2x2: return SkSLType::kHalf2x2;
case Type::kFloat3x3: return SkSLType::kHalf3x3;
case Type::kFloat4x4: return SkSLType::kHalf4x4;
// NOTE: shorts cannot be uniforms, so we shouldn't ever get here.
// Defensively return the full precision integer type.
case Type::kInt: SkDEBUGFAIL("unsupported uniform type"); return SkSLType::kInt;
case Type::kInt2: SkDEBUGFAIL("unsupported uniform type"); return SkSLType::kInt2;
case Type::kInt3: SkDEBUGFAIL("unsupported uniform type"); return SkSLType::kInt3;
case Type::kInt4: SkDEBUGFAIL("unsupported uniform type"); return SkSLType::kInt4;
}
} else {
switch (u.type) {
case Type::kFloat: return SkSLType::kFloat;
case Type::kFloat2: return SkSLType::kFloat2;
case Type::kFloat3: return SkSLType::kFloat3;
case Type::kFloat4: return SkSLType::kFloat4;
case Type::kFloat2x2: return SkSLType::kFloat2x2;
case Type::kFloat3x3: return SkSLType::kFloat3x3;
case Type::kFloat4x4: return SkSLType::kFloat4x4;
case Type::kInt: return SkSLType::kInt;
case Type::kInt2: return SkSLType::kInt2;
case Type::kInt3: return SkSLType::kInt3;
case Type::kInt4: return SkSLType::kInt4;
}
}
SkUNREACHABLE;
}
const char* ShaderCodeDictionary::addTextToArena(std::string_view text) {
char* textInArena = fArena.makeArrayDefault<char>(text.size() + 1);
memcpy(textInArena, text.data(), text.size());
textInArena[text.size()] = '\0';
return textInArena;
}
SkSpan<const Uniform> ShaderCodeDictionary::convertUniforms(const SkRuntimeEffect* effect) {
using rteUniform = SkRuntimeEffect::Uniform;
SkSpan<const rteUniform> uniforms = effect->uniforms();
int numBaseUniforms = uniforms.size();
int xtraUniforms = 0;
if (SkRuntimeEffectPriv::UsesColorTransform(effect)) {
xtraUniforms += std::size(kRuntimeEffectColorSpaceTransformUniforms);
}
// Convert the SkRuntimeEffect::Uniform array into its Uniform equivalent.
int numUniforms = numBaseUniforms + xtraUniforms;
Uniform* uniformArray = fArena.makeInitializedArray<Uniform>(numUniforms, [&](int index) {
if (index >= numBaseUniforms) {
return kRuntimeEffectColorSpaceTransformUniforms[index - numBaseUniforms];
}
const rteUniform* u;
u = &uniforms[index];
// The existing uniform names live in the passed-in SkRuntimeEffect and may eventually
// disappear. Copy them into fArena. (It's safe to do this within makeInitializedArray; the
// entire array is allocated in one big slab before any initialization calls are done.)
const char* name = this->addTextToArena(u->name);
// Add one Uniform to our array.
SkSLType type = uniform_type_to_sksl_type(*u);
return (u->flags & rteUniform::kArray_Flag) ? Uniform(name, type, u->count)
: Uniform(name, type);
});
return SkSpan<const Uniform>(uniformArray, numUniforms);
}
int ShaderCodeDictionary::findOrCreateRuntimeEffectSnippet(const SkRuntimeEffect* effect) {
SkEnumBitMask<SnippetRequirementFlags> snippetFlags = SnippetRequirementFlags::kNone;
if (effect->allowShader()) {
snippetFlags |= SnippetRequirementFlags::kLocalCoords;
}
if (effect->allowBlender()) {
snippetFlags |= SnippetRequirementFlags::kBlenderDstColor;
}
SkAutoSpinlock lock{fSpinLock};
if (int stableKey = SkRuntimeEffectPriv::StableKey(*effect)) {
SkASSERT(stableKey >= kSkiaKnownRuntimeEffectsStart &&
stableKey < kSkiaKnownRuntimeEffectsStart + kStableKeyCnt);
int index = stableKey - kSkiaKnownRuntimeEffectsStart;
if (!fKnownRuntimeEffectCodeSnippets[index].fExpressionGenerator) {
const char* name = get_known_rte_name(static_cast<StableKey>(stableKey));
fKnownRuntimeEffectCodeSnippets[index] = ShaderSnippet(
name,
this->convertUniforms(effect),
snippetFlags,
/* texturesAndSamplers= */ {},
name,
GenerateRuntimeShaderExpression,
GenerateRuntimeShaderPreamble,
(int)effect->children().size());
}
return stableKey;
}
// Use the combination of {SkSL program hash, uniform size} as our key.
// In the unfortunate event of a hash collision, at least we'll have the right amount of
// uniform data available.
RuntimeEffectKey key;
key.fHash = SkRuntimeEffectPriv::Hash(*effect);
key.fUniformSize = effect->uniformSize();
int32_t* existingCodeSnippetID = fRuntimeEffectMap.find(key);
if (existingCodeSnippetID) {
return *existingCodeSnippetID;
}
// TODO: the memory for user-defined entries could go in the dictionary's arena but that
// would have to be a thread safe allocation since the arena also stores entries for
// 'fHash' and 'fEntryVector'
fUserDefinedCodeSnippets.push_back(
std::make_unique<ShaderSnippet>("RuntimeEffect",
this->convertUniforms(effect),
snippetFlags,
/* texturesAndSamplers= */SkSpan<const TextureAndSampler>(),
kRuntimeShaderName,
GenerateRuntimeShaderExpression,
GenerateRuntimeShaderPreamble,
(int)effect->children().size()));
int newCodeSnippetID = kUnknownRuntimeEffectIDStart + fUserDefinedCodeSnippets.size() - 1;
fRuntimeEffectMap.set(key, newCodeSnippetID);
return newCodeSnippetID;
}
ShaderCodeDictionary::ShaderCodeDictionary() {
// The 0th index is reserved as invalid
fIDToPaintKey.push_back(PaintParamsKey::Invalid());
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kError] = {
"Error",
{ }, // no uniforms
SnippetRequirementFlags::kNone,
{ }, // no samplers
kErrorName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kPriorOutput] = {
"PassthroughShader",
{ }, // no uniforms
SnippetRequirementFlags::kPriorStageOutput,
{ }, // no samplers
kPassthroughShaderName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kSolidColorShader] = {
"SolidColor",
SkSpan(kSolidShaderUniforms),
SnippetRequirementFlags::kNone,
{ }, // no samplers
kSolidShaderName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kRGBPaintColor] = {
"RGBPaintColor",
SkSpan(kPaintColorUniforms),
SnippetRequirementFlags::kNone,
{ }, // no samplers
kRGBPaintColorName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kAlphaOnlyPaintColor] = {
"AlphaOnlyPaintColor",
SkSpan(kPaintColorUniforms),
SnippetRequirementFlags::kNone,
{ }, // no samplers
kAlphaOnlyPaintColorName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kLinearGradientShader4] = {
"LinearGradient4",
SkSpan(kLinearGradientUniforms4),
SnippetRequirementFlags::kLocalCoords,
{ }, // no samplers
kLinearGradient4Name,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kLinearGradientShader8] = {
"LinearGradient8",
SkSpan(kLinearGradientUniforms8),
SnippetRequirementFlags::kLocalCoords,
{ }, // no samplers
kLinearGradient8Name,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kLinearGradientShaderTexture] = {
"LinearGradientTexture",
SkSpan(kLinearGradientUniformsTexture),
SnippetRequirementFlags::kLocalCoords,
SkSpan(kTextureGradientTexturesAndSamplers),
kLinearGradientTextureName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kRadialGradientShader4] = {
"RadialGradient4",
SkSpan(kRadialGradientUniforms4),
SnippetRequirementFlags::kLocalCoords,
{ }, // no samplers
kRadialGradient4Name,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kRadialGradientShader8] = {
"RadialGradient8",
SkSpan(kRadialGradientUniforms8),
SnippetRequirementFlags::kLocalCoords,
{ }, // no samplers
kRadialGradient8Name,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kRadialGradientShaderTexture] = {
"RadialGradientTexture",
SkSpan(kRadialGradientUniformsTexture),
SnippetRequirementFlags::kLocalCoords,
SkSpan(kTextureGradientTexturesAndSamplers),
kRadialGradientTextureName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kSweepGradientShader4] = {
"SweepGradient4",
SkSpan(kSweepGradientUniforms4),
SnippetRequirementFlags::kLocalCoords,
{ }, // no samplers
kSweepGradient4Name,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kSweepGradientShader8] = {
"SweepGradient8",
SkSpan(kSweepGradientUniforms8),
SnippetRequirementFlags::kLocalCoords,
{ }, // no samplers
kSweepGradient8Name,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kSweepGradientShaderTexture] = {
"SweepGradientTexture",
SkSpan(kSweepGradientUniformsTexture),
SnippetRequirementFlags::kLocalCoords,
SkSpan(kTextureGradientTexturesAndSamplers),
kSweepGradientTextureName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kConicalGradientShader4] = {
"ConicalGradient4",
SkSpan(kConicalGradientUniforms4),
SnippetRequirementFlags::kLocalCoords,
{ }, // no samplers
kConicalGradient4Name,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kConicalGradientShader8] = {
"ConicalGradient8",
SkSpan(kConicalGradientUniforms8),
SnippetRequirementFlags::kLocalCoords,
{ }, // no samplers
kConicalGradient8Name,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kConicalGradientShaderTexture] = {
"ConicalGradientTexture",
SkSpan(kConicalGradientUniformsTexture),
SnippetRequirementFlags::kLocalCoords,
SkSpan(kTextureGradientTexturesAndSamplers),
kConicalGradientTextureName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kLocalMatrixShader] = {
"LocalMatrixShader",
SkSpan(kLocalMatrixShaderUniforms),
(SnippetRequirementFlags::kPriorStageOutput |
SnippetRequirementFlags::kLocalCoords),
{ }, // no samplers
kLocalMatrixShaderName,
GenerateDefaultExpression,
GenerateLocalMatrixPreamble,
kNumLocalMatrixShaderChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kImageShader] = {
"ImageShader",
SkSpan(kImageShaderUniforms),
SnippetRequirementFlags::kLocalCoords,
SkSpan(kISTexturesAndSamplers),
kImageShaderName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kCubicImageShader] = {
"CubicImageShader",
SkSpan(kCubicImageShaderUniforms),
SnippetRequirementFlags::kLocalCoords,
SkSpan(kISTexturesAndSamplers),
kCubicImageShaderName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kHWImageShader] = {
"HardwareImageShader",
SkSpan(kHWImageShaderUniforms),
SnippetRequirementFlags::kLocalCoords,
SkSpan(kISTexturesAndSamplers),
kHWImageShaderName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kYUVImageShader] = {
"YUVImageShader",
SkSpan(kYUVImageShaderUniforms),
SnippetRequirementFlags::kLocalCoords,
SkSpan(kYUVISTexturesAndSamplers),
kYUVImageShaderName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kCubicYUVImageShader] = {
"CubicYUVImageShader",
SkSpan(kCubicYUVImageShaderUniforms),
SnippetRequirementFlags::kLocalCoords,
SkSpan(kYUVISTexturesAndSamplers),
kCubicYUVImageShaderName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kCoordClampShader] = {
"CoordClampShader",
SkSpan(kCoordClampShaderUniforms),
SnippetRequirementFlags::kLocalCoords,
{ }, // no samplers
kCoordClampShaderName,
GenerateDefaultExpression,
GenerateCoordClampPreamble,
kNumCoordClampShaderChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kDitherShader] = {
"DitherShader",
SkSpan(kDitherShaderUniforms),
(SnippetRequirementFlags::kPriorStageOutput | SnippetRequirementFlags::kLocalCoords),
SkSpan(kDitherTexturesAndSamplers),
kDitherShaderName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kPerlinNoiseShader] = {
"PerlinNoiseShader",
SkSpan(kPerlinNoiseShaderUniforms),
SnippetRequirementFlags::kLocalCoords,
SkSpan(kPerlinNoiseShaderTexturesAndSamplers),
kPerlinNoiseShaderName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
// SkColorFilter snippets
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kMatrixColorFilter] = {
"MatrixColorFilter",
SkSpan(kMatrixColorFilterUniforms),
SnippetRequirementFlags::kPriorStageOutput,
{ }, // no samplers
kMatrixColorFilterName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kTableColorFilter] = {
"TableColorFilter",
{ }, // no uniforms
SnippetRequirementFlags::kPriorStageOutput,
SkSpan(kTableColorFilterTexturesAndSamplers),
kTableColorFilterName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kGaussianColorFilter] = {
"GaussianColorFilter",
{ }, // no uniforms
SnippetRequirementFlags::kPriorStageOutput,
{ }, // no samplers
kGaussianColorFilterName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kColorSpaceXformColorFilter] = {
"ColorSpaceTransform",
SkSpan(kColorSpaceTransformUniforms),
SnippetRequirementFlags::kPriorStageOutput,
{ }, // no samplers
kColorSpaceTransformName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kBlendShader] = {
"BlendShader",
{ }, // no uniforms
SnippetRequirementFlags::kNone,
{ }, // no samplers
"BlendShader",
GenerateDefaultExpression,
GenerateBlendShaderPreamble,
kNumBlendShaderChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kCoeffBlender] = {
"CoeffBlender",
SkSpan(CoeffBlendderUniforms),
SnippetRequirementFlags::kPriorStageOutput | SnippetRequirementFlags::kBlenderDstColor,
{ }, // no samplers
kCoeffBlenderName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kBlendModeBlender] = {
"BlendModeBlender",
SkSpan(kBlendModeBlenderUniforms),
SnippetRequirementFlags::kPriorStageOutput | SnippetRequirementFlags::kBlenderDstColor,
{ }, // no samplers
kBlendModeBlenderName,
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kPrimitiveColor] = {
"PrimitiveColor",
{ }, // no uniforms
SnippetRequirementFlags::kNone,
{ }, // no samplers
"primitive color", // no static sksl
GeneratePrimitiveColorExpression,
GenerateDefaultPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kDstReadSample] = {
"DstReadSample",
SkSpan(kDstReadSampleUniforms),
SnippetRequirementFlags::kSurfaceColor,
SkSpan(kDstReadSampleTexturesAndSamplers),
"InitSurfaceColor",
GenerateDstReadSampleExpression,
GenerateDstReadSamplePreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kDstReadFetch] = {
"DstReadFetch",
{ }, // no uniforms
SnippetRequirementFlags::kSurfaceColor,
{ }, // no samplers
"InitSurfaceColor",
GenerateDstReadFetchExpression,
GenerateDstReadFetchPreamble,
kNoChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kClipShader] = {
"ClipShader",
{ }, // no uniforms
SnippetRequirementFlags::kNone,
{ }, // no samplers
"clip shader", // no static sksl
GenerateClipShaderExpression,
GenerateClipShaderPreamble,
kNumClipShaderChildren
};
fBuiltInCodeSnippets[(int) BuiltInCodeSnippetID::kCompose] = {
"Compose",
{ }, // no uniforms
SnippetRequirementFlags::kPriorStageOutput,
{ }, // no samplers
kComposeName,
GenerateDefaultExpression,
GenerateNestedChildrenPreamble,
kNumComposeChildren
};
// Fixed-function blend mode snippets are all the same, their functionality is entirely defined
// by their unique code snippet IDs.
for (int i = 0; i <= (int) SkBlendMode::kLastCoeffMode; ++i) {
int ffBlendModeID = kFixedFunctionBlendModeIDOffset + i;
fBuiltInCodeSnippets[ffBlendModeID] = {
SkBlendMode_Name(static_cast<SkBlendMode>(i)),
{ }, // no uniforms
SnippetRequirementFlags::kPriorStageOutput |
SnippetRequirementFlags::kBlenderDstColor,
{ }, // no samplers
skgpu::BlendFuncName(static_cast<SkBlendMode>(i)),
GenerateDefaultExpression,
GenerateDefaultPreamble,
kNoChildren
};
}
}
// Verify that the built-in code IDs for fixed function blending are consistent with SkBlendMode.
// clang-format off
static_assert((int)SkBlendMode::kClear == (int)BuiltInCodeSnippetID::kFixedFunctionClearBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kSrc == (int)BuiltInCodeSnippetID::kFixedFunctionSrcBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kDst == (int)BuiltInCodeSnippetID::kFixedFunctionDstBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kSrcOver == (int)BuiltInCodeSnippetID::kFixedFunctionSrcOverBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kDstOver == (int)BuiltInCodeSnippetID::kFixedFunctionDstOverBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kSrcIn == (int)BuiltInCodeSnippetID::kFixedFunctionSrcInBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kDstIn == (int)BuiltInCodeSnippetID::kFixedFunctionDstInBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kSrcOut == (int)BuiltInCodeSnippetID::kFixedFunctionSrcOutBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kDstOut == (int)BuiltInCodeSnippetID::kFixedFunctionDstOutBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kSrcATop == (int)BuiltInCodeSnippetID::kFixedFunctionSrcATopBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kDstATop == (int)BuiltInCodeSnippetID::kFixedFunctionDstATopBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kXor == (int)BuiltInCodeSnippetID::kFixedFunctionXorBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kPlus == (int)BuiltInCodeSnippetID::kFixedFunctionPlusBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kModulate == (int)BuiltInCodeSnippetID::kFixedFunctionModulateBlendMode - kFixedFunctionBlendModeIDOffset);
static_assert((int)SkBlendMode::kScreen == (int)BuiltInCodeSnippetID::kFixedFunctionScreenBlendMode - kFixedFunctionBlendModeIDOffset);
// clang-format on
} // namespace skgpu::graphite