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/*
* Copyright 2021 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef skgpu_ContextUtils_DEFINED
#define skgpu_ContextUtils_DEFINED
#include "experimental/graphite/include/Context.h"
#include "include/core/SkBlendMode.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSpan.h"
#include "include/core/SkTileMode.h"
enum class CodeSnippetID : uint8_t;
class SkUniquePaintParamsID;
namespace skgpu {
class PaintParams;
class Uniform;
class UniformData : public SkRefCnt {
public:
// TODO: should we require a name (e.g., "gradient_uniforms") for each uniform block so
// we can better name the Metal FS uniform struct?
static sk_sp<UniformData> Make(int count,
const Uniform* uniforms,
size_t dataSize);
~UniformData() override {
// TODO: fOffsets and fData should just be allocated right after UniformData in an arena
delete [] fOffsets;
delete [] fData;
}
int count() const { return fCount; }
const Uniform* uniforms() const { return fUniforms; }
uint32_t* offsets() { return fOffsets; }
uint32_t offset(int index) {
SkASSERT(index >= 0 && index < fCount);
return fOffsets[index];
}
char* data() { return fData; }
size_t dataSize() const { return fDataSize; }
private:
UniformData(int count,
const Uniform* uniforms,
uint32_t* offsets,
char* data,
size_t dataSize)
: fCount(count)
, fUniforms(uniforms)
, fOffsets(offsets)
, fData(data)
, fDataSize(dataSize) {
}
const int fCount;
const Uniform* fUniforms;
uint32_t* fOffsets; // offset of each uniform in 'fData'
char* fData;
const size_t fDataSize;
};
std::tuple<SkUniquePaintParamsID, sk_sp<UniformData>> ExtractPaintData(Context*,
const PaintParams&);
SkSpan<const Uniform> GetUniforms(CodeSnippetID);
// TODO: Temporary way to get at SkSL snippet for handling the given shader type, which will be
// embedded in the fragment function's body. It has access to the vertex output via a "interpolated"
// variable, and must have a statement that writes to a float4 "out.color". Its uniforms (as defined
// by GetUniforms(type)) are available as a variable named "uniforms".
const char* GetShaderSkSL(CodeSnippetID);
} // namespace skgpu
#endif // skgpu_ContextUtils_DEFINED