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/*
* Copyright 2018 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/ganesh/effects/GrSkSLFP.h"
#include "include/core/SkAlphaType.h"
#include "include/core/SkColor.h"
#include "include/core/SkData.h"
#include "include/core/SkString.h"
#include "include/core/SkSurfaceProps.h"
#include "include/effects/SkOverdrawColorFilter.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/private/SkSLSampleUsage.h"
#include "include/private/base/SkMalloc.h"
#include "include/private/base/SkTo.h"
#include "include/private/gpu/ganesh/GrTypesPriv.h"
#include "src/base/SkArenaAlloc.h"
#include "src/base/SkRandom.h"
#include "src/core/SkColorSpacePriv.h"
#include "src/core/SkRasterPipeline.h"
#include "src/core/SkRasterPipelineOpContexts.h"
#include "src/core/SkRasterPipelineOpList.h"
#include "src/core/SkRuntimeEffectPriv.h"
#include "src/core/SkSLTypeShared.h"
#include "src/gpu/KeyBuilder.h"
#include "src/gpu/ganesh/GrColorInfo.h"
#include "src/gpu/ganesh/GrColorSpaceXform.h"
#include "src/gpu/ganesh/GrFragmentProcessors.h"
#include "src/gpu/ganesh/GrShaderVar.h"
#include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h"
#include "src/sksl/SkSLString.h"
#include "src/sksl/SkSLUtil.h"
#include "src/sksl/codegen/SkSLPipelineStageCodeGenerator.h"
#include "src/sksl/codegen/SkSLRasterPipelineBuilder.h"
#include "src/sksl/ir/SkSLProgram.h"
#include "src/sksl/ir/SkSLType.h"
#include "src/sksl/ir/SkSLVarDeclarations.h"
#include "src/sksl/ir/SkSLVariable.h"
#include <algorithm>
namespace SkSL { class Context; }
struct GrShaderCaps;
class GrSkSLFP::Impl : public ProgramImpl {
public:
void emitCode(EmitArgs& args) override {
const GrSkSLFP& fp = args.fFp.cast<GrSkSLFP>();
const SkSL::Program& program = *fp.fEffect->fBaseProgram;
class FPCallbacks : public SkSL::PipelineStage::Callbacks {
public:
FPCallbacks(Impl* self,
EmitArgs& args,
const char* inputColor,
const SkSL::Context& context,
const uint8_t* uniformData,
const Specialized* specialized)
: fSelf(self)
, fArgs(args)
, fInputColor(inputColor)
, fContext(context)
, fUniformData(uniformData)
, fSpecialized(specialized) {}
std::string declareUniform(const SkSL::VarDeclaration* decl) override {
const SkSL::Variable* var = decl->var();
if (var->type().isOpaque()) {
// Nothing to do. The only opaque types we should see are children, and those
// are handled specially.
SkASSERT(var->type().isEffectChild());
return std::string(var->name());
}
const SkSL::Type* type = &var->type();
size_t sizeInBytes = type->slotCount() * sizeof(float);
const float* floatData = reinterpret_cast<const float*>(fUniformData);
const int* intData = reinterpret_cast<const int*>(fUniformData);
fUniformData += sizeInBytes;
bool isArray = false;
if (type->isArray()) {
type = &type->componentType();
isArray = true;
}
SkSLType gpuType;
SkAssertResult(SkSL::type_to_sksltype(fContext, *type, &gpuType));
if (*fSpecialized++ == Specialized::kYes) {
SkASSERTF(!isArray, "specializing array uniforms is not allowed");
std::string value = SkSLTypeString(gpuType);
value.append("(");
bool isFloat = SkSLTypeIsFloatType(gpuType);
size_t slots = type->slotCount();
for (size_t i = 0; i < slots; ++i) {
value.append(isFloat ? skstd::to_string(floatData[i])
: std::to_string(intData[i]));
value.append(",");
}
value.back() = ')';
return value;
}
const char* uniformName = nullptr;
auto handle =
fArgs.fUniformHandler->addUniformArray(&fArgs.fFp.cast<GrSkSLFP>(),
kFragment_GrShaderFlag,
gpuType,
SkString(var->name()).c_str(),
isArray ? var->type().columns() : 0,
&uniformName);
fSelf->fUniformHandles.push_back(handle);
return std::string(uniformName);
}
std::string getMangledName(const char* name) override {
return std::string(fArgs.fFragBuilder->getMangledFunctionName(name).c_str());
}
void defineFunction(const char* decl, const char* body, bool isMain) override {
if (isMain) {
fArgs.fFragBuilder->codeAppend(body);
} else {
fArgs.fFragBuilder->emitFunction(decl, body);
}
}
void declareFunction(const char* decl) override {
fArgs.fFragBuilder->emitFunctionPrototype(decl);
}
void defineStruct(const char* definition) override {
fArgs.fFragBuilder->definitionAppend(definition);
}
void declareGlobal(const char* declaration) override {
fArgs.fFragBuilder->definitionAppend(declaration);
}
std::string sampleShader(int index, std::string coords) override {
// If the child was sampled using the coords passed to main (and they are never
// modified), then we will have marked the child as PassThrough. The code generator
// doesn't know that, and still supplies coords. Inside invokeChild, we assert that
// any coords passed for a PassThrough child match args.fSampleCoords exactly.
//
// Normally, this is valid. Here, we *copied* the sample coords to a local variable
// (so that they're mutable in the runtime effect SkSL). Thus, the coords string we
// get here is the name of the local copy, and fSampleCoords still points to the
// unmodified original (which might be a varying, for example).
// To prevent the assert, we pass the empty string in this case. Note that for
// children sampled like this, invokeChild doesn't even use the coords parameter,
// except for that assert.
const GrFragmentProcessor* child = fArgs.fFp.childProcessor(index);
if (child && child->sampleUsage().isPassThrough()) {
coords.clear();
}
return child ? std::string(fSelf->invokeChild(index, fInputColor, fArgs, coords)
.c_str())
: std::string("half4(0)");
}
std::string sampleColorFilter(int index, std::string color) override {
return std::string(fSelf->invokeChild(index,
color.empty() ? fInputColor : color.c_str(),
fArgs)
.c_str());
}
std::string sampleBlender(int index, std::string src, std::string dst) override {
if (!fSelf->childProcessor(index)) {
return SkSL::String::printf("blend_src_over(%s, %s)", src.c_str(), dst.c_str());
}
return std::string(
fSelf->invokeChild(index, src.c_str(), dst.c_str(), fArgs).c_str());
}
// These intrinsics take and return 3-component vectors, but child FPs operate on
// 4-component vectors. We use swizzles here to paper over the difference.
std::string toLinearSrgb(std::string color) override {
const GrSkSLFP& fp = fArgs.fFp.cast<GrSkSLFP>();
if (fp.fToLinearSrgbChildIndex < 0) {
return color;
}
color = SkSL::String::printf("(%s).rgb1", color.c_str());
SkString xformedColor = fSelf->invokeChild(
fp.fToLinearSrgbChildIndex, color.c_str(), fArgs);
return SkSL::String::printf("(%s).rgb", xformedColor.c_str());
}
std::string fromLinearSrgb(std::string color) override {
const GrSkSLFP& fp = fArgs.fFp.cast<GrSkSLFP>();
if (fp.fFromLinearSrgbChildIndex < 0) {
return color;
}
color = SkSL::String::printf("(%s).rgb1", color.c_str());
SkString xformedColor = fSelf->invokeChild(
fp.fFromLinearSrgbChildIndex, color.c_str(), fArgs);
return SkSL::String::printf("(%s).rgb", xformedColor.c_str());
}
Impl* fSelf;
EmitArgs& fArgs;
const char* fInputColor;
const SkSL::Context& fContext;
const uint8_t* fUniformData;
const Specialized* fSpecialized;
int fUniformIndex = 0;
};
// If we have an input child, we invoke it now, and make the result of that be the "input
// color" for all other purposes later (eg, the default passed via sample calls, etc.)
if (fp.fInputChildIndex >= 0) {
args.fFragBuilder->codeAppendf("%s = %s;\n",
args.fInputColor,
this->invokeChild(fp.fInputChildIndex, args).c_str());
}
if (fp.fEffect->allowBlender()) {
// If we have an dest-color child, we invoke it now, and make the result of that be the
// "dest color" for all other purposes later.
if (fp.fDestColorChildIndex >= 0) {
args.fFragBuilder->codeAppendf(
"%s = %s;\n",
args.fDestColor,
this->invokeChild(fp.fDestColorChildIndex, args.fDestColor, args).c_str());
}
} else {
// We're not making a blender, so we don't expect a dest-color child FP to exist.
SkASSERT(fp.fDestColorChildIndex < 0);
}
// Snap off a global copy of the input color at the start of main. We need this when
// we call child processors (particularly from helper functions, which can't "see" the
// parameter to main). Even from within main, if the code mutates the parameter, calls to
// sample should still be passing the original color (by default).
SkString inputColorName;
if (fp.fEffect->samplesOutsideMain()) {
GrShaderVar inputColorCopy(args.fFragBuilder->getMangledFunctionName("inColor"),
SkSLType::kHalf4);
args.fFragBuilder->declareGlobal(inputColorCopy);
inputColorName = inputColorCopy.getName();
args.fFragBuilder->codeAppendf("%s = %s;\n", inputColorName.c_str(), args.fInputColor);
} else {
inputColorName = args.fFragBuilder->newTmpVarName("inColor");
args.fFragBuilder->codeAppendf(
"half4 %s = %s;\n", inputColorName.c_str(), args.fInputColor);
}
// Copy the incoming coords to a local variable. Code in main might modify the coords
// parameter. fSampleCoord could be a varying, so writes to it would be illegal.
const char* coords = "float2(0)";
SkString coordsVarName;
if (fp.usesSampleCoordsDirectly()) {
coordsVarName = args.fFragBuilder->newTmpVarName("coords");
coords = coordsVarName.c_str();
args.fFragBuilder->codeAppendf("float2 %s = %s;\n", coords, args.fSampleCoord);
}
FPCallbacks callbacks(this,
args,
inputColorName.c_str(),
*program.fContext,
fp.uniformData(),
fp.specialized());
SkSL::PipelineStage::ConvertProgram(
program, coords, args.fInputColor, args.fDestColor, &callbacks);
}
private:
void onSetData(const GrGLSLProgramDataManager& pdman,
const GrFragmentProcessor& _proc) override {
const GrSkSLFP& outer = _proc.cast<GrSkSLFP>();
pdman.setRuntimeEffectUniforms(outer.fEffect->uniforms(),
SkSpan(fUniformHandles),
SkSpan(outer.specialized(), outer.uniformCount()),
outer.uniformData());
}
std::vector<UniformHandle> fUniformHandles;
};
std::unique_ptr<GrSkSLFP> GrSkSLFP::MakeWithData(
sk_sp<SkRuntimeEffect> effect,
const char* name,
sk_sp<SkColorSpace> dstColorSpace,
std::unique_ptr<GrFragmentProcessor> inputFP,
std::unique_ptr<GrFragmentProcessor> destColorFP,
const sk_sp<const SkData>& uniforms,
SkSpan<std::unique_ptr<GrFragmentProcessor>> childFPs) {
if (uniforms->size() != effect->uniformSize()) {
return nullptr;
}
size_t uniformSize = uniforms->size();
size_t specializedSize = effect->uniforms().size() * sizeof(Specialized);
std::unique_ptr<GrSkSLFP> fp(new (uniformSize + specializedSize)
GrSkSLFP(std::move(effect), name, OptFlags::kNone));
sk_careful_memcpy(fp->uniformData(), uniforms->data(), uniformSize);
for (auto& childFP : childFPs) {
fp->addChild(std::move(childFP), /*mergeOptFlags=*/true);
}
if (inputFP) {
fp->setInput(std::move(inputFP));
}
if (destColorFP) {
fp->setDestColorFP(std::move(destColorFP));
}
if (fp->fEffect->usesColorTransform() && dstColorSpace) {
fp->addColorTransformChildren(dstColorSpace.get());
}
return fp;
}
GrFragmentProcessor::OptimizationFlags GrSkSLFP::DetermineOptimizationFlags(
OptFlags of, SkRuntimeEffect* effect) {
OptimizationFlags optFlags = static_cast<OptimizationFlags>(of);
if (SkRuntimeEffectPriv::SupportsConstantOutputForConstantInput(effect)) {
optFlags |= kConstantOutputForConstantInput_OptimizationFlag;
}
return optFlags;
}
GrSkSLFP::GrSkSLFP(sk_sp<SkRuntimeEffect> effect, const char* name, OptFlags optFlags)
: INHERITED(kGrSkSLFP_ClassID, DetermineOptimizationFlags(optFlags, effect.get()))
, fEffect(std::move(effect))
, fName(name)
, fUniformSize(SkToU32(fEffect->uniformSize())) {
std::fill_n(this->specialized(), this->uniformCount(), Specialized::kNo);
if (fEffect->usesSampleCoords()) {
this->setUsesSampleCoordsDirectly();
}
if (fEffect->allowBlender()) {
this->setIsBlendFunction();
}
}
GrSkSLFP::GrSkSLFP(const GrSkSLFP& other)
: INHERITED(other)
, fEffect(other.fEffect)
, fName(other.fName)
, fUniformSize(other.fUniformSize)
, fInputChildIndex(other.fInputChildIndex)
, fDestColorChildIndex(other.fDestColorChildIndex)
, fToLinearSrgbChildIndex(other.fToLinearSrgbChildIndex)
, fFromLinearSrgbChildIndex(other.fFromLinearSrgbChildIndex) {
std::copy_n(other.specialized(), this->uniformCount(), this->specialized());
sk_careful_memcpy(this->uniformData(), other.uniformData(), fUniformSize);
}
void GrSkSLFP::addChild(std::unique_ptr<GrFragmentProcessor> child, bool mergeOptFlags) {
SkASSERTF(fInputChildIndex == -1, "all addChild calls must happen before setInput");
SkASSERTF(fDestColorChildIndex == -1, "all addChild calls must happen before setDestColorFP");
int childIndex = this->numChildProcessors();
SkASSERT((size_t)childIndex < fEffect->fSampleUsages.size());
if (mergeOptFlags) {
this->mergeOptimizationFlags(ProcessorOptimizationFlags(child.get()));
}
this->clearConstantOutputForConstantInputFlag();
this->registerChild(std::move(child), fEffect->fSampleUsages[childIndex]);
}
void GrSkSLFP::setInput(std::unique_ptr<GrFragmentProcessor> input) {
SkASSERTF(fInputChildIndex == -1, "setInput should not be called more than once");
fInputChildIndex = this->numChildProcessors();
SkASSERT((size_t)fInputChildIndex >= fEffect->fSampleUsages.size());
this->mergeOptimizationFlags(ProcessorOptimizationFlags(input.get()));
this->registerChild(std::move(input), SkSL::SampleUsage::PassThrough());
}
void GrSkSLFP::setDestColorFP(std::unique_ptr<GrFragmentProcessor> destColorFP) {
SkASSERTF(fEffect->allowBlender(), "dest colors are only used by blend effects");
SkASSERTF(fDestColorChildIndex == -1, "setDestColorFP should not be called more than once");
fDestColorChildIndex = this->numChildProcessors();
SkASSERT((size_t)fDestColorChildIndex >= fEffect->fSampleUsages.size());
this->mergeOptimizationFlags(ProcessorOptimizationFlags(destColorFP.get()));
this->registerChild(std::move(destColorFP), SkSL::SampleUsage::PassThrough());
}
void GrSkSLFP::addColorTransformChildren(SkColorSpace* dstColorSpace) {
SkASSERTF(fToLinearSrgbChildIndex == -1 && fFromLinearSrgbChildIndex == -1,
"addColorTransformChildren should not be called more than once");
// We use child FPs for the color transforms. They're really just code snippets that get
// invoked, but each one injects a collection of uniforms and helper functions. Doing it
// this way leverages per-FP name mangling to avoid conflicts.
auto workingToLinear = GrColorSpaceXformEffect::Make(nullptr,
dstColorSpace,
kUnpremul_SkAlphaType,
sk_srgb_linear_singleton(),
kUnpremul_SkAlphaType);
auto linearToWorking = GrColorSpaceXformEffect::Make(nullptr,
sk_srgb_linear_singleton(),
kUnpremul_SkAlphaType,
dstColorSpace,
kUnpremul_SkAlphaType);
fToLinearSrgbChildIndex = this->numChildProcessors();
SkASSERT((size_t)fToLinearSrgbChildIndex >= fEffect->fSampleUsages.size());
this->registerChild(std::move(workingToLinear), SkSL::SampleUsage::PassThrough());
fFromLinearSrgbChildIndex = this->numChildProcessors();
SkASSERT((size_t)fFromLinearSrgbChildIndex >= fEffect->fSampleUsages.size());
this->registerChild(std::move(linearToWorking), SkSL::SampleUsage::PassThrough());
}
std::unique_ptr<GrFragmentProcessor::ProgramImpl> GrSkSLFP::onMakeProgramImpl() const {
return std::make_unique<Impl>();
}
void GrSkSLFP::onAddToKey(const GrShaderCaps& caps, skgpu::KeyBuilder* b) const {
// In the unlikely event of a hash collision, we also include the uniform size in the key.
// That ensures that we will (at worst) use the wrong program, but one that expects the same
// amount of uniform data.
b->add32(fEffect->hash());
b->add32(fUniformSize);
const Specialized* specialized = this->specialized();
const uint8_t* uniformData = this->uniformData();
size_t uniformCount = this->uniformCount();
auto iter = fEffect->uniforms().begin();
for (size_t i = 0; i < uniformCount; ++i, ++iter) {
bool specialize = specialized[i] == Specialized::kYes;
b->addBool(specialize, "specialize");
if (specialize) {
b->addBytes(iter->sizeInBytes(), uniformData + iter->offset, iter->name);
}
}
}
bool GrSkSLFP::onIsEqual(const GrFragmentProcessor& other) const {
const GrSkSLFP& sk = other.cast<GrSkSLFP>();
const size_t specializedSize = this->uniformCount() * sizeof(Specialized);
return fEffect->hash() == sk.fEffect->hash() &&
this->uniformCount() == sk.uniformCount() &&
fUniformSize == sk.fUniformSize &&
!sk_careful_memcmp(this->uniformData(),
sk.uniformData(),
fUniformSize + specializedSize);
}
std::unique_ptr<GrFragmentProcessor> GrSkSLFP::clone() const {
return std::unique_ptr<GrFragmentProcessor>(new (UniformPayloadSize(fEffect.get()))
GrSkSLFP(*this));
}
SkPMColor4f GrSkSLFP::constantOutputForConstantInput(const SkPMColor4f& inputColor) const {
SkPMColor4f color = (fInputChildIndex >= 0)
? ConstantOutputForConstantInput(this->childProcessor(fInputChildIndex), inputColor)
: inputColor;
class ConstantOutputForConstantInput_SkRPCallbacks : public SkSL::RP::Callbacks {
public:
bool appendShader(int index) override {
SkDEBUGFAIL("constant-output-for-constant-input unsupported when child shaders present");
return false;
}
bool appendColorFilter(int index) override {
SkDEBUGFAIL("constant-output-for-constant-input unsupported when child shaders present");
return false;
}
bool appendBlender(int index) override {
SkDEBUGFAIL("constant-output-for-constant-input unsupported when child shaders present");
return false;
}
void toLinearSrgb(const void* color) override { /* identity color conversion */ }
void fromLinearSrgb(const void* color) override { /* identity color conversion */ }
};
if (const SkSL::RP::Program* program = fEffect->getRPProgram(/*debugTrace=*/nullptr)) {
// No color conversion is happening here, so we can use untransformed uniforms.
SkSpan<const float> uniforms{reinterpret_cast<const float*>(this->uniformData()),
fUniformSize / sizeof(float)};
SkSTArenaAlloc<2048> alloc; // sufficient for a tiny SkSL program
SkRasterPipeline pipeline(&alloc);
pipeline.appendConstantColor(&alloc, color.vec());
ConstantOutputForConstantInput_SkRPCallbacks callbacks;
if (program->appendStages(&pipeline, &alloc, &callbacks, uniforms)) {
SkPMColor4f outputColor;
SkRasterPipeline_MemoryCtx outputCtx = {&outputColor, 0};
pipeline.append(SkRasterPipelineOp::store_f32, &outputCtx);
pipeline.run(0, 0, 1, 1);
return outputColor;
}
}
// We weren't able to run the Raster Pipeline program.
return color;
}
/**************************************************************************************************/
GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrSkSLFP)
#if defined(GR_TEST_UTILS)
std::unique_ptr<GrFragmentProcessor> GrSkSLFP::TestCreate(GrProcessorTestData* d) {
SkColor colors[SkOverdrawColorFilter::kNumColors];
for (SkColor& c : colors) {
c = d->fRandom->nextU();
}
auto filter = SkOverdrawColorFilter::MakeWithSkColors(colors);
SkSurfaceProps props; // default props for testing
auto [success, fp] = GrFragmentProcessors::Make(
d->context(), filter.get(), /*inputFP=*/nullptr, GrColorInfo{}, props);
SkASSERT(success);
return std::move(fp);
}
#endif