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      1 /*
      2  * Copyright 2018 Google Inc.
      3  *
      4  * Use of this source code is governed by a BSD-style license that can be
      5  * found in the LICENSE file.
      6  */
      7 
      8 #ifndef GrSkSLFP_DEFINED
      9 #define GrSkSLFP_DEFINED
     10 
     11 #include "GrCaps.h"
     12 #include "GrFragmentProcessor.h"
     13 #include "GrCoordTransform.h"
     14 #include "GrShaderCaps.h"
     15 #include "SkSLCompiler.h"
     16 #include "SkSLPipelineStageCodeGenerator.h"
     17 #include "SkRefCnt.h"
     18 #include "../private/GrSkSLFPFactoryCache.h"
     19 #include <atomic>
     20 
     21 #if GR_TEST_UTILS
     22 #define GR_FP_SRC_STRING const char*
     23 #else
     24 #define GR_FP_SRC_STRING static const char*
     25 #endif
     26 
     27 class GrContext;
     28 class GrSkSLFPFactory;
     29 
     30 class GrSkSLFP : public GrFragmentProcessor {
     31 public:
     32     /**
     33      * Returns a new unique identifier. Each different SkSL fragment processor should call
     34      * NewIndex once, statically, and use this index for all calls to Make.
     35      */
     36     static int NewIndex() {
     37         static std::atomic<int> nextIndex{0};
     38         return nextIndex++;
     39     }
     40 
     41     /**
     42      * Creates a new fragment processor from an SkSL source string and a struct of inputs to the
     43      * program. The input struct's type is derived from the 'in' variables in the SkSL source, so
     44      * e.g. the shader:
     45      *
     46      *    in bool dither;
     47      *    in float x;
     48      *    in float y;
     49      *    ....
     50      *
     51      * would expect a pointer to a struct set up like:
     52      *
     53      * struct {
     54      *     bool dither;
     55      *     float x;
     56      *     float y;
     57      * };
     58      *
     59      * As turning SkSL into GLSL / SPIR-V / etc. is fairly expensive, and the output may differ
     60      * based on the inputs, internally the process is divided into two steps: we first parse and
     61      * semantically analyze the SkSL into an internal representation, and then "specialize" this
     62      * internal representation based on the inputs. The unspecialized internal representation of
     63      * the program is cached, so further specializations of the same code are much faster than the
     64      * first call.
     65      *
     66      * This caching is based on the 'index' parameter, which should be derived by statically calling
     67      * 'NewIndex()'. Each given SkSL string should have a single, statically defined index
     68      * associated with it.
     69      */
     70     static std::unique_ptr<GrSkSLFP> Make(
     71                    GrContext* context,
     72                    int index,
     73                    const char* name,
     74                    const char* sksl,
     75                    const void* inputs,
     76                    size_t inputSize);
     77 
     78     const char* name() const override;
     79 
     80     void addChild(std::unique_ptr<GrFragmentProcessor> child);
     81 
     82     std::unique_ptr<GrFragmentProcessor> clone() const override;
     83 
     84 private:
     85     GrSkSLFP(sk_sp<GrSkSLFPFactoryCache> factoryCache, const GrShaderCaps* shaderCaps, int fIndex,
     86              const char* name, const char* sksl, const void* inputs, size_t inputSize);
     87 
     88     GrSkSLFP(const GrSkSLFP& other);
     89 
     90     GrGLSLFragmentProcessor* onCreateGLSLInstance() const override;
     91 
     92     void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override;
     93 
     94     bool onIsEqual(const GrFragmentProcessor&) const override;
     95 
     96     void createFactory() const;
     97 
     98     sk_sp<GrSkSLFPFactoryCache> fFactoryCache;
     99 
    100     const sk_sp<GrShaderCaps> fShaderCaps;
    101 
    102     mutable sk_sp<GrSkSLFPFactory> fFactory;
    103 
    104     int fIndex;
    105 
    106     const char* fName;
    107 
    108     const char* fSkSL;
    109 
    110     const std::unique_ptr<int8_t[]> fInputs;
    111 
    112     size_t fInputSize;
    113 
    114     mutable SkSL::String fKey;
    115 
    116     GR_DECLARE_FRAGMENT_PROCESSOR_TEST
    117 
    118     typedef GrFragmentProcessor INHERITED;
    119 
    120     friend class GrGLSLSkSLFP;
    121 
    122     friend class GrSkSLFPFactory;
    123 };
    124 
    125 /**
    126  * Produces GrFragmentProcessors from SkSL code. As the shader code produced from the SkSL depends
    127  * upon the inputs to the SkSL (static if's, etc.) we first create a factory for a given SkSL
    128  * string, then use that to create the actual GrFragmentProcessor.
    129  */
    130 class GrSkSLFPFactory : public SkNVRefCnt<GrSkSLFPFactory> {
    131 public:
    132     /**
    133      * Constructs a GrSkSLFPFactory for a given SkSL source string. Creating a factory will
    134      * preprocess the SkSL and determine which of its inputs are declared "key" (meaning they cause
    135      * the produced shaders to differ), so it is important to reuse the same factory instance for
    136      * the same shader in order to avoid repeatedly re-parsing the SkSL.
    137      */
    138     GrSkSLFPFactory(const char* name, const GrShaderCaps* shaderCaps, const char* sksl);
    139 
    140     const SkSL::Program* getSpecialization(const SkSL::String& key, const void* inputs,
    141                                            size_t inputSize);
    142 
    143     const char* fName;
    144 
    145     SkSL::Compiler fCompiler;
    146 
    147     std::shared_ptr<SkSL::Program> fBaseProgram;
    148 
    149     std::vector<const SkSL::Variable*> fInputVars;
    150 
    151     std::vector<const SkSL::Variable*> fKeyVars;
    152 
    153     std::unordered_map<SkSL::String, std::unique_ptr<const SkSL::Program>> fSpecializations;
    154 
    155     friend class GrSkSLFP;
    156 };
    157 
    158 #endif
    159