• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
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      */
NewIndex()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