diff options
Diffstat (limited to 'src/gpu/effects/GrSkSLFP.h')
-rw-r--r-- | src/gpu/effects/GrSkSLFP.h | 147 |
1 files changed, 147 insertions, 0 deletions
diff --git a/src/gpu/effects/GrSkSLFP.h b/src/gpu/effects/GrSkSLFP.h new file mode 100644 index 0000000000..428e0892e0 --- /dev/null +++ b/src/gpu/effects/GrSkSLFP.h @@ -0,0 +1,147 @@ +/* + * Copyright 2018 Google Inc. + * + * Use of this source code is governed by a BSD-style license that can be + * found in the LICENSE file. + */ + +#ifndef GrSkSLFP_DEFINED +#define GrSkSLFP_DEFINED + +#include "GrCaps.h" +#include "GrFragmentProcessor.h" +#include "GrCoordTransform.h" +#include "GrShaderCaps.h" +#include "SkSLCompiler.h" +#include "SkSLPipelineStageCodeGenerator.h" +#include "SkRefCnt.h" +#include "../private/GrSkSLFPFactoryCache.h" + +class GrContext; +class GrSkSLFPFactory; + +class GrSkSLFP : public GrFragmentProcessor { +public: + /** + * Returns a new unique identifier. Each different SkSL fragment processor should call + * NewIndex once, statically, and use this index for all calls to Make. + */ + static int NewIndex() { + static int index = 0; + return sk_atomic_inc(&index); + } + + /** + * Creates a new fragment processor from an SkSL source string and a struct of inputs to the + * program. The input struct's type is derived from the 'in' variables in the SkSL source, so + * e.g. the shader: + * + * in bool dither; + * in float x; + * in float y; + * .... + * + * would expect a pointer to a struct set up like: + * + * struct { + * bool dither; + * float x; + * float y; + * }; + * + * As turning SkSL into GLSL / SPIR-V / etc. is fairly expensive, and the output may differ + * based on the inputs, internally the process is divided into two steps: we first parse and + * semantically analyze the SkSL into an internal representation, and then "specialize" this + * internal representation based on the inputs. The unspecialized internal representation of + * the program is cached, so further specializations of the same code are much faster than the + * first call. + * + * This caching is based on the 'index' parameter, which should be derived by statically calling + * 'NewIndex()'. Each given SkSL string should have a single, statically defined index + * associated with it. + */ + static std::unique_ptr<GrFragmentProcessor> Make( + GrContext* context, + int index, + const char* name, + const char* sksl, + const void* inputs, + size_t inputSize); + + const char* name() const override; + + std::unique_ptr<GrFragmentProcessor> clone() const override; + +private: + GrSkSLFP(sk_sp<GrSkSLFPFactoryCache> factoryCache, const GrShaderCaps* shaderCaps, int fIndex, + const char* name, const char* sksl, const void* inputs, size_t inputSize); + + GrSkSLFP(const GrSkSLFP& other); + + GrGLSLFragmentProcessor* onCreateGLSLInstance() const override; + + void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override; + + bool onIsEqual(const GrFragmentProcessor&) const override; + + void createFactory() const; + + sk_sp<GrSkSLFPFactoryCache> fFactoryCache; + + const sk_sp<GrShaderCaps> fShaderCaps; + + mutable sk_sp<GrSkSLFPFactory> fFactory; + + int fIndex; + + const char* fName; + + const char* fSkSL; + + const std::unique_ptr<int8_t[]> fInputs; + + size_t fInputSize; + + mutable SkSL::String fKey; + + GR_DECLARE_FRAGMENT_PROCESSOR_TEST + + typedef GrFragmentProcessor INHERITED; + + friend class GrSkSLFPFactory; +}; + +/** + * Produces GrFragmentProcessors from SkSL code. As the shader code produced from the SkSL depends + * upon the inputs to the SkSL (static if's, etc.) we first create a factory for a given SkSL + * string, then use that to create the actual GrFragmentProcessor. + */ +class GrSkSLFPFactory : public SkNVRefCnt<GrSkSLFPFactory> { +public: + /** + * Constructs a GrSkSLFPFactory for a given SkSL source string. Creating a factory will + * preprocess the SkSL and determine which of its inputs are declared "key" (meaning they cause + * the produced shaders to differ), so it is important to reuse the same factory instance for + * the same shader in order to avoid repeatedly re-parsing the SkSL. + */ + GrSkSLFPFactory(const char* name, const GrShaderCaps* shaderCaps, const char* sksl); + + const SkSL::Program* getSpecialization(const SkSL::String& key, const void* inputs, + size_t inputSize); + + const char* fName; + + SkSL::Compiler fCompiler; + + std::shared_ptr<SkSL::Program> fBaseProgram; + + std::vector<const SkSL::Variable*> fInputVars; + + std::vector<const SkSL::Variable*> fKeyVars; + + std::unordered_map<SkSL::String, std::unique_ptr<const SkSL::Program>> fSpecializations; + + friend class GrSkSLFP; +}; + +#endif |