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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.
*/
#ifndef GrSkSLFP_DEFINED
#define GrSkSLFP_DEFINED
#include "SkTypes.h"
#include "GrCaps.h"
#include "GrFragmentProcessor.h"
#include "GrCoordTransform.h"
#include "GrShaderCaps.h"
#include "SkSLCompiler.h"
#include "SkSLPipelineStageCodeGenerator.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(GrSkSLFPFactory* factory, const void* inputs, size_t inputSize, SkSL::String key)
: INHERITED(kGrSkSLFP_ClassID, kNone_OptimizationFlags)
, fFactory(*factory)
, fInputs(new int8_t[inputSize])
, fInputSize(inputSize)
, fKey(key) {
memcpy(fInputs.get(), inputs, inputSize);
}
GrSkSLFP(const GrSkSLFP& other)
: INHERITED(kGrSkSLFP_ClassID, kNone_OptimizationFlags)
, fFactory(other.fFactory)
, fInputs(new int8_t[other.fInputSize])
, fInputSize(other.fInputSize)
, fKey(other.fKey) {
memcpy(fInputs.get(), other.fInputs.get(), fInputSize);
}
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override;
void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override;
bool onIsEqual(const GrFragmentProcessor&) const override;
GrSkSLFPFactory& fFactory;
const std::unique_ptr<int8_t[]> fInputs;
size_t fInputSize;
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 {
/**
* 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);
std::unique_ptr<GrFragmentProcessor> make(const void* inputs, size_t inputSize);
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;
};
class GrSkSLFPFactoryCache {
public:
GrSkSLFPFactory* get(int index) {
if (index >= (int) fFactories.size()) {
return nullptr;
}
return fFactories[index].get();
}
void set(int index, std::unique_ptr<GrSkSLFPFactory> factory) {
while (index >= (int) fFactories.size()) {
fFactories.emplace_back();
}
fFactories[index] = std::move(factory);
}
private:
std::vector<std::unique_ptr<GrSkSLFPFactory>> fFactories;
};
#endif
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