xref: /aosp_15_r20/external/skia/include/effects/SkRuntimeEffect.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2019 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #ifndef SkRuntimeEffect_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define SkRuntimeEffect_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlender.h"  // IWYU pragma: keep
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorFilter.h"  // IWYU pragma: keep
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkData.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkFlattenable.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSpan.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/SkSLSampleUsage.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkOnce.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTemplates.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTo.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTypeTraits.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "include/sksl/SkSLDebugTrace.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "include/sksl/SkSLVersion.h"
28*c8dee2aaSAndroid Build Coastguard Worker 
29*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef>
30*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
31*c8dee2aaSAndroid Build Coastguard Worker #include <cstring>
32*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
33*c8dee2aaSAndroid Build Coastguard Worker #include <optional>
34*c8dee2aaSAndroid Build Coastguard Worker #include <string>
35*c8dee2aaSAndroid Build Coastguard Worker #include <string_view>
36*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
37*c8dee2aaSAndroid Build Coastguard Worker #include <vector>
38*c8dee2aaSAndroid Build Coastguard Worker 
39*c8dee2aaSAndroid Build Coastguard Worker struct SkIPoint;
40*c8dee2aaSAndroid Build Coastguard Worker 
41*c8dee2aaSAndroid Build Coastguard Worker namespace SkSL {
42*c8dee2aaSAndroid Build Coastguard Worker class DebugTracePriv;
43*c8dee2aaSAndroid Build Coastguard Worker class FunctionDefinition;
44*c8dee2aaSAndroid Build Coastguard Worker struct Program;
45*c8dee2aaSAndroid Build Coastguard Worker enum class ProgramKind : int8_t;
46*c8dee2aaSAndroid Build Coastguard Worker struct ProgramSettings;
47*c8dee2aaSAndroid Build Coastguard Worker }  // namespace SkSL
48*c8dee2aaSAndroid Build Coastguard Worker 
49*c8dee2aaSAndroid Build Coastguard Worker namespace SkSL::RP {
50*c8dee2aaSAndroid Build Coastguard Worker class Program;
51*c8dee2aaSAndroid Build Coastguard Worker }
52*c8dee2aaSAndroid Build Coastguard Worker 
53*c8dee2aaSAndroid Build Coastguard Worker /*
54*c8dee2aaSAndroid Build Coastguard Worker  * SkRuntimeEffect supports creating custom SkShader and SkColorFilter objects using Skia's SkSL
55*c8dee2aaSAndroid Build Coastguard Worker  * shading language.
56*c8dee2aaSAndroid Build Coastguard Worker  *
57*c8dee2aaSAndroid Build Coastguard Worker  * NOTE: This API is experimental and subject to change.
58*c8dee2aaSAndroid Build Coastguard Worker  */
59*c8dee2aaSAndroid Build Coastguard Worker class SK_API SkRuntimeEffect : public SkRefCnt {
60*c8dee2aaSAndroid Build Coastguard Worker public:
61*c8dee2aaSAndroid Build Coastguard Worker     // Reflected description of a uniform variable in the effect's SkSL
62*c8dee2aaSAndroid Build Coastguard Worker     struct SK_API Uniform {
63*c8dee2aaSAndroid Build Coastguard Worker         enum class Type {
64*c8dee2aaSAndroid Build Coastguard Worker             kFloat,
65*c8dee2aaSAndroid Build Coastguard Worker             kFloat2,
66*c8dee2aaSAndroid Build Coastguard Worker             kFloat3,
67*c8dee2aaSAndroid Build Coastguard Worker             kFloat4,
68*c8dee2aaSAndroid Build Coastguard Worker             kFloat2x2,
69*c8dee2aaSAndroid Build Coastguard Worker             kFloat3x3,
70*c8dee2aaSAndroid Build Coastguard Worker             kFloat4x4,
71*c8dee2aaSAndroid Build Coastguard Worker             kInt,
72*c8dee2aaSAndroid Build Coastguard Worker             kInt2,
73*c8dee2aaSAndroid Build Coastguard Worker             kInt3,
74*c8dee2aaSAndroid Build Coastguard Worker             kInt4,
75*c8dee2aaSAndroid Build Coastguard Worker         };
76*c8dee2aaSAndroid Build Coastguard Worker 
77*c8dee2aaSAndroid Build Coastguard Worker         enum Flags {
78*c8dee2aaSAndroid Build Coastguard Worker             // Uniform is declared as an array. 'count' contains array length.
79*c8dee2aaSAndroid Build Coastguard Worker             kArray_Flag = 0x1,
80*c8dee2aaSAndroid Build Coastguard Worker 
81*c8dee2aaSAndroid Build Coastguard Worker             // Uniform is declared with layout(color). Colors should be supplied as unpremultiplied,
82*c8dee2aaSAndroid Build Coastguard Worker             // extended-range (unclamped) sRGB (ie SkColor4f). The uniform will be automatically
83*c8dee2aaSAndroid Build Coastguard Worker             // transformed to unpremultiplied extended-range working-space colors.
84*c8dee2aaSAndroid Build Coastguard Worker             kColor_Flag = 0x2,
85*c8dee2aaSAndroid Build Coastguard Worker 
86*c8dee2aaSAndroid Build Coastguard Worker             // When used with SkMeshSpecification, indicates that the uniform is present in the
87*c8dee2aaSAndroid Build Coastguard Worker             // vertex shader. Not used with SkRuntimeEffect.
88*c8dee2aaSAndroid Build Coastguard Worker             kVertex_Flag = 0x4,
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker             // When used with SkMeshSpecification, indicates that the uniform is present in the
91*c8dee2aaSAndroid Build Coastguard Worker             // fragment shader. Not used with SkRuntimeEffect.
92*c8dee2aaSAndroid Build Coastguard Worker             kFragment_Flag = 0x8,
93*c8dee2aaSAndroid Build Coastguard Worker 
94*c8dee2aaSAndroid Build Coastguard Worker             // This flag indicates that the SkSL uniform uses a medium-precision type
95*c8dee2aaSAndroid Build Coastguard Worker             // (i.e., `half` instead of `float`).
96*c8dee2aaSAndroid Build Coastguard Worker             kHalfPrecision_Flag = 0x10,
97*c8dee2aaSAndroid Build Coastguard Worker         };
98*c8dee2aaSAndroid Build Coastguard Worker 
99*c8dee2aaSAndroid Build Coastguard Worker         std::string_view name;
100*c8dee2aaSAndroid Build Coastguard Worker         size_t           offset;
101*c8dee2aaSAndroid Build Coastguard Worker         Type             type;
102*c8dee2aaSAndroid Build Coastguard Worker         int              count;
103*c8dee2aaSAndroid Build Coastguard Worker         uint32_t         flags;
104*c8dee2aaSAndroid Build Coastguard Worker 
isArrayUniform105*c8dee2aaSAndroid Build Coastguard Worker         bool isArray() const { return SkToBool(this->flags & kArray_Flag); }
isColorUniform106*c8dee2aaSAndroid Build Coastguard Worker         bool isColor() const { return SkToBool(this->flags & kColor_Flag); }
107*c8dee2aaSAndroid Build Coastguard Worker         size_t sizeInBytes() const;
108*c8dee2aaSAndroid Build Coastguard Worker     };
109*c8dee2aaSAndroid Build Coastguard Worker 
110*c8dee2aaSAndroid Build Coastguard Worker     // Reflected description of a uniform child (shader or colorFilter) in the effect's SkSL
111*c8dee2aaSAndroid Build Coastguard Worker     enum class ChildType {
112*c8dee2aaSAndroid Build Coastguard Worker         kShader,
113*c8dee2aaSAndroid Build Coastguard Worker         kColorFilter,
114*c8dee2aaSAndroid Build Coastguard Worker         kBlender,
115*c8dee2aaSAndroid Build Coastguard Worker     };
116*c8dee2aaSAndroid Build Coastguard Worker 
117*c8dee2aaSAndroid Build Coastguard Worker     struct Child {
118*c8dee2aaSAndroid Build Coastguard Worker         std::string_view name;
119*c8dee2aaSAndroid Build Coastguard Worker         ChildType        type;
120*c8dee2aaSAndroid Build Coastguard Worker         int              index;
121*c8dee2aaSAndroid Build Coastguard Worker     };
122*c8dee2aaSAndroid Build Coastguard Worker 
123*c8dee2aaSAndroid Build Coastguard Worker     class Options {
124*c8dee2aaSAndroid Build Coastguard Worker     public:
125*c8dee2aaSAndroid Build Coastguard Worker         // For testing purposes, disables optimization and inlining. (Normally, Runtime Effects
126*c8dee2aaSAndroid Build Coastguard Worker         // don't run the inliner directly, but they still get an inlining pass once they are
127*c8dee2aaSAndroid Build Coastguard Worker         // painted.)
128*c8dee2aaSAndroid Build Coastguard Worker         bool forceUnoptimized = false;
129*c8dee2aaSAndroid Build Coastguard Worker 
130*c8dee2aaSAndroid Build Coastguard Worker     private:
131*c8dee2aaSAndroid Build Coastguard Worker         friend class SkRuntimeEffect;
132*c8dee2aaSAndroid Build Coastguard Worker         friend class SkRuntimeEffectPriv;
133*c8dee2aaSAndroid Build Coastguard Worker 
134*c8dee2aaSAndroid Build Coastguard Worker         // This flag allows Runtime Effects to access Skia implementation details like sk_FragCoord
135*c8dee2aaSAndroid Build Coastguard Worker         // and functions with private identifiers (e.g. $rgb_to_hsl).
136*c8dee2aaSAndroid Build Coastguard Worker         bool allowPrivateAccess = false;
137*c8dee2aaSAndroid Build Coastguard Worker         // When not 0, this field allows Skia to assign a stable key to a known runtime effect
138*c8dee2aaSAndroid Build Coastguard Worker         uint32_t fStableKey = 0;
139*c8dee2aaSAndroid Build Coastguard Worker 
140*c8dee2aaSAndroid Build Coastguard Worker         // TODO(skia:11209) - Replace this with a promised SkCapabilities?
141*c8dee2aaSAndroid Build Coastguard Worker         // This flag lifts the ES2 restrictions on Runtime Effects that are gated by the
142*c8dee2aaSAndroid Build Coastguard Worker         // `strictES2Mode` check. Be aware that the software renderer and pipeline-stage effect are
143*c8dee2aaSAndroid Build Coastguard Worker         // still largely ES3-unaware and can still fail or crash if post-ES2 features are used.
144*c8dee2aaSAndroid Build Coastguard Worker         // This is only intended for use by tests and certain internally created effects.
145*c8dee2aaSAndroid Build Coastguard Worker         SkSL::Version maxVersionAllowed = SkSL::Version::k100;
146*c8dee2aaSAndroid Build Coastguard Worker     };
147*c8dee2aaSAndroid Build Coastguard Worker 
148*c8dee2aaSAndroid Build Coastguard Worker     // If the effect is compiled successfully, `effect` will be non-null.
149*c8dee2aaSAndroid Build Coastguard Worker     // Otherwise, `errorText` will contain the reason for failure.
150*c8dee2aaSAndroid Build Coastguard Worker     struct Result {
151*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<SkRuntimeEffect> effect;
152*c8dee2aaSAndroid Build Coastguard Worker         SkString errorText;
153*c8dee2aaSAndroid Build Coastguard Worker     };
154*c8dee2aaSAndroid Build Coastguard Worker 
155*c8dee2aaSAndroid Build Coastguard Worker     // MakeForColorFilter and MakeForShader verify that the SkSL code is valid for those stages of
156*c8dee2aaSAndroid Build Coastguard Worker     // the Skia pipeline. In all of the signatures described below, color parameters and return
157*c8dee2aaSAndroid Build Coastguard Worker     // values are flexible. They are listed as being 'vec4', but they can also be 'half4' or
158*c8dee2aaSAndroid Build Coastguard Worker     // 'float4'. ('vec4' is an alias for 'float4').
159*c8dee2aaSAndroid Build Coastguard Worker 
160*c8dee2aaSAndroid Build Coastguard Worker     // We can't use a default argument for `options` due to a bug in Clang.
161*c8dee2aaSAndroid Build Coastguard Worker     // https://bugs.llvm.org/show_bug.cgi?id=36684
162*c8dee2aaSAndroid Build Coastguard Worker 
163*c8dee2aaSAndroid Build Coastguard Worker     // Color filter SkSL requires an entry point that looks like:
164*c8dee2aaSAndroid Build Coastguard Worker     //     vec4 main(vec4 inColor) { ... }
165*c8dee2aaSAndroid Build Coastguard Worker     //     https://fiddle.skia.org/c/@runtimeeffect_colorfilter_grid
166*c8dee2aaSAndroid Build Coastguard Worker     static Result MakeForColorFilter(SkString sksl, const Options&);
MakeForColorFilter(SkString sksl)167*c8dee2aaSAndroid Build Coastguard Worker     static Result MakeForColorFilter(SkString sksl) {
168*c8dee2aaSAndroid Build Coastguard Worker         return MakeForColorFilter(std::move(sksl), Options{});
169*c8dee2aaSAndroid Build Coastguard Worker     }
170*c8dee2aaSAndroid Build Coastguard Worker 
171*c8dee2aaSAndroid Build Coastguard Worker     // Shader SkSL requires an entry point that looks like:
172*c8dee2aaSAndroid Build Coastguard Worker     //     vec4 main(vec2 inCoords) { ... }
173*c8dee2aaSAndroid Build Coastguard Worker     // The color that is returned should be premultiplied.
174*c8dee2aaSAndroid Build Coastguard Worker     static Result MakeForShader(SkString sksl, const Options&);
MakeForShader(SkString sksl)175*c8dee2aaSAndroid Build Coastguard Worker     static Result MakeForShader(SkString sksl) {
176*c8dee2aaSAndroid Build Coastguard Worker         return MakeForShader(std::move(sksl), Options{});
177*c8dee2aaSAndroid Build Coastguard Worker     }
178*c8dee2aaSAndroid Build Coastguard Worker 
179*c8dee2aaSAndroid Build Coastguard Worker     // Blend SkSL requires an entry point that looks like:
180*c8dee2aaSAndroid Build Coastguard Worker     //     vec4 main(vec4 srcColor, vec4 dstColor) { ... }
181*c8dee2aaSAndroid Build Coastguard Worker     static Result MakeForBlender(SkString sksl, const Options&);
MakeForBlender(SkString sksl)182*c8dee2aaSAndroid Build Coastguard Worker     static Result MakeForBlender(SkString sksl) {
183*c8dee2aaSAndroid Build Coastguard Worker         return MakeForBlender(std::move(sksl), Options{});
184*c8dee2aaSAndroid Build Coastguard Worker     }
185*c8dee2aaSAndroid Build Coastguard Worker 
186*c8dee2aaSAndroid Build Coastguard Worker     // Object that allows passing a SkShader, SkColorFilter or SkBlender as a child
187*c8dee2aaSAndroid Build Coastguard Worker     class SK_API ChildPtr {
188*c8dee2aaSAndroid Build Coastguard Worker     public:
189*c8dee2aaSAndroid Build Coastguard Worker         ChildPtr() = default;
ChildPtr(sk_sp<SkShader> s)190*c8dee2aaSAndroid Build Coastguard Worker         ChildPtr(sk_sp<SkShader> s) : fChild(std::move(s)) {}
ChildPtr(sk_sp<SkColorFilter> cf)191*c8dee2aaSAndroid Build Coastguard Worker         ChildPtr(sk_sp<SkColorFilter> cf) : fChild(std::move(cf)) {}
ChildPtr(sk_sp<SkBlender> b)192*c8dee2aaSAndroid Build Coastguard Worker         ChildPtr(sk_sp<SkBlender> b) : fChild(std::move(b)) {}
193*c8dee2aaSAndroid Build Coastguard Worker 
194*c8dee2aaSAndroid Build Coastguard Worker         // Asserts that the flattenable is either null, or one of the legal derived types
195*c8dee2aaSAndroid Build Coastguard Worker         ChildPtr(sk_sp<SkFlattenable> f);
196*c8dee2aaSAndroid Build Coastguard Worker 
197*c8dee2aaSAndroid Build Coastguard Worker         std::optional<ChildType> type() const;
198*c8dee2aaSAndroid Build Coastguard Worker 
199*c8dee2aaSAndroid Build Coastguard Worker         SkShader* shader() const;
200*c8dee2aaSAndroid Build Coastguard Worker         SkColorFilter* colorFilter() const;
201*c8dee2aaSAndroid Build Coastguard Worker         SkBlender* blender() const;
flattenable()202*c8dee2aaSAndroid Build Coastguard Worker         SkFlattenable* flattenable() const { return fChild.get(); }
203*c8dee2aaSAndroid Build Coastguard Worker 
204*c8dee2aaSAndroid Build Coastguard Worker         using sk_is_trivially_relocatable = std::true_type;
205*c8dee2aaSAndroid Build Coastguard Worker 
206*c8dee2aaSAndroid Build Coastguard Worker     private:
207*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<SkFlattenable> fChild;
208*c8dee2aaSAndroid Build Coastguard Worker 
209*c8dee2aaSAndroid Build Coastguard Worker         static_assert(::sk_is_trivially_relocatable<decltype(fChild)>::value);
210*c8dee2aaSAndroid Build Coastguard Worker     };
211*c8dee2aaSAndroid Build Coastguard Worker 
212*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkShader> makeShader(sk_sp<const SkData> uniforms,
213*c8dee2aaSAndroid Build Coastguard Worker                                sk_sp<SkShader> children[],
214*c8dee2aaSAndroid Build Coastguard Worker                                size_t childCount,
215*c8dee2aaSAndroid Build Coastguard Worker                                const SkMatrix* localMatrix = nullptr) const;
216*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkShader> makeShader(sk_sp<const SkData> uniforms,
217*c8dee2aaSAndroid Build Coastguard Worker                                SkSpan<const ChildPtr> children,
218*c8dee2aaSAndroid Build Coastguard Worker                                const SkMatrix* localMatrix = nullptr) const;
219*c8dee2aaSAndroid Build Coastguard Worker 
220*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkColorFilter> makeColorFilter(sk_sp<const SkData> uniforms) const;
221*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkColorFilter> makeColorFilter(sk_sp<const SkData> uniforms,
222*c8dee2aaSAndroid Build Coastguard Worker                                          sk_sp<SkColorFilter> children[],
223*c8dee2aaSAndroid Build Coastguard Worker                                          size_t childCount) const;
224*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkColorFilter> makeColorFilter(sk_sp<const SkData> uniforms,
225*c8dee2aaSAndroid Build Coastguard Worker                                          SkSpan<const ChildPtr> children) const;
226*c8dee2aaSAndroid Build Coastguard Worker 
227*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkBlender> makeBlender(sk_sp<const SkData> uniforms,
228*c8dee2aaSAndroid Build Coastguard Worker                                  SkSpan<const ChildPtr> children = {}) const;
229*c8dee2aaSAndroid Build Coastguard Worker 
230*c8dee2aaSAndroid Build Coastguard Worker     /**
231*c8dee2aaSAndroid Build Coastguard Worker      * Creates a new Runtime Effect patterned after an already-existing one. The new shader behaves
232*c8dee2aaSAndroid Build Coastguard Worker      * like the original, but also creates a debug trace of its execution at the requested
233*c8dee2aaSAndroid Build Coastguard Worker      * coordinate. After painting with this shader, the associated DebugTrace object will contain a
234*c8dee2aaSAndroid Build Coastguard Worker      * shader execution trace. Call `writeTrace` on the debug trace object to generate a full trace
235*c8dee2aaSAndroid Build Coastguard Worker      * suitable for a debugger, or call `dump` to emit a human-readable trace.
236*c8dee2aaSAndroid Build Coastguard Worker      *
237*c8dee2aaSAndroid Build Coastguard Worker      * Debug traces are only supported on a raster (non-GPU) canvas.
238*c8dee2aaSAndroid Build Coastguard Worker 
239*c8dee2aaSAndroid Build Coastguard Worker      * Debug traces are currently only supported on shaders. Color filter and blender tracing is a
240*c8dee2aaSAndroid Build Coastguard Worker      * work-in-progress.
241*c8dee2aaSAndroid Build Coastguard Worker      */
242*c8dee2aaSAndroid Build Coastguard Worker     struct TracedShader {
243*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<SkShader> shader;
244*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<SkSL::DebugTrace> debugTrace;
245*c8dee2aaSAndroid Build Coastguard Worker     };
246*c8dee2aaSAndroid Build Coastguard Worker     static TracedShader MakeTraced(sk_sp<SkShader> shader, const SkIPoint& traceCoord);
247*c8dee2aaSAndroid Build Coastguard Worker 
248*c8dee2aaSAndroid Build Coastguard Worker     // Returns the SkSL source of the runtime effect shader.
249*c8dee2aaSAndroid Build Coastguard Worker     const std::string& source() const;
250*c8dee2aaSAndroid Build Coastguard Worker 
251*c8dee2aaSAndroid Build Coastguard Worker     // Combined size of all 'uniform' variables. When calling makeColorFilter or makeShader,
252*c8dee2aaSAndroid Build Coastguard Worker     // provide an SkData of this size, containing values for all of those variables.
253*c8dee2aaSAndroid Build Coastguard Worker     size_t uniformSize() const;
254*c8dee2aaSAndroid Build Coastguard Worker 
uniforms()255*c8dee2aaSAndroid Build Coastguard Worker     SkSpan<const Uniform> uniforms() const { return SkSpan(fUniforms); }
children()256*c8dee2aaSAndroid Build Coastguard Worker     SkSpan<const Child> children() const { return SkSpan(fChildren); }
257*c8dee2aaSAndroid Build Coastguard Worker 
258*c8dee2aaSAndroid Build Coastguard Worker     // Returns pointer to the named uniform variable's description, or nullptr if not found
259*c8dee2aaSAndroid Build Coastguard Worker     const Uniform* findUniform(std::string_view name) const;
260*c8dee2aaSAndroid Build Coastguard Worker 
261*c8dee2aaSAndroid Build Coastguard Worker     // Returns pointer to the named child's description, or nullptr if not found
262*c8dee2aaSAndroid Build Coastguard Worker     const Child* findChild(std::string_view name) const;
263*c8dee2aaSAndroid Build Coastguard Worker 
264*c8dee2aaSAndroid Build Coastguard Worker     // Allows the runtime effect type to be identified.
allowShader()265*c8dee2aaSAndroid Build Coastguard Worker     bool allowShader()        const { return (fFlags & kAllowShader_Flag);        }
allowColorFilter()266*c8dee2aaSAndroid Build Coastguard Worker     bool allowColorFilter()   const { return (fFlags & kAllowColorFilter_Flag);   }
allowBlender()267*c8dee2aaSAndroid Build Coastguard Worker     bool allowBlender()       const { return (fFlags & kAllowBlender_Flag);       }
268*c8dee2aaSAndroid Build Coastguard Worker 
269*c8dee2aaSAndroid Build Coastguard Worker     static void RegisterFlattenables();
270*c8dee2aaSAndroid Build Coastguard Worker     ~SkRuntimeEffect() override;
271*c8dee2aaSAndroid Build Coastguard Worker 
272*c8dee2aaSAndroid Build Coastguard Worker private:
273*c8dee2aaSAndroid Build Coastguard Worker     enum Flags {
274*c8dee2aaSAndroid Build Coastguard Worker         kUsesSampleCoords_Flag    = 0x001,
275*c8dee2aaSAndroid Build Coastguard Worker         kAllowColorFilter_Flag    = 0x002,
276*c8dee2aaSAndroid Build Coastguard Worker         kAllowShader_Flag         = 0x004,
277*c8dee2aaSAndroid Build Coastguard Worker         kAllowBlender_Flag        = 0x008,
278*c8dee2aaSAndroid Build Coastguard Worker         kSamplesOutsideMain_Flag  = 0x010,
279*c8dee2aaSAndroid Build Coastguard Worker         kUsesColorTransform_Flag  = 0x020,
280*c8dee2aaSAndroid Build Coastguard Worker         kAlwaysOpaque_Flag        = 0x040,
281*c8dee2aaSAndroid Build Coastguard Worker         kAlphaUnchanged_Flag      = 0x080,
282*c8dee2aaSAndroid Build Coastguard Worker         kDisableOptimization_Flag = 0x100,
283*c8dee2aaSAndroid Build Coastguard Worker     };
284*c8dee2aaSAndroid Build Coastguard Worker 
285*c8dee2aaSAndroid Build Coastguard Worker     SkRuntimeEffect(std::unique_ptr<SkSL::Program> baseProgram,
286*c8dee2aaSAndroid Build Coastguard Worker                     const Options& options,
287*c8dee2aaSAndroid Build Coastguard Worker                     const SkSL::FunctionDefinition& main,
288*c8dee2aaSAndroid Build Coastguard Worker                     std::vector<Uniform>&& uniforms,
289*c8dee2aaSAndroid Build Coastguard Worker                     std::vector<Child>&& children,
290*c8dee2aaSAndroid Build Coastguard Worker                     std::vector<SkSL::SampleUsage>&& sampleUsages,
291*c8dee2aaSAndroid Build Coastguard Worker                     uint32_t flags);
292*c8dee2aaSAndroid Build Coastguard Worker 
293*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkRuntimeEffect> makeUnoptimizedClone();
294*c8dee2aaSAndroid Build Coastguard Worker 
295*c8dee2aaSAndroid Build Coastguard Worker     static Result MakeFromSource(SkString sksl, const Options& options, SkSL::ProgramKind kind);
296*c8dee2aaSAndroid Build Coastguard Worker 
297*c8dee2aaSAndroid Build Coastguard Worker     static Result MakeInternal(std::unique_ptr<SkSL::Program> program,
298*c8dee2aaSAndroid Build Coastguard Worker                                const Options& options,
299*c8dee2aaSAndroid Build Coastguard Worker                                SkSL::ProgramKind kind);
300*c8dee2aaSAndroid Build Coastguard Worker 
301*c8dee2aaSAndroid Build Coastguard Worker     static SkSL::ProgramSettings MakeSettings(const Options& options);
302*c8dee2aaSAndroid Build Coastguard Worker 
hash()303*c8dee2aaSAndroid Build Coastguard Worker     uint32_t hash() const { return fHash; }
usesSampleCoords()304*c8dee2aaSAndroid Build Coastguard Worker     bool usesSampleCoords()   const { return (fFlags & kUsesSampleCoords_Flag);   }
samplesOutsideMain()305*c8dee2aaSAndroid Build Coastguard Worker     bool samplesOutsideMain() const { return (fFlags & kSamplesOutsideMain_Flag); }
usesColorTransform()306*c8dee2aaSAndroid Build Coastguard Worker     bool usesColorTransform() const { return (fFlags & kUsesColorTransform_Flag); }
alwaysOpaque()307*c8dee2aaSAndroid Build Coastguard Worker     bool alwaysOpaque()       const { return (fFlags & kAlwaysOpaque_Flag);       }
isAlphaUnchanged()308*c8dee2aaSAndroid Build Coastguard Worker     bool isAlphaUnchanged()   const { return (fFlags & kAlphaUnchanged_Flag);     }
309*c8dee2aaSAndroid Build Coastguard Worker 
310*c8dee2aaSAndroid Build Coastguard Worker     const SkSL::RP::Program* getRPProgram(SkSL::DebugTracePriv* debugTrace) const;
311*c8dee2aaSAndroid Build Coastguard Worker 
312*c8dee2aaSAndroid Build Coastguard Worker     friend class GrSkSLFP;              // usesColorTransform
313*c8dee2aaSAndroid Build Coastguard Worker     friend class SkRuntimeShader;       // fBaseProgram, fMain, fSampleUsages, getRPProgram()
314*c8dee2aaSAndroid Build Coastguard Worker     friend class SkRuntimeBlender;      //
315*c8dee2aaSAndroid Build Coastguard Worker     friend class SkRuntimeColorFilter;  //
316*c8dee2aaSAndroid Build Coastguard Worker 
317*c8dee2aaSAndroid Build Coastguard Worker     friend class SkRuntimeEffectPriv;
318*c8dee2aaSAndroid Build Coastguard Worker 
319*c8dee2aaSAndroid Build Coastguard Worker     uint32_t fHash;
320*c8dee2aaSAndroid Build Coastguard Worker     uint32_t fStableKey;
321*c8dee2aaSAndroid Build Coastguard Worker 
322*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<SkSL::Program> fBaseProgram;
323*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<SkSL::RP::Program> fRPProgram;
324*c8dee2aaSAndroid Build Coastguard Worker     mutable SkOnce fCompileRPProgramOnce;
325*c8dee2aaSAndroid Build Coastguard Worker     const SkSL::FunctionDefinition& fMain;
326*c8dee2aaSAndroid Build Coastguard Worker     std::vector<Uniform> fUniforms;
327*c8dee2aaSAndroid Build Coastguard Worker     std::vector<Child> fChildren;
328*c8dee2aaSAndroid Build Coastguard Worker     std::vector<SkSL::SampleUsage> fSampleUsages;
329*c8dee2aaSAndroid Build Coastguard Worker 
330*c8dee2aaSAndroid Build Coastguard Worker     uint32_t fFlags;  // Flags
331*c8dee2aaSAndroid Build Coastguard Worker };
332*c8dee2aaSAndroid Build Coastguard Worker 
333*c8dee2aaSAndroid Build Coastguard Worker /**
334*c8dee2aaSAndroid Build Coastguard Worker  * SkRuntimeEffectBuilder is a utility to simplify creating SkShader, SkColorFilter, and SkBlender
335*c8dee2aaSAndroid Build Coastguard Worker  * objects from SkRuntimeEffects.
336*c8dee2aaSAndroid Build Coastguard Worker  *
337*c8dee2aaSAndroid Build Coastguard Worker  * NOTE: Like SkRuntimeEffect, this API is experimental and subject to change!
338*c8dee2aaSAndroid Build Coastguard Worker  *
339*c8dee2aaSAndroid Build Coastguard Worker  * Given an SkRuntimeEffect, the SkRuntimeEffectBuilder manages creating an input data block and
340*c8dee2aaSAndroid Build Coastguard Worker  * provides named access to the 'uniform' variables in that block, as well as named access
341*c8dee2aaSAndroid Build Coastguard Worker  * to a list of child shader slots. Usage:
342*c8dee2aaSAndroid Build Coastguard Worker  *
343*c8dee2aaSAndroid Build Coastguard Worker  *   sk_sp<SkRuntimeEffect> effect = ...;
344*c8dee2aaSAndroid Build Coastguard Worker  *   SkRuntimeEffectBuilder builder(effect);
345*c8dee2aaSAndroid Build Coastguard Worker  *   builder.uniform("some_uniform_float")  = 3.14f;
346*c8dee2aaSAndroid Build Coastguard Worker  *   builder.uniform("some_uniform_matrix") = SkM44::Rotate(...);
347*c8dee2aaSAndroid Build Coastguard Worker  *   builder.child("some_child_effect")     = mySkImage->makeShader(...);
348*c8dee2aaSAndroid Build Coastguard Worker  *   ...
349*c8dee2aaSAndroid Build Coastguard Worker  *   sk_sp<SkShader> shader = builder.makeShader(nullptr, false);
350*c8dee2aaSAndroid Build Coastguard Worker  *
351*c8dee2aaSAndroid Build Coastguard Worker  * Upon calling makeShader, makeColorFilter, or makeBlender, the builder will check the validity
352*c8dee2aaSAndroid Build Coastguard Worker  * of the SkSL to see if the entry point is correct.
353*c8dee2aaSAndroid Build Coastguard Worker  *
354*c8dee2aaSAndroid Build Coastguard Worker  * Note that SkRuntimeEffectBuilder is built entirely on the public API of SkRuntimeEffect,
355*c8dee2aaSAndroid Build Coastguard Worker  * so can be used as-is or serve as inspiration for other interfaces or binding techniques.
356*c8dee2aaSAndroid Build Coastguard Worker  */
357*c8dee2aaSAndroid Build Coastguard Worker class SK_API SkRuntimeEffectBuilder {
358*c8dee2aaSAndroid Build Coastguard Worker public:
SkRuntimeEffectBuilder(sk_sp<SkRuntimeEffect> effect)359*c8dee2aaSAndroid Build Coastguard Worker     explicit SkRuntimeEffectBuilder(sk_sp<SkRuntimeEffect> effect)
360*c8dee2aaSAndroid Build Coastguard Worker             : fEffect(std::move(effect))
361*c8dee2aaSAndroid Build Coastguard Worker             , fUniforms(SkData::MakeZeroInitialized(fEffect->uniformSize()))
362*c8dee2aaSAndroid Build Coastguard Worker             , fChildren(fEffect->children().size()) {}
SkRuntimeEffectBuilder(sk_sp<SkRuntimeEffect> effect,sk_sp<SkData> uniforms)363*c8dee2aaSAndroid Build Coastguard Worker     explicit SkRuntimeEffectBuilder(sk_sp<SkRuntimeEffect> effect, sk_sp<SkData> uniforms)
364*c8dee2aaSAndroid Build Coastguard Worker             : fEffect(std::move(effect))
365*c8dee2aaSAndroid Build Coastguard Worker             , fUniforms(std::move(uniforms))
366*c8dee2aaSAndroid Build Coastguard Worker             , fChildren(fEffect->children().size()) {}
367*c8dee2aaSAndroid Build Coastguard Worker 
368*c8dee2aaSAndroid Build Coastguard Worker     // This is currently required by Android Framework but may go away if that dependency
369*c8dee2aaSAndroid Build Coastguard Worker     // can be removed.
370*c8dee2aaSAndroid Build Coastguard Worker     SkRuntimeEffectBuilder(const SkRuntimeEffectBuilder&) = default;
371*c8dee2aaSAndroid Build Coastguard Worker 
372*c8dee2aaSAndroid Build Coastguard Worker     struct BuilderUniform {
373*c8dee2aaSAndroid Build Coastguard Worker         // Copy 'val' to this variable. No type conversion is performed - 'val' must be same
374*c8dee2aaSAndroid Build Coastguard Worker         // size as expected by the effect. Information about the variable can be queried by
375*c8dee2aaSAndroid Build Coastguard Worker         // looking at fVar. If the size is incorrect, no copy will be performed, and debug
376*c8dee2aaSAndroid Build Coastguard Worker         // builds will abort. If this is the result of querying a missing variable, fVar will
377*c8dee2aaSAndroid Build Coastguard Worker         // be nullptr, and assigning will also do nothing (and abort in debug builds).
378*c8dee2aaSAndroid Build Coastguard Worker         template <typename T>
379*c8dee2aaSAndroid Build Coastguard Worker         std::enable_if_t<std::is_trivially_copyable<T>::value, BuilderUniform&> operator=(
380*c8dee2aaSAndroid Build Coastguard Worker                 const T& val) {
381*c8dee2aaSAndroid Build Coastguard Worker             if (!fVar) {
382*c8dee2aaSAndroid Build Coastguard Worker                 SkDEBUGFAIL("Assigning to missing variable");
383*c8dee2aaSAndroid Build Coastguard Worker             } else if (sizeof(val) != fVar->sizeInBytes()) {
384*c8dee2aaSAndroid Build Coastguard Worker                 SkDEBUGFAIL("Incorrect value size");
385*c8dee2aaSAndroid Build Coastguard Worker             } else {
386*c8dee2aaSAndroid Build Coastguard Worker                 memcpy(SkTAddOffset<void>(fOwner->writableUniformData(), fVar->offset),
387*c8dee2aaSAndroid Build Coastguard Worker                        &val, sizeof(val));
388*c8dee2aaSAndroid Build Coastguard Worker             }
389*c8dee2aaSAndroid Build Coastguard Worker             return *this;
390*c8dee2aaSAndroid Build Coastguard Worker         }
391*c8dee2aaSAndroid Build Coastguard Worker 
392*c8dee2aaSAndroid Build Coastguard Worker         BuilderUniform& operator=(const SkMatrix& val) {
393*c8dee2aaSAndroid Build Coastguard Worker             if (!fVar) {
394*c8dee2aaSAndroid Build Coastguard Worker                 SkDEBUGFAIL("Assigning to missing variable");
395*c8dee2aaSAndroid Build Coastguard Worker             } else if (fVar->sizeInBytes() != 9 * sizeof(float)) {
396*c8dee2aaSAndroid Build Coastguard Worker                 SkDEBUGFAIL("Incorrect value size");
397*c8dee2aaSAndroid Build Coastguard Worker             } else {
398*c8dee2aaSAndroid Build Coastguard Worker                 float* data = SkTAddOffset<float>(fOwner->writableUniformData(),
399*c8dee2aaSAndroid Build Coastguard Worker                                                   (ptrdiff_t)fVar->offset);
400*c8dee2aaSAndroid Build Coastguard Worker                 data[0] = val.get(0); data[1] = val.get(3); data[2] = val.get(6);
401*c8dee2aaSAndroid Build Coastguard Worker                 data[3] = val.get(1); data[4] = val.get(4); data[5] = val.get(7);
402*c8dee2aaSAndroid Build Coastguard Worker                 data[6] = val.get(2); data[7] = val.get(5); data[8] = val.get(8);
403*c8dee2aaSAndroid Build Coastguard Worker             }
404*c8dee2aaSAndroid Build Coastguard Worker             return *this;
405*c8dee2aaSAndroid Build Coastguard Worker         }
406*c8dee2aaSAndroid Build Coastguard Worker 
407*c8dee2aaSAndroid Build Coastguard Worker         template <typename T>
setBuilderUniform408*c8dee2aaSAndroid Build Coastguard Worker         bool set(const T val[], const int count) {
409*c8dee2aaSAndroid Build Coastguard Worker             static_assert(std::is_trivially_copyable<T>::value, "Value must be trivial copyable");
410*c8dee2aaSAndroid Build Coastguard Worker             if (!fVar) {
411*c8dee2aaSAndroid Build Coastguard Worker                 SkDEBUGFAIL("Assigning to missing variable");
412*c8dee2aaSAndroid Build Coastguard Worker                 return false;
413*c8dee2aaSAndroid Build Coastguard Worker             } else if (sizeof(T) * count != fVar->sizeInBytes()) {
414*c8dee2aaSAndroid Build Coastguard Worker                 SkDEBUGFAIL("Incorrect value size");
415*c8dee2aaSAndroid Build Coastguard Worker                 return false;
416*c8dee2aaSAndroid Build Coastguard Worker             } else {
417*c8dee2aaSAndroid Build Coastguard Worker                 memcpy(SkTAddOffset<void>(fOwner->writableUniformData(), fVar->offset),
418*c8dee2aaSAndroid Build Coastguard Worker                        val, sizeof(T) * count);
419*c8dee2aaSAndroid Build Coastguard Worker             }
420*c8dee2aaSAndroid Build Coastguard Worker             return true;
421*c8dee2aaSAndroid Build Coastguard Worker         }
422*c8dee2aaSAndroid Build Coastguard Worker 
423*c8dee2aaSAndroid Build Coastguard Worker         SkRuntimeEffectBuilder*         fOwner;
424*c8dee2aaSAndroid Build Coastguard Worker         const SkRuntimeEffect::Uniform* fVar;    // nullptr if the variable was not found
425*c8dee2aaSAndroid Build Coastguard Worker     };
426*c8dee2aaSAndroid Build Coastguard Worker 
427*c8dee2aaSAndroid Build Coastguard Worker     struct BuilderChild {
428*c8dee2aaSAndroid Build Coastguard Worker         template <typename T> BuilderChild& operator=(sk_sp<T> val) {
429*c8dee2aaSAndroid Build Coastguard Worker             if (!fChild) {
430*c8dee2aaSAndroid Build Coastguard Worker                 SkDEBUGFAIL("Assigning to missing child");
431*c8dee2aaSAndroid Build Coastguard Worker             } else {
432*c8dee2aaSAndroid Build Coastguard Worker                 fOwner->fChildren[(size_t)fChild->index] = std::move(val);
433*c8dee2aaSAndroid Build Coastguard Worker             }
434*c8dee2aaSAndroid Build Coastguard Worker             return *this;
435*c8dee2aaSAndroid Build Coastguard Worker         }
436*c8dee2aaSAndroid Build Coastguard Worker 
437*c8dee2aaSAndroid Build Coastguard Worker         BuilderChild& operator=(std::nullptr_t) {
438*c8dee2aaSAndroid Build Coastguard Worker             if (!fChild) {
439*c8dee2aaSAndroid Build Coastguard Worker                 SkDEBUGFAIL("Assigning to missing child");
440*c8dee2aaSAndroid Build Coastguard Worker             } else {
441*c8dee2aaSAndroid Build Coastguard Worker                 fOwner->fChildren[(size_t)fChild->index] = SkRuntimeEffect::ChildPtr{};
442*c8dee2aaSAndroid Build Coastguard Worker             }
443*c8dee2aaSAndroid Build Coastguard Worker             return *this;
444*c8dee2aaSAndroid Build Coastguard Worker         }
445*c8dee2aaSAndroid Build Coastguard Worker 
446*c8dee2aaSAndroid Build Coastguard Worker         SkRuntimeEffectBuilder*       fOwner;
447*c8dee2aaSAndroid Build Coastguard Worker         const SkRuntimeEffect::Child* fChild;  // nullptr if the child was not found
448*c8dee2aaSAndroid Build Coastguard Worker     };
449*c8dee2aaSAndroid Build Coastguard Worker 
effect()450*c8dee2aaSAndroid Build Coastguard Worker     const SkRuntimeEffect* effect() const { return fEffect.get(); }
451*c8dee2aaSAndroid Build Coastguard Worker 
uniform(std::string_view name)452*c8dee2aaSAndroid Build Coastguard Worker     BuilderUniform uniform(std::string_view name) { return { this, fEffect->findUniform(name) }; }
child(std::string_view name)453*c8dee2aaSAndroid Build Coastguard Worker     BuilderChild child(std::string_view name) { return { this, fEffect->findChild(name) }; }
454*c8dee2aaSAndroid Build Coastguard Worker 
455*c8dee2aaSAndroid Build Coastguard Worker     // Get access to the collated uniforms and children (in the order expected by APIs like
456*c8dee2aaSAndroid Build Coastguard Worker     // makeShader on the effect):
uniforms()457*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<const SkData> uniforms() const { return fUniforms; }
children()458*c8dee2aaSAndroid Build Coastguard Worker     SkSpan<const SkRuntimeEffect::ChildPtr> children() const { return fChildren; }
459*c8dee2aaSAndroid Build Coastguard Worker 
460*c8dee2aaSAndroid Build Coastguard Worker     // Build methods, at this point checks are made to ensure the SkSL entry point `main` is correct
461*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkShader> makeShader(const SkMatrix* localMatrix = nullptr) const;
462*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkColorFilter> makeColorFilter() const;
463*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkBlender> makeBlender() const;
464*c8dee2aaSAndroid Build Coastguard Worker 
465*c8dee2aaSAndroid Build Coastguard Worker     ~SkRuntimeEffectBuilder() = default;
466*c8dee2aaSAndroid Build Coastguard Worker 
467*c8dee2aaSAndroid Build Coastguard Worker protected:
468*c8dee2aaSAndroid Build Coastguard Worker     SkRuntimeEffectBuilder() = delete;
469*c8dee2aaSAndroid Build Coastguard Worker 
470*c8dee2aaSAndroid Build Coastguard Worker     SkRuntimeEffectBuilder(SkRuntimeEffectBuilder&&) = default;
471*c8dee2aaSAndroid Build Coastguard Worker 
472*c8dee2aaSAndroid Build Coastguard Worker     SkRuntimeEffectBuilder& operator=(SkRuntimeEffectBuilder&&) = delete;
473*c8dee2aaSAndroid Build Coastguard Worker     SkRuntimeEffectBuilder& operator=(const SkRuntimeEffectBuilder&) = delete;
474*c8dee2aaSAndroid Build Coastguard Worker 
475*c8dee2aaSAndroid Build Coastguard Worker private:
writableUniformData()476*c8dee2aaSAndroid Build Coastguard Worker     void* writableUniformData() {
477*c8dee2aaSAndroid Build Coastguard Worker         if (!fUniforms->unique()) {
478*c8dee2aaSAndroid Build Coastguard Worker             fUniforms = SkData::MakeWithCopy(fUniforms->data(), fUniforms->size());
479*c8dee2aaSAndroid Build Coastguard Worker         }
480*c8dee2aaSAndroid Build Coastguard Worker         return fUniforms->writable_data();
481*c8dee2aaSAndroid Build Coastguard Worker     }
482*c8dee2aaSAndroid Build Coastguard Worker 
483*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkRuntimeEffect>                 fEffect;
484*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkData>                          fUniforms;
485*c8dee2aaSAndroid Build Coastguard Worker     std::vector<SkRuntimeEffect::ChildPtr> fChildren;
486*c8dee2aaSAndroid Build Coastguard Worker 
487*c8dee2aaSAndroid Build Coastguard Worker     friend class SkRuntimeImageFilter;
488*c8dee2aaSAndroid Build Coastguard Worker };
489*c8dee2aaSAndroid Build Coastguard Worker 
490*c8dee2aaSAndroid Build Coastguard Worker /**
491*c8dee2aaSAndroid Build Coastguard Worker  * DEPRECATED: Subclass logic has been moved to base class SkRuntimeEffectBuilder.
492*c8dee2aaSAndroid Build Coastguard Worker  */
493*c8dee2aaSAndroid Build Coastguard Worker using SkRuntimeShaderBuilder = SkRuntimeEffectBuilder;
494*c8dee2aaSAndroid Build Coastguard Worker using SkRuntimeColorFilterBuilder = SkRuntimeEffectBuilder;
495*c8dee2aaSAndroid Build Coastguard Worker using SkRuntimeBlendBuilder = SkRuntimeEffectBuilder;
496*c8dee2aaSAndroid Build Coastguard Worker 
497*c8dee2aaSAndroid Build Coastguard Worker #endif  // SkRuntimeEffect_DEFINED
498