1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2022 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 #include "src/gpu/graphite/PaintParamsKey.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkArenaAlloc.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkAutoMalloc.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkBase64.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkStringView.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Caps.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/KeyHelpers.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Log.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/ShaderCodeDictionary.h"
18*c8dee2aaSAndroid Build Coastguard Worker
19*c8dee2aaSAndroid Build Coastguard Worker using namespace skia_private;
20*c8dee2aaSAndroid Build Coastguard Worker
21*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite {
22*c8dee2aaSAndroid Build Coastguard Worker
23*c8dee2aaSAndroid Build Coastguard Worker //--------------------------------------------------------------------------------------------------
24*c8dee2aaSAndroid Build Coastguard Worker // PaintParamsKeyBuilder
25*c8dee2aaSAndroid Build Coastguard Worker
26*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DEBUG
27*c8dee2aaSAndroid Build Coastguard Worker
checkReset()28*c8dee2aaSAndroid Build Coastguard Worker void PaintParamsKeyBuilder::checkReset() {
29*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fLocked);
30*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fData.empty());
31*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fStack.empty());
32*c8dee2aaSAndroid Build Coastguard Worker }
33*c8dee2aaSAndroid Build Coastguard Worker
pushStack(int32_t codeSnippetID)34*c8dee2aaSAndroid Build Coastguard Worker void PaintParamsKeyBuilder::pushStack(int32_t codeSnippetID) {
35*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fDict->isValidID(codeSnippetID));
36*c8dee2aaSAndroid Build Coastguard Worker
37*c8dee2aaSAndroid Build Coastguard Worker if (!fStack.empty()) {
38*c8dee2aaSAndroid Build Coastguard Worker fStack.back().fNumActualChildren++;
39*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fStack.back().fNumActualChildren <= fStack.back().fNumExpectedChildren);
40*c8dee2aaSAndroid Build Coastguard Worker }
41*c8dee2aaSAndroid Build Coastguard Worker
42*c8dee2aaSAndroid Build Coastguard Worker const ShaderSnippet* snippet = fDict->getEntry(codeSnippetID);
43*c8dee2aaSAndroid Build Coastguard Worker fStack.push_back({codeSnippetID, snippet->fNumChildren});
44*c8dee2aaSAndroid Build Coastguard Worker }
45*c8dee2aaSAndroid Build Coastguard Worker
validateData(size_t dataSize)46*c8dee2aaSAndroid Build Coastguard Worker void PaintParamsKeyBuilder::validateData(size_t dataSize) {
47*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fStack.empty()); // addData() called within code snippet block
48*c8dee2aaSAndroid Build Coastguard Worker
49*c8dee2aaSAndroid Build Coastguard Worker const ShaderSnippet* snippet = fDict->getEntry(fStack.back().fCodeSnippetID);
50*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(snippet->storesData()); // addData() only called for ShaderSnippets that support it
51*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fStack.back().fDataSize < 0); // And only called once
52*c8dee2aaSAndroid Build Coastguard Worker fStack.back().fDataSize = SkTo<int>(dataSize);
53*c8dee2aaSAndroid Build Coastguard Worker }
54*c8dee2aaSAndroid Build Coastguard Worker
popStack()55*c8dee2aaSAndroid Build Coastguard Worker void PaintParamsKeyBuilder::popStack() {
56*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!fStack.empty());
57*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fStack.back().fNumActualChildren == fStack.back().fNumExpectedChildren);
58*c8dee2aaSAndroid Build Coastguard Worker const bool expectsData = fDict->getEntry(fStack.back().fCodeSnippetID)->storesData();
59*c8dee2aaSAndroid Build Coastguard Worker const bool hasData = fStack.back().fDataSize >= 0;
60*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(expectsData == hasData);
61*c8dee2aaSAndroid Build Coastguard Worker fStack.pop_back();
62*c8dee2aaSAndroid Build Coastguard Worker }
63*c8dee2aaSAndroid Build Coastguard Worker
64*c8dee2aaSAndroid Build Coastguard Worker #endif // SK_DEBUG
65*c8dee2aaSAndroid Build Coastguard Worker
66*c8dee2aaSAndroid Build Coastguard Worker //--------------------------------------------------------------------------------------------------
67*c8dee2aaSAndroid Build Coastguard Worker // PaintParamsKey
68*c8dee2aaSAndroid Build Coastguard Worker
clone(SkArenaAlloc * arena) const69*c8dee2aaSAndroid Build Coastguard Worker PaintParamsKey PaintParamsKey::clone(SkArenaAlloc* arena) const {
70*c8dee2aaSAndroid Build Coastguard Worker uint32_t* newData = arena->makeArrayDefault<uint32_t>(fData.size());
71*c8dee2aaSAndroid Build Coastguard Worker memcpy(newData, fData.data(), fData.size_bytes());
72*c8dee2aaSAndroid Build Coastguard Worker return PaintParamsKey({newData, fData.size()});
73*c8dee2aaSAndroid Build Coastguard Worker }
74*c8dee2aaSAndroid Build Coastguard Worker
75*c8dee2aaSAndroid Build Coastguard Worker
createNode(const ShaderCodeDictionary * dict,int * currentIndex,SkArenaAlloc * arena) const76*c8dee2aaSAndroid Build Coastguard Worker const ShaderNode* PaintParamsKey::createNode(const ShaderCodeDictionary* dict,
77*c8dee2aaSAndroid Build Coastguard Worker int* currentIndex,
78*c8dee2aaSAndroid Build Coastguard Worker SkArenaAlloc* arena) const {
79*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(*currentIndex < SkTo<int>(fData.size()));
80*c8dee2aaSAndroid Build Coastguard Worker const int32_t index = (*currentIndex)++;
81*c8dee2aaSAndroid Build Coastguard Worker const int32_t id = fData[index];
82*c8dee2aaSAndroid Build Coastguard Worker
83*c8dee2aaSAndroid Build Coastguard Worker const ShaderSnippet* entry = dict->getEntry(id);
84*c8dee2aaSAndroid Build Coastguard Worker if (!entry) {
85*c8dee2aaSAndroid Build Coastguard Worker SKGPU_LOG_E("Unknown snippet ID in key: %d", id);
86*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
87*c8dee2aaSAndroid Build Coastguard Worker }
88*c8dee2aaSAndroid Build Coastguard Worker
89*c8dee2aaSAndroid Build Coastguard Worker SkSpan<const uint32_t> dataSpan = {};
90*c8dee2aaSAndroid Build Coastguard Worker if (entry->storesData()) {
91*c8dee2aaSAndroid Build Coastguard Worker // If a snippet stores data, then the subsequent paint key index signifies the length of
92*c8dee2aaSAndroid Build Coastguard Worker // its data. Determine this data length and iterate currentIndex past it.
93*c8dee2aaSAndroid Build Coastguard Worker const int storedDataLengthIdx = (*currentIndex)++;
94*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(storedDataLengthIdx < SkTo<int>(fData.size()));
95*c8dee2aaSAndroid Build Coastguard Worker const int dataLength = fData[storedDataLengthIdx];
96*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(storedDataLengthIdx + dataLength < SkTo<int>(fData.size()));
97*c8dee2aaSAndroid Build Coastguard Worker
98*c8dee2aaSAndroid Build Coastguard Worker // Gather the data contents (length can now be inferred by the consumers of the data) to
99*c8dee2aaSAndroid Build Coastguard Worker // pass into ShaderNode creation. Iterate the paint key index past the data indices.
100*c8dee2aaSAndroid Build Coastguard Worker dataSpan = fData.subspan(storedDataLengthIdx + 1, dataLength);
101*c8dee2aaSAndroid Build Coastguard Worker *currentIndex += dataLength;
102*c8dee2aaSAndroid Build Coastguard Worker }
103*c8dee2aaSAndroid Build Coastguard Worker
104*c8dee2aaSAndroid Build Coastguard Worker const ShaderNode** childArray = arena->makeArray<const ShaderNode*>(entry->fNumChildren);
105*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < entry->fNumChildren; ++i) {
106*c8dee2aaSAndroid Build Coastguard Worker const ShaderNode* child = this->createNode(dict, currentIndex, arena);
107*c8dee2aaSAndroid Build Coastguard Worker if (!child) {
108*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
109*c8dee2aaSAndroid Build Coastguard Worker }
110*c8dee2aaSAndroid Build Coastguard Worker childArray[i] = child;
111*c8dee2aaSAndroid Build Coastguard Worker }
112*c8dee2aaSAndroid Build Coastguard Worker
113*c8dee2aaSAndroid Build Coastguard Worker return arena->make<ShaderNode>(entry,
114*c8dee2aaSAndroid Build Coastguard Worker SkSpan(childArray, entry->fNumChildren),
115*c8dee2aaSAndroid Build Coastguard Worker id,
116*c8dee2aaSAndroid Build Coastguard Worker index,
117*c8dee2aaSAndroid Build Coastguard Worker dataSpan);
118*c8dee2aaSAndroid Build Coastguard Worker }
119*c8dee2aaSAndroid Build Coastguard Worker
getRootNodes(const ShaderCodeDictionary * dict,SkArenaAlloc * arena) const120*c8dee2aaSAndroid Build Coastguard Worker SkSpan<const ShaderNode*> PaintParamsKey::getRootNodes(const ShaderCodeDictionary* dict,
121*c8dee2aaSAndroid Build Coastguard Worker SkArenaAlloc* arena) const {
122*c8dee2aaSAndroid Build Coastguard Worker // TODO: Once the PaintParamsKey creation is organized to represent a single tree starting at
123*c8dee2aaSAndroid Build Coastguard Worker // the final blend, there will only be a single root node and this can be simplified.
124*c8dee2aaSAndroid Build Coastguard Worker // For now, we don't know how many roots there are, so collect them into a local array before
125*c8dee2aaSAndroid Build Coastguard Worker // copying into the arena.
126*c8dee2aaSAndroid Build Coastguard Worker const int keySize = SkTo<int>(fData.size());
127*c8dee2aaSAndroid Build Coastguard Worker
128*c8dee2aaSAndroid Build Coastguard Worker // Normal PaintParams creation will have up to 7 roots for the different stages.
129*c8dee2aaSAndroid Build Coastguard Worker STArray<7, const ShaderNode*> roots;
130*c8dee2aaSAndroid Build Coastguard Worker int currentIndex = 0;
131*c8dee2aaSAndroid Build Coastguard Worker while (currentIndex < keySize) {
132*c8dee2aaSAndroid Build Coastguard Worker const ShaderNode* root = this->createNode(dict, ¤tIndex, arena);
133*c8dee2aaSAndroid Build Coastguard Worker if (!root) {
134*c8dee2aaSAndroid Build Coastguard Worker return {}; // a bad key
135*c8dee2aaSAndroid Build Coastguard Worker }
136*c8dee2aaSAndroid Build Coastguard Worker roots.push_back(root);
137*c8dee2aaSAndroid Build Coastguard Worker }
138*c8dee2aaSAndroid Build Coastguard Worker
139*c8dee2aaSAndroid Build Coastguard Worker // Copy the accumulated roots into a span stored in the arena
140*c8dee2aaSAndroid Build Coastguard Worker const ShaderNode** rootSpan = arena->makeArray<const ShaderNode*>(roots.size());
141*c8dee2aaSAndroid Build Coastguard Worker memcpy(rootSpan, roots.data(), roots.size_bytes());
142*c8dee2aaSAndroid Build Coastguard Worker return SkSpan(rootSpan, roots.size());
143*c8dee2aaSAndroid Build Coastguard Worker }
144*c8dee2aaSAndroid Build Coastguard Worker
key_to_string(SkString * str,const ShaderCodeDictionary * dict,SkSpan<const uint32_t> keyData,int currentIndex,bool includeData,int indent)145*c8dee2aaSAndroid Build Coastguard Worker static int key_to_string(SkString* str,
146*c8dee2aaSAndroid Build Coastguard Worker const ShaderCodeDictionary* dict,
147*c8dee2aaSAndroid Build Coastguard Worker SkSpan<const uint32_t> keyData,
148*c8dee2aaSAndroid Build Coastguard Worker int currentIndex,
149*c8dee2aaSAndroid Build Coastguard Worker bool includeData,
150*c8dee2aaSAndroid Build Coastguard Worker int indent) {
151*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(currentIndex < SkTo<int>(keyData.size()));
152*c8dee2aaSAndroid Build Coastguard Worker
153*c8dee2aaSAndroid Build Coastguard Worker const bool multiline = indent >= 0;
154*c8dee2aaSAndroid Build Coastguard Worker if (multiline) {
155*c8dee2aaSAndroid Build Coastguard Worker // Format for multi-line printing
156*c8dee2aaSAndroid Build Coastguard Worker str->appendf("%*c", 2 * indent, ' ');
157*c8dee2aaSAndroid Build Coastguard Worker }
158*c8dee2aaSAndroid Build Coastguard Worker
159*c8dee2aaSAndroid Build Coastguard Worker uint32_t id = keyData[currentIndex++];
160*c8dee2aaSAndroid Build Coastguard Worker auto entry = dict->getEntry(id);
161*c8dee2aaSAndroid Build Coastguard Worker if (!entry) {
162*c8dee2aaSAndroid Build Coastguard Worker str->append("UnknownCodeSnippetID:");
163*c8dee2aaSAndroid Build Coastguard Worker str->appendS32(id);
164*c8dee2aaSAndroid Build Coastguard Worker str->append(" ");
165*c8dee2aaSAndroid Build Coastguard Worker return currentIndex;
166*c8dee2aaSAndroid Build Coastguard Worker }
167*c8dee2aaSAndroid Build Coastguard Worker
168*c8dee2aaSAndroid Build Coastguard Worker std::string_view name = entry->fName;
169*c8dee2aaSAndroid Build Coastguard Worker if (skstd::ends_with(name, "Shader")) {
170*c8dee2aaSAndroid Build Coastguard Worker name.remove_suffix(6);
171*c8dee2aaSAndroid Build Coastguard Worker }
172*c8dee2aaSAndroid Build Coastguard Worker str->append(name);
173*c8dee2aaSAndroid Build Coastguard Worker
174*c8dee2aaSAndroid Build Coastguard Worker if (entry->storesData()) {
175*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(currentIndex + 1 < SkTo<int>(keyData.size()));
176*c8dee2aaSAndroid Build Coastguard Worker const int dataLength = keyData[currentIndex++];
177*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(currentIndex + dataLength < SkTo<int>(keyData.size()));
178*c8dee2aaSAndroid Build Coastguard Worker
179*c8dee2aaSAndroid Build Coastguard Worker // Define a compact representation for the common case of shader snippets using just one
180*c8dee2aaSAndroid Build Coastguard Worker // dynamic sampler. Immutable samplers require a data length > 1 to be represented while a
181*c8dee2aaSAndroid Build Coastguard Worker // dynamic sampler is represented with just one, so we can simply consult the data length.
182*c8dee2aaSAndroid Build Coastguard Worker if (dataLength == 1) {
183*c8dee2aaSAndroid Build Coastguard Worker str->append("(0)");
184*c8dee2aaSAndroid Build Coastguard Worker } else {
185*c8dee2aaSAndroid Build Coastguard Worker str->append("(");
186*c8dee2aaSAndroid Build Coastguard Worker str->appendU32(dataLength);
187*c8dee2aaSAndroid Build Coastguard Worker if (includeData) {
188*c8dee2aaSAndroid Build Coastguard Worker // Encode data in base64 to shorten it
189*c8dee2aaSAndroid Build Coastguard Worker str->append(": ");
190*c8dee2aaSAndroid Build Coastguard Worker SkAutoMalloc encodedData{SkBase64::EncodedSize(dataLength)};
191*c8dee2aaSAndroid Build Coastguard Worker char* dst = static_cast<char*>(encodedData.get());
192*c8dee2aaSAndroid Build Coastguard Worker size_t encodedLen = SkBase64::Encode(&keyData[currentIndex], dataLength, dst);
193*c8dee2aaSAndroid Build Coastguard Worker str->append(dst, encodedLen);
194*c8dee2aaSAndroid Build Coastguard Worker }
195*c8dee2aaSAndroid Build Coastguard Worker str->append(")");
196*c8dee2aaSAndroid Build Coastguard Worker }
197*c8dee2aaSAndroid Build Coastguard Worker
198*c8dee2aaSAndroid Build Coastguard Worker currentIndex += dataLength;
199*c8dee2aaSAndroid Build Coastguard Worker }
200*c8dee2aaSAndroid Build Coastguard Worker
201*c8dee2aaSAndroid Build Coastguard Worker if (entry->fNumChildren > 0) {
202*c8dee2aaSAndroid Build Coastguard Worker if (multiline) {
203*c8dee2aaSAndroid Build Coastguard Worker str->append(":\n");
204*c8dee2aaSAndroid Build Coastguard Worker indent++;
205*c8dee2aaSAndroid Build Coastguard Worker } else {
206*c8dee2aaSAndroid Build Coastguard Worker str->append(" [ ");
207*c8dee2aaSAndroid Build Coastguard Worker }
208*c8dee2aaSAndroid Build Coastguard Worker
209*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < entry->fNumChildren; ++i) {
210*c8dee2aaSAndroid Build Coastguard Worker currentIndex = key_to_string(str, dict, keyData, currentIndex, includeData, indent);
211*c8dee2aaSAndroid Build Coastguard Worker }
212*c8dee2aaSAndroid Build Coastguard Worker
213*c8dee2aaSAndroid Build Coastguard Worker if (!multiline) {
214*c8dee2aaSAndroid Build Coastguard Worker str->append("]");
215*c8dee2aaSAndroid Build Coastguard Worker }
216*c8dee2aaSAndroid Build Coastguard Worker }
217*c8dee2aaSAndroid Build Coastguard Worker
218*c8dee2aaSAndroid Build Coastguard Worker if (!multiline) {
219*c8dee2aaSAndroid Build Coastguard Worker str->append(" ");
220*c8dee2aaSAndroid Build Coastguard Worker } else if (entry->fNumChildren == 0) {
221*c8dee2aaSAndroid Build Coastguard Worker str->append("\n");
222*c8dee2aaSAndroid Build Coastguard Worker }
223*c8dee2aaSAndroid Build Coastguard Worker return currentIndex;
224*c8dee2aaSAndroid Build Coastguard Worker }
225*c8dee2aaSAndroid Build Coastguard Worker
toString(const ShaderCodeDictionary * dict,bool includeData) const226*c8dee2aaSAndroid Build Coastguard Worker SkString PaintParamsKey::toString(const ShaderCodeDictionary* dict, bool includeData) const {
227*c8dee2aaSAndroid Build Coastguard Worker SkString str;
228*c8dee2aaSAndroid Build Coastguard Worker const int keySize = SkTo<int>(fData.size());
229*c8dee2aaSAndroid Build Coastguard Worker for (int currentIndex = 0; currentIndex < keySize;) {
230*c8dee2aaSAndroid Build Coastguard Worker currentIndex = key_to_string(&str, dict, fData, currentIndex, includeData, /*indent=*/-1);
231*c8dee2aaSAndroid Build Coastguard Worker }
232*c8dee2aaSAndroid Build Coastguard Worker return str.isEmpty() ? SkString("(empty)") : str;
233*c8dee2aaSAndroid Build Coastguard Worker }
234*c8dee2aaSAndroid Build Coastguard Worker
235*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DEBUG
236*c8dee2aaSAndroid Build Coastguard Worker
dump(const ShaderCodeDictionary * dict,UniquePaintParamsID id) const237*c8dee2aaSAndroid Build Coastguard Worker void PaintParamsKey::dump(const ShaderCodeDictionary* dict, UniquePaintParamsID id) const {
238*c8dee2aaSAndroid Build Coastguard Worker const int keySize = SkTo<int>(fData.size());
239*c8dee2aaSAndroid Build Coastguard Worker
240*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("--------------------------------------\n");
241*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("PaintParamsKey %u (keySize: %d):\n", id.asUInt(), keySize);
242*c8dee2aaSAndroid Build Coastguard Worker
243*c8dee2aaSAndroid Build Coastguard Worker int currentIndex = 0;
244*c8dee2aaSAndroid Build Coastguard Worker while (currentIndex < keySize) {
245*c8dee2aaSAndroid Build Coastguard Worker SkString nodeStr;
246*c8dee2aaSAndroid Build Coastguard Worker currentIndex = key_to_string(&nodeStr, dict, fData, currentIndex,
247*c8dee2aaSAndroid Build Coastguard Worker /*includeData=*/true, /*indent=*/1);
248*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("%s", nodeStr.c_str());
249*c8dee2aaSAndroid Build Coastguard Worker }
250*c8dee2aaSAndroid Build Coastguard Worker }
251*c8dee2aaSAndroid Build Coastguard Worker
252*c8dee2aaSAndroid Build Coastguard Worker #endif // SK_DEBUG
253*c8dee2aaSAndroid Build Coastguard Worker
254*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite
255