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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "impeller/entity/contents/runtime_effect_contents.h"
#include <future>
#include <memory>
#include "flutter/fml/logging.h"
#include "flutter/fml/make_copyable.h"
#include "impeller/base/validation.h"
#include "impeller/core/formats.h"
#include "impeller/core/shader_types.h"
#include "impeller/entity/contents/clip_contents.h"
#include "impeller/entity/contents/content_context.h"
#include "impeller/entity/runtime_effect.vert.h"
#include "impeller/renderer/pipeline_library.h"
#include "impeller/renderer/render_pass.h"
#include "impeller/renderer/sampler_library.h"
#include "impeller/renderer/shader_function.h"
namespace impeller {
void RuntimeEffectContents::SetRuntimeStage(
std::shared_ptr<RuntimeStage> runtime_stage) {
runtime_stage_ = std::move(runtime_stage);
}
void RuntimeEffectContents::SetUniformData(
std::shared_ptr<std::vector<uint8_t>> uniform_data) {
uniform_data_ = std::move(uniform_data);
}
void RuntimeEffectContents::SetTextureInputs(
std::vector<TextureInput> texture_inputs) {
texture_inputs_ = std::move(texture_inputs);
}
bool RuntimeEffectContents::CanInheritOpacity(const Entity& entity) const {
return false;
}
bool RuntimeEffectContents::Render(const ContentContext& renderer,
const Entity& entity,
RenderPass& pass) const {
// TODO(jonahwilliams): FragmentProgram API is not fully wired up on Android.
// Disable until this is complete so that integration tests and benchmarks can
// run m3 applications.
#ifdef FML_OS_ANDROID
return true;
#else
auto context = renderer.GetContext();
auto library = context->GetShaderLibrary();
//--------------------------------------------------------------------------
/// Get or register shader.
///
// TODO(113719): Register the shader function earlier.
std::shared_ptr<const ShaderFunction> function = library->GetFunction(
runtime_stage_->GetEntrypoint(), ShaderStage::kFragment);
if (function && runtime_stage_->IsDirty()) {
context->GetPipelineLibrary()->RemovePipelinesWithEntryPoint(function);
library->UnregisterFunction(runtime_stage_->GetEntrypoint(),
ShaderStage::kFragment);
function = nullptr;
}
if (!function) {
std::promise<bool> promise;
auto future = promise.get_future();
library->RegisterFunction(
runtime_stage_->GetEntrypoint(),
ToShaderStage(runtime_stage_->GetShaderStage()),
runtime_stage_->GetCodeMapping(),
fml::MakeCopyable([promise = std::move(promise)](bool result) mutable {
promise.set_value(result);
}));
if (!future.get()) {
VALIDATION_LOG << "Failed to build runtime effect (entry point: "
<< runtime_stage_->GetEntrypoint() << ")";
return false;
}
function = library->GetFunction(runtime_stage_->GetEntrypoint(),
ShaderStage::kFragment);
if (!function) {
VALIDATION_LOG
<< "Failed to fetch runtime effect function immediately after "
"registering it (entry point: "
<< runtime_stage_->GetEntrypoint() << ")";
return false;
}
runtime_stage_->SetClean();
}
//--------------------------------------------------------------------------
/// Resolve geometry.
///
auto geometry_result =
GetGeometry()->GetPositionBuffer(renderer, entity, pass);
//--------------------------------------------------------------------------
/// Get or create runtime stage pipeline.
///
const auto& caps = context->GetCapabilities();
const auto color_attachment_format = caps->GetDefaultColorFormat();
const auto stencil_attachment_format = caps->GetDefaultStencilFormat();
using VS = RuntimeEffectVertexShader;
PipelineDescriptor desc;
desc.SetLabel("Runtime Stage");
desc.AddStageEntrypoint(
library->GetFunction(VS::kEntrypointName, ShaderStage::kVertex));
desc.AddStageEntrypoint(library->GetFunction(runtime_stage_->GetEntrypoint(),
ShaderStage::kFragment));
auto vertex_descriptor = std::make_shared<VertexDescriptor>();
vertex_descriptor->SetStageInputs(VS::kAllShaderStageInputs,
VS::kInterleavedBufferLayout);
desc.SetVertexDescriptor(std::move(vertex_descriptor));
desc.SetColorAttachmentDescriptor(
0u, {.format = color_attachment_format, .blending_enabled = true});
StencilAttachmentDescriptor stencil0;
stencil0.stencil_compare = CompareFunction::kEqual;
desc.SetStencilAttachmentDescriptors(stencil0);
desc.SetStencilPixelFormat(stencil_attachment_format);
auto options = OptionsFromPassAndEntity(pass, entity);
if (geometry_result.prevent_overdraw) {
options.stencil_compare = CompareFunction::kEqual;
options.stencil_operation = StencilOperation::kIncrementClamp;
}
options.primitive_type = geometry_result.type;
options.ApplyToPipelineDescriptor(desc);
auto pipeline = context->GetPipelineLibrary()->GetPipeline(desc).Get();
if (!pipeline) {
VALIDATION_LOG << "Failed to get or create runtime effect pipeline.";
return false;
}
Command cmd;
DEBUG_COMMAND_INFO(cmd, "RuntimeEffectContents");
cmd.pipeline = pipeline;
cmd.stencil_reference = entity.GetStencilDepth();
cmd.BindVertices(geometry_result.vertex_buffer);
//--------------------------------------------------------------------------
/// Vertex stage uniforms.
///
VS::FrameInfo frame_info;
frame_info.mvp = geometry_result.transform;
VS::BindFrameInfo(cmd, pass.GetTransientsBuffer().EmplaceUniform(frame_info));
//--------------------------------------------------------------------------
/// Fragment stage uniforms.
///
size_t minimum_sampler_index = 100000000;
size_t buffer_index = 0;
size_t buffer_offset = 0;
for (auto uniform : runtime_stage_->GetUniforms()) {
// TODO(113715): Populate this metadata once GLES is able to handle
// non-struct uniform names.
std::shared_ptr<ShaderMetadata> metadata =
std::make_shared<ShaderMetadata>();
switch (uniform.type) {
case kSampledImage: {
// Sampler uniforms are ordered in the IPLR according to their
// declaration and the uniform location reflects the correct offset to
// be mapped to - except that it may include all proceeding float
// uniforms. For example, a float sampler that comes after 4 float
// uniforms may have a location of 4. To convert to the actual offset we
// need to find the largest location assigned to a float uniform and
// then subtract this from all uniform locations. This is more or less
// the same operation we previously performed in the shader compiler.
minimum_sampler_index =
std::min(minimum_sampler_index, uniform.location);
break;
}
case kFloat: {
size_t alignment =
std::max(uniform.bit_width / 8, DefaultUniformAlignment());
auto buffer_view = pass.GetTransientsBuffer().Emplace(
uniform_data_->data() + buffer_offset, uniform.GetSize(),
alignment);
ShaderUniformSlot uniform_slot;
uniform_slot.name = uniform.name.c_str();
uniform_slot.ext_res_0 = uniform.location;
cmd.BindResource(ShaderStage::kFragment, uniform_slot, metadata,
buffer_view);
buffer_index++;
buffer_offset += uniform.GetSize();
break;
}
case kBoolean:
case kSignedByte:
case kUnsignedByte:
case kSignedShort:
case kUnsignedShort:
case kSignedInt:
case kUnsignedInt:
case kSignedInt64:
case kUnsignedInt64:
case kHalfFloat:
case kDouble:
VALIDATION_LOG << "Unsupported uniform type for " << uniform.name
<< ".";
return true;
}
}
size_t sampler_index = 0;
for (auto uniform : runtime_stage_->GetUniforms()) {
// TODO(113715): Populate this metadata once GLES is able to handle
// non-struct uniform names.
ShaderMetadata metadata;
switch (uniform.type) {
case kSampledImage: {
FML_DCHECK(sampler_index < texture_inputs_.size());
auto& input = texture_inputs_[sampler_index];
auto sampler =
context->GetSamplerLibrary()->GetSampler(input.sampler_descriptor);
SampledImageSlot image_slot;
image_slot.name = uniform.name.c_str();
image_slot.texture_index = uniform.location - minimum_sampler_index;
image_slot.sampler_index = uniform.location - minimum_sampler_index;
cmd.BindResource(ShaderStage::kFragment, image_slot, metadata,
input.texture, sampler);
sampler_index++;
break;
}
default:
continue;
}
}
pass.AddCommand(std::move(cmd));
if (geometry_result.prevent_overdraw) {
auto restore = ClipRestoreContents();
restore.SetRestoreCoverage(GetCoverage(entity));
return restore.Render(renderer, entity, pass);
}
return true;
#endif // FML_OS_ANDROID
}
} // namespace impeller