blob: 31c9470404009cfb289c929d2a6788ba104d7162 [file]
// 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 "flutter/lib/gpu/shader.h"
#include <cstring>
#include <utility>
#include "flutter/lib/gpu/formats.h"
#include "fml/make_copyable.h"
#include "impeller/core/runtime_types.h"
#include "impeller/renderer/pipeline_library.h"
#include "impeller/renderer/shader_function.h"
#include "impeller/renderer/shader_key.h"
#include "impeller/renderer/shader_library.h"
#include "tonic/converter/dart_converter.h"
namespace flutter {
namespace gpu {
const impeller::ShaderStructMemberMetadata*
Shader::UniformBinding::GetMemberMetadata(const std::string& name) const {
auto result =
std::find_if(metadata.members.begin(), metadata.members.end(),
[&name](const impeller::ShaderStructMemberMetadata& member) {
return member.name == name;
});
if (result == metadata.members.end()) {
return nullptr;
}
return &(*result);
}
IMPLEMENT_WRAPPERTYPEINFO(flutter_gpu, Shader);
Shader::Shader() = default;
Shader::~Shader() = default;
fml::RefPtr<Shader> Shader::Make(
std::string library_id,
std::string entrypoint,
impeller::ShaderStage stage,
std::shared_ptr<fml::Mapping> code_mapping,
std::vector<impeller::ShaderStageIOSlot> inputs,
std::vector<impeller::ShaderStageBufferLayout> layouts,
std::unordered_map<std::string, UniformBinding> uniform_structs,
std::unordered_map<std::string, TextureBinding> uniform_textures,
std::vector<impeller::DescriptorSetLayout> descriptor_set_layouts) {
auto shader = fml::MakeRefCounted<Shader>();
shader->library_id_ = std::move(library_id);
shader->entrypoint_ = std::move(entrypoint);
shader->stage_ = stage;
shader->code_mapping_ = std::move(code_mapping);
shader->inputs_ = std::move(inputs);
shader->layouts_ = std::move(layouts);
shader->uniform_structs_ = std::move(uniform_structs);
shader->uniform_textures_ = std::move(uniform_textures);
shader->descriptor_set_layouts_ = std::move(descriptor_set_layouts);
return shader;
}
std::string Shader::GetScopedName() const {
return impeller::ShaderKey::MakeUserScopedName(
impeller::ShaderKey::kScopeFlutterGPU, library_id_, entrypoint_);
}
std::shared_ptr<const impeller::ShaderFunction> Shader::GetFunctionFromLibrary(
impeller::ShaderLibrary& library) {
return library.GetFunction(GetScopedName(), stage_);
}
bool Shader::IsRegistered(Context& context) {
auto& lib = *context.GetContext().GetShaderLibrary();
return GetFunctionFromLibrary(lib) != nullptr;
}
bool Shader::IsDirty() const {
return is_dirty_;
}
void Shader::SetClean() {
is_dirty_ = false;
}
void Shader::ResetFrom(Shader& other) {
// Compare the compiled bytes against the freshly-parsed mapping before
// moving anything. A shader bundle is the unit of asset distribution, so
// editing one shader recompiles the whole bundle; without this dedupe
// every unchanged shader in the bundle would still be evicted and
// re-registered on reload. Code-byte equality is sufficient because
// impellerc derives reflection metadata (uniforms, inputs, layouts)
// deterministically from the compiled output.
const bool code_changed =
code_mapping_ == nullptr || other.code_mapping_ == nullptr ||
code_mapping_->GetSize() != other.code_mapping_->GetSize() ||
std::memcmp(code_mapping_->GetMapping(),
other.code_mapping_->GetMapping(),
code_mapping_->GetSize()) != 0;
// library_id_ is intentionally preserved: the scoped registry key
// (library_id + entrypoint) must remain stable across reloads so the
// eviction triple-call in `RegisterSync` lands at the same slot.
entrypoint_ = std::move(other.entrypoint_);
stage_ = other.stage_;
code_mapping_ = std::move(other.code_mapping_);
inputs_ = std::move(other.inputs_);
layouts_ = std::move(other.layouts_);
uniform_structs_ = std::move(other.uniform_structs_);
uniform_textures_ = std::move(other.uniform_textures_);
descriptor_set_layouts_ = std::move(other.descriptor_set_layouts_);
if (code_changed) {
is_dirty_ = true;
}
}
bool Shader::RegisterSync(Context& context) {
auto& lib = *context.GetContext().GetShaderLibrary();
const std::string scoped_name = GetScopedName();
std::shared_ptr<const impeller::ShaderFunction> existing =
lib.GetFunction(scoped_name, stage_);
if (existing && !is_dirty_) {
return true; // Already registered and current.
}
// Dirty path: an earlier asset version still occupies the scoped slot.
// Evict it (and any pipelines that referenced it) before registering the
// new code mapping. Mirrors `RuntimeEffectContents::RegisterShader`.
if (existing && is_dirty_) {
context.GetContext().GetPipelineLibrary()->RemovePipelinesWithEntryPoint(
existing);
lib.UnregisterFunction(scoped_name, stage_);
}
std::promise<bool> promise;
auto future = promise.get_future();
lib.RegisterFunction(
scoped_name, stage_, code_mapping_,
fml::MakeCopyable([promise = std::move(promise)](bool result) mutable {
promise.set_value(result);
}));
if (!future.get()) {
return false; // Registration failed.
}
is_dirty_ = false;
return true;
}
std::shared_ptr<impeller::VertexDescriptor> Shader::CreateVertexDescriptor()
const {
auto vertex_descriptor = std::make_shared<impeller::VertexDescriptor>();
vertex_descriptor->SetStageInputs(inputs_, layouts_);
return vertex_descriptor;
}
const std::vector<impeller::ShaderStageIOSlot>& Shader::GetStageInputs() const {
return inputs_;
}
const std::vector<impeller::ShaderStageBufferLayout>&
Shader::GetStageBufferLayouts() const {
return layouts_;
}
impeller::ShaderStage Shader::GetShaderStage() const {
return stage_;
}
const std::vector<impeller::DescriptorSetLayout>&
Shader::GetDescriptorSetLayouts() const {
return descriptor_set_layouts_;
}
const Shader::UniformBinding* Shader::GetUniformStruct(
const std::string& name) const {
auto uniform = uniform_structs_.find(name);
if (uniform == uniform_structs_.end()) {
return nullptr;
}
return &uniform->second;
}
const Shader::TextureBinding* Shader::GetUniformTexture(
const std::string& name) const {
auto uniform = uniform_textures_.find(name);
if (uniform == uniform_textures_.end()) {
return nullptr;
}
return &uniform->second;
}
} // namespace gpu
} // namespace flutter
//----------------------------------------------------------------------------
/// Exports
///
int InternalFlutterGpu_Shader_GetUniformStructSize(
flutter::gpu::Shader* wrapper,
Dart_Handle struct_name_handle) {
auto name = tonic::StdStringFromDart(struct_name_handle);
const auto* uniform = wrapper->GetUniformStruct(name);
if (uniform == nullptr) {
return -1;
}
return uniform->size_in_bytes;
}
int InternalFlutterGpu_Shader_GetUniformMemberOffset(
flutter::gpu::Shader* wrapper,
Dart_Handle struct_name_handle,
Dart_Handle member_name_handle) {
auto struct_name = tonic::StdStringFromDart(struct_name_handle);
const auto* uniform = wrapper->GetUniformStruct(struct_name);
if (uniform == nullptr) {
return -1;
}
auto member_name = tonic::StdStringFromDart(member_name_handle);
const auto* member = uniform->GetMemberMetadata(member_name);
if (member == nullptr) {
return -1;
}
return member->offset;
}
bool InternalFlutterGpu_Shader_DebugIsDirty(flutter::gpu::Shader* wrapper) {
return wrapper->IsDirty();
}