blob: a6ba9dbaa1bb69f93c4f00b93d00aed2cb4f99aa [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.
#ifndef FLUTTER_LIB_GPU_SHADER_LIBRARY_H_
#define FLUTTER_LIB_GPU_SHADER_LIBRARY_H_
#include <memory>
#include <string>
#include <unordered_map>
#include "flutter/lib/gpu/export.h"
#include "flutter/lib/gpu/shader.h"
#include "flutter/lib/ui/dart_wrapper.h"
#include "fml/memory/ref_ptr.h"
namespace flutter {
namespace gpu {
/// An immutable collection of shaders loaded from a shader bundle asset.
class ShaderLibrary : public RefCountedDartWrappable<ShaderLibrary> {
DEFINE_WRAPPERTYPEINFO();
FML_FRIEND_MAKE_REF_COUNTED(ShaderLibrary);
public:
using ShaderMap = std::unordered_map<std::string, fml::RefPtr<Shader>>;
static fml::RefPtr<ShaderLibrary> MakeFromAsset(
impeller::Context::BackendType backend_type,
const std::string& name,
std::string& out_error);
static fml::RefPtr<ShaderLibrary> MakeFromShaders(ShaderMap shaders);
/// `library_id` is a stable identifier (typically the asset path the
/// bundle was loaded from) used to namespace the shaders' entrypoints in
/// the shared shader registry, so they cannot collide with engine-internal
/// shaders or with shaders from a different bundle. If empty, a
/// process-unique fallback is generated.
static fml::RefPtr<ShaderLibrary> MakeFromFlatbuffer(
impeller::Context::BackendType backend_type,
std::shared_ptr<fml::Mapping> payload,
std::string library_id = "");
/// Sets a return override for `MakeFromAsset` for testing purposes.
static void SetOverride(fml::RefPtr<ShaderLibrary> override_shader_library);
/// Re-fetches `name` from the AssetManager and reparses it into this
/// library, preserving Dart object identity and the `library_id` so any
/// already-handed-out `Shader` instances continue to work. Existing
/// `Shader` entries whose names appear in the new bundle are mutated in
/// place and marked dirty so the next pipeline build evicts and
/// re-registers them. Returns the empty string on success.
std::string ReloadFromAsset(impeller::Context::BackendType backend_type,
const std::string& name);
/// Reparses `payload` into this library, preserving Dart object identity
/// and the `library_id`. Returns the empty string on success.
std::string ReloadFromFlatbuffer(impeller::Context::BackendType backend_type,
std::shared_ptr<fml::Mapping> payload);
fml::RefPtr<Shader> GetShader(const std::string& shader_name,
Dart_Handle shader_wrapper);
const std::string& GetLibraryId() const { return library_id_; }
~ShaderLibrary() override;
private:
/// A global override used to inject a ShaderLibrary when running with the
/// Impeller playground. When set, `MakeFromAsset` will always just return
/// this library.
static fml::RefPtr<ShaderLibrary> override_shader_library_;
std::shared_ptr<fml::Mapping> payload_;
ShaderMap shaders_;
// The stable library_id assigned at construction. Reloads keep this
// value so the scoped registry slot a shader landed in remains the same.
std::string library_id_;
explicit ShaderLibrary(std::shared_ptr<fml::Mapping> payload,
ShaderMap shaders,
std::string library_id = "");
FML_DISALLOW_COPY_AND_ASSIGN(ShaderLibrary);
};
} // namespace gpu
} // namespace flutter
//----------------------------------------------------------------------------
/// Exports
///
extern "C" {
FLUTTER_GPU_EXPORT
extern Dart_Handle InternalFlutterGpu_ShaderLibrary_InitializeWithAsset(
Dart_Handle wrapper,
Dart_Handle asset_name);
FLUTTER_GPU_EXPORT
extern Dart_Handle InternalFlutterGpu_ShaderLibrary_ReinitializeWithAsset(
flutter::gpu::ShaderLibrary* wrapper,
Dart_Handle asset_name);
FLUTTER_GPU_EXPORT
extern Dart_Handle InternalFlutterGpu_ShaderLibrary_GetShader(
flutter::gpu::ShaderLibrary* wrapper,
Dart_Handle shader_name,
Dart_Handle shader_wrapper);
} // extern "C"
#endif // FLUTTER_LIB_GPU_SHADER_LIBRARY_H_