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/*
* Copyright 2021 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkMesh_DEFINED
#define SkMesh_DEFINED
#include "include/core/SkData.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSpan.h"
#include "include/core/SkString.h"
#include "include/effects/SkRuntimeEffect.h"
#include "include/private/base/SkAPI.h"
#include "include/private/base/SkTArray.h"
#include <cstddef>
#include <cstdint>
#include <memory>
#include <string_view>
#include <tuple>
#include <vector>
class GrDirectContext;
class SkColorSpace;
enum SkAlphaType : int;
namespace SkSL { struct Program; }
/**
* A specification for custom meshes. Specifies the vertex buffer attributes and stride, the
* vertex program that produces a user-defined set of varyings, and a fragment program that ingests
* the interpolated varyings and produces local coordinates for shading and optionally a color.
*
* The varyings must include a float2 named "position". If the passed varyings does not
* contain such a varying then one is implicitly added to the final specification and the SkSL
* Varyings struct described below. It is an error to have a varying named "position" that has a
* type other than float2.
*
* The provided attributes and varyings are used to create Attributes and Varyings structs in SkSL
* that are used by the shaders. Each attribute from the Attribute span becomes a member of the
* SkSL Attributes struct and likewise for the varyings.
*
* The signature of the vertex program must be:
* Varyings main(const Attributes).
*
* The signature of the fragment program must be either:
* float2 main(const Varyings)
* or
* float2 main(const Varyings, out (half4|float4) color)
*
* where the return value is the local coordinates that will be used to access SkShader. If the
* color variant is used, the returned color will be blended with SkPaint's SkShader (or SkPaint
* color in absence of a SkShader) using the SkBlender passed to SkCanvas drawMesh(). To use
* interpolated local space positions as the shader coordinates, equivalent to how SkPaths are
* shaded, return the position field from the Varying struct as the coordinates.
*
* The vertex and fragment programs may both contain uniforms. Uniforms with the same name are
* assumed to be shared between stages. It is an error to specify uniforms in the vertex and
* fragment program with the same name but different types, dimensionality, or layouts.
*/
class SK_API SkMeshSpecification : public SkNVRefCnt<SkMeshSpecification> {
public:
/** These values are enforced when creating a specification. */
static constexpr size_t kMaxStride = 1024;
static constexpr size_t kMaxAttributes = 8;
static constexpr size_t kStrideAlignment = 4;
static constexpr size_t kOffsetAlignment = 4;
static constexpr size_t kMaxVaryings = 6;
struct Attribute {
enum class Type : uint32_t { // CPU representation Shader Type
kFloat, // float float
kFloat2, // two floats float2
kFloat3, // three floats float3
kFloat4, // four floats float4
kUByte4_unorm, // four bytes half4
kLast = kUByte4_unorm
};
Type type;
size_t offset;
SkString name;
};
struct Varying {
enum class Type : uint32_t {
kFloat, // "float"
kFloat2, // "float2"
kFloat3, // "float3"
kFloat4, // "float4"
kHalf, // "half"
kHalf2, // "half2"
kHalf3, // "half3"
kHalf4, // "half4"
kLast = kHalf4
};
Type type;
SkString name;
};
using Uniform = SkRuntimeEffect::Uniform;
using Child = SkRuntimeEffect::Child;
~SkMeshSpecification();
struct Result {
sk_sp<SkMeshSpecification> specification;
SkString error;
};
/**
* If successful the return is a specification and an empty error string. Otherwise, it is a
* null specification a non-empty error string.
*
* @param attributes The vertex attributes that will be consumed by 'vs'. Attributes need
* not be tightly packed but attribute offsets must be aligned to
* kOffsetAlignment and offset + size may not be greater than
* 'vertexStride'. At least one attribute is required.
* @param vertexStride The offset between successive attribute values. This must be aligned to
* kStrideAlignment.
* @param varyings The varyings that will be written by 'vs' and read by 'fs'. This may
* be empty.
* @param vs The vertex shader code that computes a vertex position and the varyings
* from the attributes.
* @param fs The fragment code that computes a local coordinate and optionally a
* color from the varyings. The local coordinate is used to sample
* SkShader.
* @param cs The colorspace of the color produced by 'fs'. Ignored if 'fs's main()
* function does not have a color out param.
* @param at The alpha type of the color produced by 'fs'. Ignored if 'fs's main()
* function does not have a color out param. Cannot be kUnknown.
*/
static Result Make(SkSpan<const Attribute> attributes,
size_t vertexStride,
SkSpan<const Varying> varyings,
const SkString& vs,
const SkString& fs);
static Result Make(SkSpan<const Attribute> attributes,
size_t vertexStride,
SkSpan<const Varying> varyings,
const SkString& vs,
const SkString& fs,
sk_sp<SkColorSpace> cs);
static Result Make(SkSpan<const Attribute> attributes,
size_t vertexStride,
SkSpan<const Varying> varyings,
const SkString& vs,
const SkString& fs,
sk_sp<SkColorSpace> cs,
SkAlphaType at);
SkSpan<const Attribute> attributes() const { return SkSpan(fAttributes); }
/**
* Combined size of all 'uniform' variables. When creating a SkMesh with this specification
* provide an SkData of this size, containing values for all of those variables. Use uniforms()
* to get the offset of each uniform within the SkData.
*/
size_t uniformSize() const;
/**
* Provides info about individual uniforms including the offset into an SkData where each
* uniform value should be placed.
*/
SkSpan<const Uniform> uniforms() const { return SkSpan(fUniforms); }
/** Provides basic info about individual children: names, indices and runtime effect type. */
SkSpan<const Child> children() const { return SkSpan(fChildren); }
/** Returns a pointer to the named child's description, or nullptr if not found. */
const Child* findChild(std::string_view name) const;
/** Returns a pointer to the named uniform variable's description, or nullptr if not found. */
const Uniform* findUniform(std::string_view name) const;
/** Returns a pointer to the named attribute, or nullptr if not found. */
const Attribute* findAttribute(std::string_view name) const;
/** Returns a pointer to the named varying, or nullptr if not found. */
const Varying* findVarying(std::string_view name) const;
size_t stride() const { return fStride; }
SkColorSpace* colorSpace() const { return fColorSpace.get(); }
private:
friend struct SkMeshSpecificationPriv;
enum class ColorType {
kNone,
kHalf4,
kFloat4,
};
static Result MakeFromSourceWithStructs(SkSpan<const Attribute> attributes,
size_t stride,
SkSpan<const Varying> varyings,
const SkString& vs,
const SkString& fs,
sk_sp<SkColorSpace> cs,
SkAlphaType at);
SkMeshSpecification(SkSpan<const Attribute>,
size_t,
SkSpan<const Varying>,
int passthroughLocalCoordsVaryingIndex,
uint32_t deadVaryingMask,
std::vector<Uniform> uniforms,
std::vector<Child> children,
std::unique_ptr<const SkSL::Program>,
std::unique_ptr<const SkSL::Program>,
ColorType,
sk_sp<SkColorSpace>,
SkAlphaType);
SkMeshSpecification(const SkMeshSpecification&) = delete;
SkMeshSpecification(SkMeshSpecification&&) = delete;
SkMeshSpecification& operator=(const SkMeshSpecification&) = delete;
SkMeshSpecification& operator=(SkMeshSpecification&&) = delete;
const std::vector<Attribute> fAttributes;
const std::vector<Varying> fVaryings;
const std::vector<Uniform> fUniforms;
const std::vector<Child> fChildren;
const std::unique_ptr<const SkSL::Program> fVS;
const std::unique_ptr<const SkSL::Program> fFS;
const size_t fStride;
uint32_t fHash;
const int fPassthroughLocalCoordsVaryingIndex;
const uint32_t fDeadVaryingMask;
const ColorType fColorType;
const sk_sp<SkColorSpace> fColorSpace;
const SkAlphaType fAlphaType;
};
/**
* A vertex buffer, a topology, optionally an index buffer, and a compatible SkMeshSpecification.
*
* The data in the vertex buffer is expected to contain the attributes described by the spec
* for vertexCount vertices, beginning at vertexOffset. vertexOffset must be aligned to the
* SkMeshSpecification's vertex stride. The size of the buffer must be at least vertexOffset +
* spec->stride()*vertexCount (even if vertex attributes contains pad at the end of the stride). If
* the specified bounds do not contain all the points output by the spec's vertex program when
* applied to the vertices in the custom mesh, then the result is undefined.
*
* MakeIndexed may be used to create an indexed mesh. indexCount indices are read from the index
* buffer at the specified offset, which must be aligned to 2. The indices are always unsigned
* 16-bit integers. The index count must be at least 3.
*
* If Make() is used, the implicit index sequence is 0, 1, 2, 3, ... and vertexCount must be at
* least 3.
*
* Both Make() and MakeIndexed() take a SkData with the uniform values. See
* SkMeshSpecification::uniformSize() and SkMeshSpecification::uniforms() for sizing and packing
* uniforms into the SkData.
*/
class SK_API SkMesh {
public:
class IndexBuffer : public SkRefCnt {
public:
virtual size_t size() const = 0;
/**
* Modifies the data in the IndexBuffer by copying size bytes from data into the buffer
* at offset. Fails if offset + size > this->size() or if either offset or size is not
* aligned to 4 bytes. The GrDirectContext* must match that used to create the buffer. We
* take it as a parameter to emphasize that the context must be used to update the data and
* thus the context must be valid for the current thread.
*/
bool update(GrDirectContext*, const void* data, size_t offset, size_t size);
private:
virtual bool onUpdate(GrDirectContext*, const void* data, size_t offset, size_t size) = 0;
};
class VertexBuffer : public SkRefCnt {
public:
virtual size_t size() const = 0;
/**
* Modifies the data in the IndexBuffer by copying size bytes from data into the buffer
* at offset. Fails if offset + size > this->size() or if either offset or size is not
* aligned to 4 bytes. The GrDirectContext* must match that used to create the buffer. We
* take it as a parameter to emphasize that the context must be used to update the data and
* thus the context must be valid for the current thread.
*/
bool update(GrDirectContext*, const void* data, size_t offset, size_t size);
private:
virtual bool onUpdate(GrDirectContext*, const void* data, size_t offset, size_t size) = 0;
};
SkMesh();
~SkMesh();
SkMesh(const SkMesh&);
SkMesh(SkMesh&&);
SkMesh& operator=(const SkMesh&);
SkMesh& operator=(SkMesh&&);
enum class Mode { kTriangles, kTriangleStrip };
struct Result;
using ChildPtr = SkRuntimeEffect::ChildPtr;
/**
* Creates a non-indexed SkMesh. The returned SkMesh can be tested for validity using
* SkMesh::isValid(). An invalid mesh simply fails to draws if passed to SkCanvas::drawMesh().
* If the mesh is invalid the returned string give contain the reason for the failure (e.g. the
* vertex buffer was null or uniform data too small).
*/
static Result Make(sk_sp<SkMeshSpecification>,
Mode,
sk_sp<VertexBuffer>,
size_t vertexCount,
size_t vertexOffset,
sk_sp<const SkData> uniforms,
SkSpan<ChildPtr> children,
const SkRect& bounds);
/**
* Creates an indexed SkMesh. The returned SkMesh can be tested for validity using
* SkMesh::isValid(). A invalid mesh simply fails to draw if passed to SkCanvas::drawMesh().
* If the mesh is invalid the returned string give contain the reason for the failure (e.g. the
* index buffer was null or uniform data too small).
*/
static Result MakeIndexed(sk_sp<SkMeshSpecification>,
Mode,
sk_sp<VertexBuffer>,
size_t vertexCount,
size_t vertexOffset,
sk_sp<IndexBuffer>,
size_t indexCount,
size_t indexOffset,
sk_sp<const SkData> uniforms,
SkSpan<ChildPtr> children,
const SkRect& bounds);
sk_sp<SkMeshSpecification> refSpec() const { return fSpec; }
SkMeshSpecification* spec() const { return fSpec.get(); }
Mode mode() const { return fMode; }
sk_sp<VertexBuffer> refVertexBuffer() const { return fVB; }
VertexBuffer* vertexBuffer() const { return fVB.get(); }
size_t vertexOffset() const { return fVOffset; }
size_t vertexCount() const { return fVCount; }
sk_sp<IndexBuffer> refIndexBuffer() const { return fIB; }
IndexBuffer* indexBuffer() const { return fIB.get(); }
size_t indexOffset() const { return fIOffset; }
size_t indexCount() const { return fICount; }
sk_sp<const SkData> refUniforms() const { return fUniforms; }
const SkData* uniforms() const { return fUniforms.get(); }
SkSpan<const ChildPtr> children() const { return SkSpan(fChildren); }
SkRect bounds() const { return fBounds; }
bool isValid() const;
private:
std::tuple<bool, SkString> validate() const;
sk_sp<SkMeshSpecification> fSpec;
sk_sp<VertexBuffer> fVB;
sk_sp<IndexBuffer> fIB;
sk_sp<const SkData> fUniforms;
skia_private::STArray<2, ChildPtr> fChildren;
size_t fVOffset = 0; // Must be a multiple of spec->stride()
size_t fVCount = 0;
size_t fIOffset = 0; // Must be a multiple of sizeof(uint16_t)
size_t fICount = 0;
Mode fMode = Mode::kTriangles;
SkRect fBounds = SkRect::MakeEmpty();
};
struct SkMesh::Result { SkMesh mesh; SkString error; };
namespace SkMeshes {
/**
* Makes a CPU-backed index buffer to be used with SkMeshes.
*
* @param data The data used to populate the buffer, or nullptr to create a zero-
* initialized buffer.
* @param size Both the size of the data in 'data' and the size of the resulting
* buffer, in bytes.
*/
SK_API sk_sp<SkMesh::IndexBuffer> MakeIndexBuffer(const void* data, size_t size);
/**
* Makes a copy of an index buffer. The copy will be CPU-backed.
*/
SK_API sk_sp<SkMesh::IndexBuffer> CopyIndexBuffer(const sk_sp<SkMesh::IndexBuffer>&);
/**
* Makes a CPU-backed vertex buffer to be used with SkMeshes.
*
* @param data The data used to populate the buffer, or nullptr to create a zero-
* initialized buffer.
* @param size Both the size of the data in 'data' and the size of the resulting
* buffer, in bytes.
*/
SK_API sk_sp<SkMesh::VertexBuffer> MakeVertexBuffer(const void*, size_t size);
/**
* Makes a copy of a vertex buffer. The copy will be CPU-backed.
*/
SK_API sk_sp<SkMesh::VertexBuffer> CopyVertexBuffer(const sk_sp<SkMesh::VertexBuffer>&);
} // namespace SkMeshes
#endif
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