Flutter Impeller
impeller::compiler::ShaderBundleData Class Reference

#include <shader_bundle_data.h>

Classes

struct  ShaderUniformStruct
 
struct  ShaderUniformStructField
 
struct  ShaderUniformTexture
 

Public Member Functions

 ShaderBundleData (std::string entrypoint, spv::ExecutionModel stage, TargetPlatform target_platform)
 
 ~ShaderBundleData ()
 
void AddUniformStruct (ShaderUniformStruct uniform_struct)
 
void AddUniformTexture (ShaderUniformTexture uniform_texture)
 
void AddInputDescription (InputDescription input)
 
void SetShaderData (std::shared_ptr< fml::Mapping > shader)
 
void SetSkSLData (std::shared_ptr< fml::Mapping > sksl)
 
std::unique_ptr< fb::shaderbundle::BackendShaderT > CreateFlatbuffer () const
 

Detailed Description

Definition at line 18 of file shader_bundle_data.h.

Constructor & Destructor Documentation

◆ ShaderBundleData()

impeller::compiler::ShaderBundleData::ShaderBundleData ( std::string  entrypoint,
spv::ExecutionModel  stage,
TargetPlatform  target_platform 
)

Definition at line 16 of file shader_bundle_data.cc.

19  : entrypoint_(std::move(entrypoint)),
20  stage_(stage),
21  target_platform_(target_platform) {}

◆ ~ShaderBundleData()

impeller::compiler::ShaderBundleData::~ShaderBundleData ( )
default

Member Function Documentation

◆ AddInputDescription()

void impeller::compiler::ShaderBundleData::AddInputDescription ( InputDescription  input)

Definition at line 33 of file shader_bundle_data.cc.

33  {
34  inputs_.emplace_back(std::move(input));
35 }

◆ AddUniformStruct()

void impeller::compiler::ShaderBundleData::AddUniformStruct ( ShaderUniformStruct  uniform_struct)

Definition at line 25 of file shader_bundle_data.cc.

25  {
26  uniform_structs_.emplace_back(std::move(uniform_struct));
27 }

◆ AddUniformTexture()

void impeller::compiler::ShaderBundleData::AddUniformTexture ( ShaderUniformTexture  uniform_texture)

Definition at line 29 of file shader_bundle_data.cc.

29  {
30  uniform_textures_.emplace_back(std::move(uniform_texture));
31 }

◆ CreateFlatbuffer()

std::unique_ptr< fb::shaderbundle::BackendShaderT > impeller::compiler::ShaderBundleData::CreateFlatbuffer ( ) const

Definition at line 144 of file shader_bundle_data.cc.

144  {
145  auto shader_bundle = std::make_unique<fb::shaderbundle::BackendShaderT>();
146 
147  // The high level object API is used here for writing to the buffer. This is
148  // just a convenience.
149  shader_bundle->entrypoint = entrypoint_;
150  const auto stage = ToStage(stage_);
151  if (!stage.has_value()) {
152  VALIDATION_LOG << "Invalid shader bundle.";
153  return nullptr;
154  }
155  shader_bundle->stage = stage.value();
156  // This field is ignored, so just set it to anything.
157  if (!shader_) {
158  VALIDATION_LOG << "No shader specified for shader bundle.";
159  return nullptr;
160  }
161  if (shader_->GetSize() > 0u) {
162  shader_bundle->shader = {shader_->GetMapping(),
163  shader_->GetMapping() + shader_->GetSize()};
164  }
165  for (const auto& uniform : uniform_structs_) {
166  auto desc = std::make_unique<fb::shaderbundle::ShaderUniformStructT>();
167 
168  desc->name = uniform.name;
169  if (desc->name.empty()) {
170  VALIDATION_LOG << "Uniform name cannot be empty.";
171  return nullptr;
172  }
173  desc->ext_res_0 = uniform.ext_res_0;
174  desc->set = uniform.set;
175  desc->binding = uniform.binding;
176  desc->size_in_bytes = uniform.size_in_bytes;
177 
178  for (const auto& field : uniform.fields) {
179  auto field_desc =
180  std::make_unique<fb::shaderbundle::ShaderUniformStructFieldT>();
181  field_desc->name = field.name;
182  auto type = ToUniformType(field.type);
183  if (!type.has_value()) {
184  VALIDATION_LOG << " Invalid shader type " << field.type << ".";
185  return nullptr;
186  }
187  field_desc->type = type.value();
188  field_desc->offset_in_bytes = field.offset_in_bytes;
189  field_desc->element_size_in_bytes = field.element_size_in_bytes;
190  field_desc->total_size_in_bytes = field.total_size_in_bytes;
191  field_desc->array_elements = field.array_elements.value_or(0);
192  desc->fields.push_back(std::move(field_desc));
193  }
194 
195  shader_bundle->uniform_structs.emplace_back(std::move(desc));
196  }
197 
198  for (const auto& texture : uniform_textures_) {
199  auto desc = std::make_unique<fb::shaderbundle::ShaderUniformTextureT>();
200  desc->name = texture.name;
201  if (desc->name.empty()) {
202  VALIDATION_LOG << "Uniform name cannot be empty.";
203  return nullptr;
204  }
205  desc->ext_res_0 = texture.ext_res_0;
206  desc->set = texture.set;
207  desc->binding = texture.binding;
208  shader_bundle->uniform_textures.emplace_back(std::move(desc));
209  }
210 
211  for (const auto& input : inputs_) {
212  auto desc = std::make_unique<fb::shaderbundle::ShaderInputT>();
213 
214  desc->name = input.name;
215 
216  if (desc->name.empty()) {
217  VALIDATION_LOG << "Stage input name cannot be empty.";
218  return nullptr;
219  }
220  desc->location = input.location;
221  desc->set = input.set;
222  desc->binding = input.binding;
223  auto input_type = ToInputType(input.type);
224  if (!input_type.has_value()) {
225  VALIDATION_LOG << "Invalid uniform type for runtime stage.";
226  return nullptr;
227  }
228  desc->type = input_type.value();
229  desc->bit_width = input.bit_width;
230  desc->vec_size = input.vec_size;
231  desc->columns = input.columns;
232  desc->offset = input.offset;
233 
234  shader_bundle->inputs.emplace_back(std::move(desc));
235  }
236 
237  return shader_bundle;
238 }
GLenum type
static std::optional< fb::Stage > ToStage(spv::ExecutionModel stage)
static std::optional< fb::UniformDataType > ToUniformType(spirv_cross::SPIRType::BaseType type)
static std::optional< fb::InputDataType > ToInputType(spirv_cross::SPIRType::BaseType type)
#define VALIDATION_LOG
Definition: validation.h:91

References impeller::compiler::ToInputType(), impeller::compiler::ToStage(), impeller::compiler::ToUniformType(), type, and VALIDATION_LOG.

◆ SetShaderData()

void impeller::compiler::ShaderBundleData::SetShaderData ( std::shared_ptr< fml::Mapping >  shader)

Definition at line 37 of file shader_bundle_data.cc.

37  {
38  shader_ = std::move(shader);
39 }

◆ SetSkSLData()

void impeller::compiler::ShaderBundleData::SetSkSLData ( std::shared_ptr< fml::Mapping >  sksl)

The documentation for this class was generated from the following files: