Flutter Impeller
runtime_effect_contents.cc
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1 // Copyright 2013 The Flutter Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4 
6 
7 #include <algorithm>
8 #include <future>
9 #include <memory>
10 
11 #include "flutter/fml/logging.h"
12 #include "flutter/fml/make_copyable.h"
14 #include "impeller/core/formats.h"
18 #include "impeller/entity/runtime_effect.vert.h"
24 
25 namespace impeller {
26 
27 namespace {
28 constexpr char kPaddingType = 0;
29 constexpr char kFloatType = 1;
30 } // namespace
31 
32 // static
34  const std::shared_ptr<const std::vector<uint8_t>>& input_data,
35  HostBuffer& data_host_buffer,
36  const RuntimeUniformDescription& uniform,
37  size_t minimum_uniform_alignment) {
38  // TODO(jonahwilliams): rewrite this to emplace directly into
39  // HostBuffer.
40  std::vector<float> uniform_buffer;
41  uniform_buffer.reserve(uniform.struct_layout.size());
42  size_t uniform_byte_index = 0u;
43  for (char byte_type : uniform.struct_layout) {
44  if (byte_type == kPaddingType) {
45  uniform_buffer.push_back(0.f);
46  } else {
47  FML_DCHECK(byte_type == kFloatType);
48  uniform_buffer.push_back(reinterpret_cast<const float*>(
49  input_data->data())[uniform_byte_index++]);
50  }
51  }
52 
53  return data_host_buffer.Emplace(
54  reinterpret_cast<const void*>(uniform_buffer.data()),
55  sizeof(float) * uniform_buffer.size(), minimum_uniform_alignment);
56 }
57 
59  std::shared_ptr<RuntimeStage> runtime_stage) {
60  runtime_stage_ = std::move(runtime_stage);
61 }
62 
64  std::shared_ptr<std::vector<uint8_t>> uniform_data) {
65  uniform_data_ = std::move(uniform_data);
66 }
67 
69  std::vector<TextureInput> texture_inputs) {
70  texture_inputs_ = std::move(texture_inputs);
71 }
72 
74  switch (type) {
75  case kSampledImage:
77  case kFloat:
78  return ShaderType::kFloat;
79  case kStruct:
80  return ShaderType::kStruct;
81  }
82 }
83 
84 static std::unique_ptr<ShaderMetadata> MakeShaderMetadata(
85  const RuntimeUniformDescription& uniform) {
86  std::unique_ptr<ShaderMetadata> metadata = std::make_unique<ShaderMetadata>();
87  metadata->name = uniform.name;
88  metadata->members.emplace_back(ShaderStructMemberMetadata{
89  .type = GetShaderType(uniform.type), //
90  .size = uniform.dimensions.rows * uniform.dimensions.cols *
91  (uniform.bit_width / 8u), //
92  .byte_length =
93  (uniform.bit_width / 8u) * uniform.array_elements.value_or(1), //
94  .array_elements = uniform.array_elements //
95  });
96 
97  return metadata;
98 }
99 
101  const ContentContext& renderer) const {
102  if (!RegisterShader(renderer)) {
103  return false;
104  }
105  ContentContextOptions options;
107  renderer.GetContext()->GetCapabilities()->GetDefaultColorFormat();
108  CreatePipeline(renderer, options, /*async=*/true);
109  return true;
110 }
111 
112 bool RuntimeEffectContents::RegisterShader(
113  const ContentContext& renderer) const {
114  const std::shared_ptr<Context>& context = renderer.GetContext();
115  const std::shared_ptr<ShaderLibrary>& library = context->GetShaderLibrary();
116 
117  std::shared_ptr<const ShaderFunction> function = library->GetFunction(
118  runtime_stage_->GetEntrypoint(), ShaderStage::kFragment);
119 
120  //--------------------------------------------------------------------------
121  /// Resolve runtime stage function.
122  ///
123 
124  if (function && runtime_stage_->IsDirty()) {
125  renderer.ClearCachedRuntimeEffectPipeline(runtime_stage_->GetEntrypoint());
126  context->GetPipelineLibrary()->RemovePipelinesWithEntryPoint(function);
127  library->UnregisterFunction(runtime_stage_->GetEntrypoint(),
129 
130  function = nullptr;
131  }
132 
133  if (!function) {
134  std::promise<bool> promise;
135  auto future = promise.get_future();
136 
137  library->RegisterFunction(
138  runtime_stage_->GetEntrypoint(),
139  ToShaderStage(runtime_stage_->GetShaderStage()),
140  runtime_stage_->GetCodeMapping(),
141  fml::MakeCopyable([promise = std::move(promise)](bool result) mutable {
142  promise.set_value(result);
143  }));
144 
145  if (!future.get()) {
146  VALIDATION_LOG << "Failed to build runtime effect (entry point: "
147  << runtime_stage_->GetEntrypoint() << ")";
148  return false;
149  }
150 
151  function = library->GetFunction(runtime_stage_->GetEntrypoint(),
153  if (!function) {
155  << "Failed to fetch runtime effect function immediately after "
156  "registering it (entry point: "
157  << runtime_stage_->GetEntrypoint() << ")";
158  return false;
159  }
160 
161  runtime_stage_->SetClean();
162  }
163  return true;
164 }
165 
166 std::shared_ptr<Pipeline<PipelineDescriptor>>
167 RuntimeEffectContents::CreatePipeline(const ContentContext& renderer,
168  ContentContextOptions options,
169  bool async) const {
170  const std::shared_ptr<Context>& context = renderer.GetContext();
171  const std::shared_ptr<ShaderLibrary>& library = context->GetShaderLibrary();
172  const std::shared_ptr<const Capabilities>& caps = context->GetCapabilities();
173  const PixelFormat color_attachment_format = caps->GetDefaultColorFormat();
174  const PixelFormat stencil_attachment_format =
175  caps->GetDefaultDepthStencilFormat();
176 
177  using VS = RuntimeEffectVertexShader;
178 
179  PipelineDescriptor desc;
180  desc.SetLabel("Runtime Stage");
181  desc.AddStageEntrypoint(
182  library->GetFunction(VS::kEntrypointName, ShaderStage::kVertex));
183  desc.AddStageEntrypoint(library->GetFunction(runtime_stage_->GetEntrypoint(),
185 
186  std::shared_ptr<VertexDescriptor> vertex_descriptor =
187  std::make_shared<VertexDescriptor>();
188  vertex_descriptor->SetStageInputs(VS::kAllShaderStageInputs,
189  VS::kInterleavedBufferLayout);
190  vertex_descriptor->RegisterDescriptorSetLayouts(VS::kDescriptorSetLayouts);
191  vertex_descriptor->RegisterDescriptorSetLayouts(
192  runtime_stage_->GetDescriptorSetLayouts().data(),
193  runtime_stage_->GetDescriptorSetLayouts().size());
194  desc.SetVertexDescriptor(std::move(vertex_descriptor));
195  desc.SetColorAttachmentDescriptor(
196  0u, {.format = color_attachment_format, .blending_enabled = true});
197 
198  desc.SetStencilAttachmentDescriptors(StencilAttachmentDescriptor{});
199  desc.SetStencilPixelFormat(stencil_attachment_format);
200 
201  desc.SetDepthStencilAttachmentDescriptor(DepthAttachmentDescriptor{});
202  desc.SetDepthPixelFormat(stencil_attachment_format);
203 
204  options.ApplyToPipelineDescriptor(desc);
205  if (async) {
206  context->GetPipelineLibrary()->GetPipeline(desc, async);
207  return nullptr;
208  }
209 
210  auto pipeline = context->GetPipelineLibrary()->GetPipeline(desc, async).Get();
211  if (!pipeline) {
212  VALIDATION_LOG << "Failed to get or create runtime effect pipeline.";
213  return nullptr;
214  }
215 
216  return pipeline;
217 }
218 
220  const Entity& entity,
221  RenderPass& pass) const {
222  const std::shared_ptr<Context>& context = renderer.GetContext();
223  const std::shared_ptr<ShaderLibrary>& library = context->GetShaderLibrary();
224 
225  //--------------------------------------------------------------------------
226  /// Get or register shader. Flutter will do this when the runtime effect
227  /// is first loaded, but this check is added to supporting testing of the
228  /// Aiks API and non-flutter usage of Impeller.
229  ///
230  if (!RegisterShader(renderer)) {
231  return false;
232  }
233 
234  //--------------------------------------------------------------------------
235  /// Fragment stage uniforms.
236  ///
237  BindFragmentCallback bind_callback = [this, &renderer,
238  &context](RenderPass& pass) {
239  size_t buffer_index = 0;
240  size_t buffer_offset = 0;
241  size_t sampler_location = 0;
242  size_t buffer_location = 0;
243 
244  // Uniforms are ordered in the IPLR according to their
245  // declaration and the uniform location reflects the correct offset to
246  // be mapped to - except that it may include all proceeding
247  // uniforms of a different type. For example, a texture sampler that comes
248  // after 4 float uniforms may have a location of 4. Since we know that
249  // the declarations are already ordered, we can track the uniform location
250  // ourselves.
251  auto& data_host_buffer = renderer.GetTransientsDataBuffer();
252  for (const auto& uniform : runtime_stage_->GetUniforms()) {
253  std::unique_ptr<ShaderMetadata> metadata = MakeShaderMetadata(uniform);
254  switch (uniform.type) {
255  case kSampledImage: {
256  FML_DCHECK(sampler_location < texture_inputs_.size());
257  auto& input = texture_inputs_[sampler_location];
258 
259  raw_ptr<const Sampler> sampler =
260  context->GetSamplerLibrary()->GetSampler(
261  input.sampler_descriptor);
262 
263  SampledImageSlot image_slot;
264  image_slot.name = uniform.name.c_str();
265  image_slot.binding = uniform.binding;
266  image_slot.texture_index = sampler_location;
268  DescriptorType::kSampledImage, image_slot,
269  std::move(metadata), input.texture, sampler);
270  sampler_location++;
271  break;
272  }
273  case kFloat: {
274  FML_DCHECK(renderer.GetContext()->GetBackendType() !=
276  << "Uniform " << uniform.name
277  << " had unexpected type kFloat for Vulkan backend.";
278 
279  size_t alignment =
280  std::max(uniform.bit_width / 8,
281  data_host_buffer.GetMinimumUniformAlignment());
283  data_host_buffer.Emplace(uniform_data_->data() + buffer_offset,
284  uniform.GetSize(), alignment);
285 
286  ShaderUniformSlot uniform_slot;
287  uniform_slot.name = uniform.name.c_str();
288  uniform_slot.ext_res_0 = buffer_location;
290  DescriptorType::kUniformBuffer, uniform_slot,
291  std::move(metadata), std::move(buffer_view));
292  buffer_index++;
293  buffer_offset += uniform.GetSize();
294  buffer_location++;
295  break;
296  }
297  case kStruct: {
298  FML_DCHECK(renderer.GetContext()->GetBackendType() ==
300  ShaderUniformSlot uniform_slot;
301  uniform_slot.binding = uniform.location;
302  uniform_slot.name = uniform.name.c_str();
303 
305  DescriptorType::kUniformBuffer, uniform_slot,
306  nullptr,
308  uniform_data_, data_host_buffer, uniform,
309  data_host_buffer.GetMinimumUniformAlignment()));
310  }
311  }
312  }
313 
314  return true;
315  };
316 
317  /// Now that the descriptor set layouts are known, get the pipeline.
318  using VS = RuntimeEffectVertexShader;
319 
320  PipelineBuilderCallback pipeline_callback =
321  [&](ContentContextOptions options) {
322  // Pipeline creation callback for the cache handler to call.
323  return renderer.GetCachedRuntimeEffectPipeline(
324  runtime_stage_->GetEntrypoint(), options, [&]() {
325  return CreatePipeline(renderer, options, /*async=*/false);
326  });
327  };
328 
329  return ColorSourceContents::DrawGeometry<VS>(renderer, entity, pass,
330  pipeline_callback,
331  VS::FrameInfo{}, bind_callback);
332 }
333 
334 } // namespace impeller
GLenum type
BufferView buffer_view
std::function< PipelineRef(ContentContextOptions)> PipelineBuilderCallback
std::function< bool(RenderPass &pass)> BindFragmentCallback
void ClearCachedRuntimeEffectPipeline(const std::string &unique_entrypoint_name) const
PipelineRef GetCachedRuntimeEffectPipeline(const std::string &unique_entrypoint_name, const ContentContextOptions &options, const std::function< std::shared_ptr< Pipeline< PipelineDescriptor >>()> &create_callback) const
HostBuffer & GetTransientsDataBuffer() const
Retrieve the current host buffer for transient storage of other non-index data.
std::shared_ptr< Context > GetContext() const
BufferView Emplace(const BufferType &buffer, size_t alignment=0)
Emplace non-uniform data (like contiguous vertices) onto the host buffer.
Definition: host_buffer.h:92
Render passes encode render commands directed as one specific render target into an underlying comman...
Definition: render_pass.h:30
virtual bool BindDynamicResource(ShaderStage stage, DescriptorType type, const SampledImageSlot &slot, std::unique_ptr< ShaderMetadata > metadata, std::shared_ptr< const Texture > texture, raw_ptr< const Sampler >)
Bind with dynamically generated shader metadata.
Definition: render_pass.cc:270
virtual bool BindResource(ShaderStage stage, DescriptorType type, const ShaderUniformSlot &slot, const ShaderMetadata *metadata, BufferView view) override
Definition: render_pass.cc:225
static BufferView EmplaceVulkanUniform(const std::shared_ptr< const std::vector< uint8_t >> &input_data, HostBuffer &host_buffer, const RuntimeUniformDescription &uniform, size_t minimum_uniform_alignment)
bool Render(const ContentContext &renderer, const Entity &entity, RenderPass &pass) const override
bool BootstrapShader(const ContentContext &renderer) const
Load the runtime effect and ensure a default PSO is initialized.
void SetRuntimeStage(std::shared_ptr< RuntimeStage > runtime_stage)
void SetTextureInputs(std::vector< TextureInput > texture_inputs)
void SetUniformData(std::shared_ptr< std::vector< uint8_t >> uniform_data)
A wrapper around a raw ptr that adds additional unopt mode only checks.
Definition: raw_ptr.h:15
constexpr ShaderStage ToShaderStage(RuntimeShaderStage stage)
Definition: shader_types.h:29
static std::unique_ptr< ShaderMetadata > MakeShaderMetadata(const RuntimeUniformDescription &uniform)
PixelFormat
The Pixel formats supported by Impeller. The naming convention denotes the usage of the component,...
Definition: formats.h:99
static ShaderType GetShaderType(RuntimeUniformType type)
LinePipeline::VertexShader VS
RuntimeUniformDimensions dimensions
Definition: runtime_types.h:47
std::vector< uint8_t > struct_layout
Definition: runtime_types.h:50
std::optional< size_t > array_elements
Definition: runtime_types.h:49
Metadata required to bind a combined texture and sampler.
Definition: shader_types.h:98
size_t texture_index
ext_res_0 is the Metal binding value.
Definition: shader_types.h:103
const char * name
The name of the uniform slot.
Definition: shader_types.h:100
size_t binding
The Vulkan binding value.
Definition: shader_types.h:109
Metadata required to bind a buffer.
Definition: shader_types.h:81
size_t binding
The Vulkan binding value.
Definition: shader_types.h:92
size_t ext_res_0
ext_res_0 is the Metal binding value.
Definition: shader_types.h:86
const char * name
The name of the uniform slot.
Definition: shader_types.h:83
#define VALIDATION_LOG
Definition: validation.h:91