Flutter Impeller
impeller::RuntimeEffectContents Class Referencefinal

#include <runtime_effect_contents.h>

Inheritance diagram for impeller::RuntimeEffectContents:
impeller::ColorSourceContents impeller::Contents

Classes

struct  TextureInput
 

Public Member Functions

void SetRuntimeStage (std::shared_ptr< RuntimeStage > runtime_stage)
 
void SetUniformData (std::shared_ptr< std::vector< uint8_t >> uniform_data)
 
void SetTextureInputs (std::vector< TextureInput > texture_inputs)
 
bool CanInheritOpacity (const Entity &entity) const override
 Whether or not this contents can accept the opacity peephole optimization. More...
 
bool Render (const ContentContext &renderer, const Entity &entity, RenderPass &pass) const override
 
- Public Member Functions inherited from impeller::ColorSourceContents
 ColorSourceContents ()
 
 ~ColorSourceContents () override
 
void SetGeometry (std::shared_ptr< Geometry > geometry)
 Set the geometry that this contents will use to render. More...
 
const std::shared_ptr< Geometry > & GetGeometry () const
 Get the geometry that this contents will use to render. More...
 
void SetEffectTransform (Matrix matrix)
 Set the effect transform for this color source. More...
 
const MatrixGetInverseEffectTransform () const
 Set the inverted effect transform for this color source. More...
 
void SetOpacityFactor (Scalar opacity)
 Set the opacity factor for this color source. More...
 
Scalar GetOpacityFactor () const
 Get the opacity factor for this color source. More...
 
virtual bool IsSolidColor () const
 
std::optional< RectGetCoverage (const Entity &entity) const override
 Get the area of the render pass that will be affected when this contents is rendered. More...
 
void SetInheritedOpacity (Scalar opacity) override
 Inherit the provided opacity. More...
 
- Public Member Functions inherited from impeller::Contents
 Contents ()
 
virtual ~Contents ()
 
virtual void PopulateGlyphAtlas (const std::shared_ptr< LazyGlyphAtlas > &lazy_glyph_atlas, Scalar scale)
 Add any text data to the specified lazy atlas. The scale parameter must be used again later when drawing the text. More...
 
void SetCoverageHint (std::optional< Rect > coverage_hint)
 Hint that specifies the coverage area of this Contents that will actually be used during rendering. This is for optimization purposes only and can not be relied on as a clip. May optionally affect the result of GetCoverage(). More...
 
const std::optional< Rect > & GetCoverageHint () const
 
virtual bool IsOpaque () const
 Whether this Contents only emits opaque source colors from the fragment stage. This value does not account for any entity properties (e.g. the blend mode), clips/visibility culling, or inherited opacity. More...
 
virtual ClipCoverage GetClipCoverage (const Entity &entity, const std::optional< Rect > &current_clip_coverage) const
 Given the current pass space bounding rectangle of the clip buffer, return the expected clip coverage after this draw call. This should only be implemented for contents that may write to the clip buffer. More...
 
virtual std::optional< SnapshotRenderToSnapshot (const ContentContext &renderer, const Entity &entity, std::optional< Rect > coverage_limit=std::nullopt, const std::optional< SamplerDescriptor > &sampler_descriptor=std::nullopt, bool msaa_enabled=true, int32_t mip_count=1, const std::string &label="Snapshot") const
 Render this contents to a snapshot, respecting the entity's transform, path, clip depth, and blend mode. The result texture size is always the size of GetCoverage(entity). More...
 
virtual bool ShouldRender (const Entity &entity, const std::optional< Rect > clip_coverage) const
 
std::optional< SizeGetColorSourceSize () const
 Return the color source's intrinsic size, if available. More...
 
void SetColorSourceSize (Size size)
 
virtual std::optional< ColorAsBackgroundColor (const Entity &entity, ISize target_size) const
 Returns a color if this Contents will flood the given target_size with a color. This output color is the "Source" color that will be used for the Entity's blend operation. More...
 
virtual const FilterContentsAsFilter () const
 Cast to a filter. Returns nullptr if this Contents is not a filter. More...
 
virtual bool ApplyColorFilter (const ColorFilterProc &color_filter_proc)
 If possible, applies a color filter to this contents inputs on the CPU. More...
 

Additional Inherited Members

- Public Types inherited from impeller::Contents
using ColorFilterProc = std::function< Color(Color)>
 
using RenderProc = std::function< bool(const ContentContext &renderer, const Entity &entity, RenderPass &pass)>
 
using CoverageProc = std::function< std::optional< Rect >(const Entity &entity)>
 
- Static Public Member Functions inherited from impeller::Contents
static std::shared_ptr< ContentsMakeAnonymous (RenderProc render_proc, CoverageProc coverage_proc)
 
- Protected Types inherited from impeller::ColorSourceContents
using BindFragmentCallback = std::function< bool(RenderPass &pass)>
 
using PipelineBuilderMethod = std::shared_ptr< Pipeline< PipelineDescriptor > >(impeller::ContentContext::*)(ContentContextOptions) const
 
using PipelineBuilderCallback = std::function< std::shared_ptr< Pipeline< PipelineDescriptor > >(ContentContextOptions)>
 
- Protected Member Functions inherited from impeller::ColorSourceContents
template<typename VertexShaderT >
bool DrawGeometry (const ContentContext &renderer, const Entity &entity, RenderPass &pass, const PipelineBuilderCallback &pipeline_callback, typename VertexShaderT::FrameInfo frame_info, const BindFragmentCallback &bind_fragment_callback, bool enable_uvs=false, Rect texture_coverage={}, const Matrix &effect_transform={}) const
 

Detailed Description

Definition at line 17 of file runtime_effect_contents.h.

Member Function Documentation

◆ CanInheritOpacity()

bool impeller::RuntimeEffectContents::CanInheritOpacity ( const Entity entity) const
overridevirtual

Whether or not this contents can accept the opacity peephole optimization.

By default all contents return false. Contents are responsible for determining whether or not their own geometries intersect in a way that makes accepting opacity impossible. It is always safe to return false, especially if computing overlap would be computationally expensive.

Reimplemented from impeller::ColorSourceContents.

Definition at line 40 of file runtime_effect_contents.cc.

40  {
41  return false;
42 }

◆ Render()

bool impeller::RuntimeEffectContents::Render ( const ContentContext renderer,
const Entity entity,
RenderPass pass 
) const
overridevirtual

Get or register shader.

Resolve runtime stage function.

Set up the command. Defer setting up the pipeline until the descriptor set layouts are known from the uniforms.

Fragment stage uniforms.

Now that the descriptor set layouts are known, get the pipeline.

Implements impeller::Contents.

Definition at line 68 of file runtime_effect_contents.cc.

70  {
71  const std::shared_ptr<Context>& context = renderer.GetContext();
72  const std::shared_ptr<ShaderLibrary>& library = context->GetShaderLibrary();
73 
74  //--------------------------------------------------------------------------
75  /// Get or register shader.
76  ///
77 
78  // TODO(113719): Register the shader function earlier.
79 
80  std::shared_ptr<const ShaderFunction> function = library->GetFunction(
81  runtime_stage_->GetEntrypoint(), ShaderStage::kFragment);
82 
83  //--------------------------------------------------------------------------
84  /// Resolve runtime stage function.
85  ///
86 
87  if (function && runtime_stage_->IsDirty()) {
88  renderer.ClearCachedRuntimeEffectPipeline(runtime_stage_->GetEntrypoint());
89  context->GetPipelineLibrary()->RemovePipelinesWithEntryPoint(function);
90  library->UnregisterFunction(runtime_stage_->GetEntrypoint(),
92 
93  function = nullptr;
94  }
95 
96  if (!function) {
97  std::promise<bool> promise;
98  auto future = promise.get_future();
99 
100  library->RegisterFunction(
101  runtime_stage_->GetEntrypoint(),
102  ToShaderStage(runtime_stage_->GetShaderStage()),
103  runtime_stage_->GetCodeMapping(),
104  fml::MakeCopyable([promise = std::move(promise)](bool result) mutable {
105  promise.set_value(result);
106  }));
107 
108  if (!future.get()) {
109  VALIDATION_LOG << "Failed to build runtime effect (entry point: "
110  << runtime_stage_->GetEntrypoint() << ")";
111  return false;
112  }
113 
114  function = library->GetFunction(runtime_stage_->GetEntrypoint(),
116  if (!function) {
118  << "Failed to fetch runtime effect function immediately after "
119  "registering it (entry point: "
120  << runtime_stage_->GetEntrypoint() << ")";
121  return false;
122  }
123 
124  runtime_stage_->SetClean();
125  }
126 
127  //--------------------------------------------------------------------------
128  /// Set up the command. Defer setting up the pipeline until the descriptor set
129  /// layouts are known from the uniforms.
130  ///
131 
132  const std::shared_ptr<const Capabilities>& caps = context->GetCapabilities();
133  const auto color_attachment_format = caps->GetDefaultColorFormat();
134  const auto stencil_attachment_format = caps->GetDefaultDepthStencilFormat();
135 
136  using VS = RuntimeEffectVertexShader;
137 
138  //--------------------------------------------------------------------------
139  /// Fragment stage uniforms.
140  ///
141 
142  std::vector<DescriptorSetLayout> descriptor_set_layouts;
143 
144  BindFragmentCallback bind_callback = [this, &renderer, &context,
145  &descriptor_set_layouts](
146  RenderPass& pass) {
147  descriptor_set_layouts.clear();
148 
149  size_t minimum_sampler_index = 100000000;
150  size_t buffer_index = 0;
151  size_t buffer_offset = 0;
152 
153  for (const auto& uniform : runtime_stage_->GetUniforms()) {
154  std::shared_ptr<ShaderMetadata> metadata = MakeShaderMetadata(uniform);
155 
156  switch (uniform.type) {
157  case kSampledImage: {
158  // Sampler uniforms are ordered in the IPLR according to their
159  // declaration and the uniform location reflects the correct offset to
160  // be mapped to - except that it may include all proceeding float
161  // uniforms. For example, a float sampler that comes after 4 float
162  // uniforms may have a location of 4. To convert to the actual offset
163  // we need to find the largest location assigned to a float uniform
164  // and then subtract this from all uniform locations. This is more or
165  // less the same operation we previously performed in the shader
166  // compiler.
167  minimum_sampler_index =
168  std::min(minimum_sampler_index, uniform.location);
169  break;
170  }
171  case kFloat: {
172  FML_DCHECK(renderer.GetContext()->GetBackendType() !=
174  << "Uniform " << uniform.name
175  << " had unexpected type kFloat for Vulkan backend.";
176  size_t alignment =
177  std::max(uniform.bit_width / 8, DefaultUniformAlignment());
178  auto buffer_view = renderer.GetTransientsBuffer().Emplace(
179  uniform_data_->data() + buffer_offset, uniform.GetSize(),
180  alignment);
181 
182  ShaderUniformSlot uniform_slot;
183  uniform_slot.name = uniform.name.c_str();
184  uniform_slot.ext_res_0 = uniform.location;
185  pass.BindResource(ShaderStage::kFragment,
186  DescriptorType::kUniformBuffer, uniform_slot,
187  metadata, buffer_view);
188  buffer_index++;
189  buffer_offset += uniform.GetSize();
190  break;
191  }
192  case kStruct: {
193  FML_DCHECK(renderer.GetContext()->GetBackendType() ==
195  descriptor_set_layouts.emplace_back(DescriptorSetLayout{
196  static_cast<uint32_t>(uniform.location),
199  });
200  ShaderUniformSlot uniform_slot;
201  uniform_slot.name = uniform.name.c_str();
202  uniform_slot.binding = uniform.location;
203 
204  std::vector<float> uniform_buffer;
205  uniform_buffer.reserve(uniform.struct_layout.size());
206  size_t uniform_byte_index = 0u;
207  for (const auto& byte_type : uniform.struct_layout) {
208  if (byte_type == 0) {
209  uniform_buffer.push_back(0.f);
210  } else if (byte_type == 1) {
211  uniform_buffer.push_back(reinterpret_cast<float*>(
212  uniform_data_->data())[uniform_byte_index++]);
213  } else {
214  FML_UNREACHABLE();
215  }
216  }
217 
218  size_t alignment = std::max(sizeof(float) * uniform_buffer.size(),
220 
221  auto buffer_view = renderer.GetTransientsBuffer().Emplace(
222  reinterpret_cast<const void*>(uniform_buffer.data()),
223  sizeof(float) * uniform_buffer.size(), alignment);
224  pass.BindResource(ShaderStage::kFragment,
225  DescriptorType::kUniformBuffer, uniform_slot,
226  ShaderMetadata{}, buffer_view);
227  }
228  }
229  }
230 
231  size_t sampler_index = 0;
232  for (const auto& uniform : runtime_stage_->GetUniforms()) {
233  std::shared_ptr<ShaderMetadata> metadata = MakeShaderMetadata(uniform);
234 
235  switch (uniform.type) {
236  case kSampledImage: {
237  FML_DCHECK(sampler_index < texture_inputs_.size());
238  auto& input = texture_inputs_[sampler_index];
239 
240  const std::unique_ptr<const Sampler>& sampler =
241  context->GetSamplerLibrary()->GetSampler(
242  input.sampler_descriptor);
243 
244  SampledImageSlot image_slot;
245  image_slot.name = uniform.name.c_str();
246 
247  uint32_t sampler_binding_location = 0u;
248  if (!descriptor_set_layouts.empty()) {
249  sampler_binding_location =
250  descriptor_set_layouts.back().binding + 1;
251  }
252 
253  descriptor_set_layouts.emplace_back(DescriptorSetLayout{
254  sampler_binding_location,
257  });
258 
259  image_slot.binding = sampler_binding_location;
260  image_slot.texture_index = uniform.location - minimum_sampler_index;
261  pass.BindResource(ShaderStage::kFragment,
262  DescriptorType::kSampledImage, image_slot,
263  *metadata, input.texture, sampler);
264 
265  sampler_index++;
266  break;
267  }
268  default:
269  continue;
270  }
271  }
272  return true;
273  };
274 
275  /// Now that the descriptor set layouts are known, get the pipeline.
276 
277  PipelineBuilderCallback pipeline_callback = [&](ContentContextOptions
278  options) {
279  // Pipeline creation callback for the cache handler to call.
280  auto create_callback =
281  [&]() -> std::shared_ptr<Pipeline<PipelineDescriptor>> {
282  PipelineDescriptor desc;
283  desc.SetLabel("Runtime Stage");
284  desc.AddStageEntrypoint(
285  library->GetFunction(VS::kEntrypointName, ShaderStage::kVertex));
286  desc.AddStageEntrypoint(library->GetFunction(
287  runtime_stage_->GetEntrypoint(), ShaderStage::kFragment));
288  auto vertex_descriptor = std::make_shared<VertexDescriptor>();
289  vertex_descriptor->SetStageInputs(VS::kAllShaderStageInputs,
290  VS::kInterleavedBufferLayout);
291  vertex_descriptor->RegisterDescriptorSetLayouts(
292  VS::kDescriptorSetLayouts);
293  vertex_descriptor->RegisterDescriptorSetLayouts(
294  descriptor_set_layouts.data(), descriptor_set_layouts.size());
295  desc.SetVertexDescriptor(std::move(vertex_descriptor));
296  desc.SetColorAttachmentDescriptor(
297  0u, {.format = color_attachment_format, .blending_enabled = true});
298 
299  desc.SetStencilAttachmentDescriptors(StencilAttachmentDescriptor{});
300  desc.SetStencilPixelFormat(stencil_attachment_format);
301 
302  desc.SetDepthStencilAttachmentDescriptor(DepthAttachmentDescriptor{});
303  desc.SetDepthPixelFormat(stencil_attachment_format);
304 
305  options.ApplyToPipelineDescriptor(desc);
306  auto pipeline = context->GetPipelineLibrary()->GetPipeline(desc).Get();
307  if (!pipeline) {
308  VALIDATION_LOG << "Failed to get or create runtime effect pipeline.";
309  return nullptr;
310  }
311 
312  return pipeline;
313  };
314  return renderer.GetCachedRuntimeEffectPipeline(
315  runtime_stage_->GetEntrypoint(), options, create_callback);
316  };
317 
318  return ColorSourceContents::DrawGeometry<VS>(renderer, entity, pass,
319  pipeline_callback,
320  VS::FrameInfo{}, bind_callback);
321 }

References impeller::PipelineDescriptor::AddStageEntrypoint(), impeller::ShaderUniformSlot::binding, impeller::SampledImageSlot::binding, impeller::RenderPass::BindResource(), impeller::ContentContext::ClearCachedRuntimeEffectPipeline(), impeller::DefaultUniformAlignment(), impeller::HostBuffer::Emplace(), impeller::ShaderUniformSlot::ext_res_0, impeller::ContentContext::GetCachedRuntimeEffectPipeline(), impeller::ContentContext::GetContext(), impeller::ContentContext::GetTransientsBuffer(), impeller::kFloat, impeller::kFragment, impeller::kSampledImage, impeller::kStruct, impeller::kUniformBuffer, impeller::kVertex, impeller::Context::kVulkan, impeller::MakeShaderMetadata(), impeller::ShaderUniformSlot::name, impeller::SampledImageSlot::name, impeller::PipelineDescriptor::SetColorAttachmentDescriptor(), impeller::PipelineDescriptor::SetDepthPixelFormat(), impeller::PipelineDescriptor::SetDepthStencilAttachmentDescriptor(), impeller::PipelineDescriptor::SetLabel(), impeller::PipelineDescriptor::SetStencilAttachmentDescriptors(), impeller::PipelineDescriptor::SetStencilPixelFormat(), impeller::PipelineDescriptor::SetVertexDescriptor(), impeller::SampledImageSlot::texture_index, impeller::ToShaderStage(), and VALIDATION_LOG.

◆ SetRuntimeStage()

void impeller::RuntimeEffectContents::SetRuntimeStage ( std::shared_ptr< RuntimeStage runtime_stage)

Definition at line 25 of file runtime_effect_contents.cc.

26  {
27  runtime_stage_ = std::move(runtime_stage);
28 }

◆ SetTextureInputs()

void impeller::RuntimeEffectContents::SetTextureInputs ( std::vector< TextureInput texture_inputs)

Definition at line 35 of file runtime_effect_contents.cc.

36  {
37  texture_inputs_ = std::move(texture_inputs);
38 }

◆ SetUniformData()

void impeller::RuntimeEffectContents::SetUniformData ( std::shared_ptr< std::vector< uint8_t >>  uniform_data)

Definition at line 30 of file runtime_effect_contents.cc.

31  {
32  uniform_data_ = std::move(uniform_data);
33 }

The documentation for this class was generated from the following files:
impeller::ColorSourceContents::PipelineBuilderCallback
std::function< std::shared_ptr< Pipeline< PipelineDescriptor > >(ContentContextOptions)> PipelineBuilderCallback
Definition: color_source_contents.h:113
impeller::kFloat
@ kFloat
Definition: runtime_types.h:23
impeller::MakeShaderMetadata
static std::shared_ptr< ShaderMetadata > MakeShaderMetadata(const RuntimeUniformDescription &uniform)
Definition: runtime_effect_contents.cc:55
impeller::DefaultUniformAlignment
constexpr size_t DefaultUniformAlignment()
Definition: platform.h:15
impeller::kSampledImage
@ kSampledImage
Definition: runtime_types.h:24
impeller::ToShaderStage
constexpr ShaderStage ToShaderStage(RuntimeShaderStage stage)
Definition: shader_types.h:29
impeller::VS
SolidFillVertexShader VS
Definition: stroke_path_geometry.cc:15
impeller::ShaderStage::kFragment
@ kFragment
impeller::kStruct
@ kStruct
Definition: runtime_types.h:25
impeller::DescriptorType::kSampledImage
@ kSampledImage
impeller::DescriptorType::kUniformBuffer
@ kUniformBuffer
VALIDATION_LOG
#define VALIDATION_LOG
Definition: validation.h:73
impeller::Context::BackendType::kVulkan
@ kVulkan
impeller::ColorSourceContents::BindFragmentCallback
std::function< bool(RenderPass &pass)> BindFragmentCallback
Definition: color_source_contents.h:108
impeller::ShaderStage::kVertex
@ kVertex