SkRuntimeShaderMaker -> SkRuntimeShaderFactory
This refactor makes it work like the runtime color filter, where inputs
can be updated without generating a new shader key every time.
Change-Id: Ic1762aebae96fd8b7a8a74fb200bc02ec08cc029
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/235798
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
diff --git a/gm/runtimeshader.cpp b/gm/runtimeshader.cpp
index 244de61..6234130 100644
--- a/gm/runtimeshader.cpp
+++ b/gm/runtimeshader.cpp
@@ -17,13 +17,11 @@
#include "src/core/SkColorFilterPriv.h"
#include "src/core/SkReadBuffer.h"
#include "src/core/SkWriteBuffer.h"
+#include "src/shaders/SkRTShader.h"
#include "tools/Resources.h"
#include <stddef.h>
-extern sk_sp<SkShader> SkRuntimeShaderMaker(SkString sksl, sk_sp<SkData> inputs,
- const SkMatrix* localMatrix, bool isOpaque);
-
const char* gProg = R"(
layout(ctype=SkRect) in uniform half4 gColor;
@@ -52,7 +50,7 @@
fData = SkData::MakeUninitialized(sizeof(SkColor4f));
SkColor4f* c = (SkColor4f*)fData->writable_data();
*c = {1, 0, 0, 1};
- gShader = SkRuntimeShaderMaker(SkString(gProg), fData, &localM, true);
+ gShader = SkRuntimeShaderFactory(SkString(gProg), true).make(fData, &localM);
}
}
diff --git a/src/shaders/SkRTShader.cpp b/src/shaders/SkRTShader.cpp
index 6d59e55..34dc5a4 100644
--- a/src/shaders/SkRTShader.cpp
+++ b/src/shaders/SkRTShader.cpp
@@ -35,12 +35,12 @@
}
#endif
-SkRTShader::SkRTShader(SkString sksl, sk_sp<SkData> inputs, const SkMatrix* localMatrix,
+SkRTShader::SkRTShader(int index, SkString sksl, sk_sp<SkData> inputs, const SkMatrix* localMatrix,
bool isOpaque)
: SkShaderBase(localMatrix)
, fSkSL(std::move(sksl))
, fInputs(std::move(inputs))
- , fUniqueID(new_sksl_unique_id())
+ , fUniqueID(index)
, fIsOpaque(isOpaque)
{}
@@ -112,6 +112,11 @@
}
sk_sp<SkFlattenable> SkRTShader::CreateProc(SkReadBuffer& buffer) {
+ // We don't have a way to ensure that indices are consistent and correct when deserializing.
+ // Perhaps we should have a hash table to map strings to indices? For now, all shaders get a
+ // new unique ID after serialization.
+ int index = new_sksl_unique_id();
+
SkString sksl;
buffer.readString(&sksl);
sk_sp<SkData> inputs = buffer.readByteArrayAsData();
@@ -124,16 +129,10 @@
localMPtr = &localM;
}
- return sk_sp<SkFlattenable>(new SkRTShader(std::move(sksl), std::move(inputs),
+ return sk_sp<SkFlattenable>(new SkRTShader(index, std::move(sksl), std::move(inputs),
localMPtr, isOpaque));
}
-sk_sp<SkShader> SkRuntimeShaderMaker(SkString sksl, sk_sp<SkData> inputs,
- const SkMatrix* localMatrix, bool isOpaque) {
- return sk_sp<SkShader>(new SkRTShader(std::move(sksl), std::move(inputs),
- localMatrix, isOpaque));
-}
-
#if SK_SUPPORT_GPU
std::unique_ptr<GrFragmentProcessor> SkRTShader::asFragmentProcessor(const GrFPArgs& args) const {
SkMatrix matrix;
@@ -145,3 +144,13 @@
&matrix);
}
#endif
+
+SkRuntimeShaderFactory::SkRuntimeShaderFactory(SkString sksl, bool isOpaque)
+ : fIndex(new_sksl_unique_id())
+ , fSkSL(std::move(sksl))
+ , fIsOpaque(isOpaque) {}
+
+sk_sp<SkShader> SkRuntimeShaderFactory::make(sk_sp<SkData> inputs, const SkMatrix* localMatrix) {
+ return sk_sp<SkShader>(
+ new SkRTShader(fIndex, fSkSL, std::move(inputs), localMatrix, fIsOpaque));
+}
diff --git a/src/shaders/SkRTShader.h b/src/shaders/SkRTShader.h
index a25e930..57d69c3 100644
--- a/src/shaders/SkRTShader.h
+++ b/src/shaders/SkRTShader.h
@@ -22,7 +22,8 @@
class SkRTShader : public SkShaderBase {
public:
- SkRTShader(SkString sksl, sk_sp<SkData> inputs, const SkMatrix* localMatrix, bool isOpaque);
+ SkRTShader(int index, SkString sksl, sk_sp<SkData> inputs, const SkMatrix* localMatrix,
+ bool isOpaque);
bool isOpaque() const override { return fIsOpaque; }
@@ -48,4 +49,16 @@
typedef SkShaderBase INHERITED;
};
+class SkRuntimeShaderFactory {
+public:
+ SkRuntimeShaderFactory(SkString sksl, bool isOpaque);
+
+ sk_sp<SkShader> make(sk_sp<SkData> inputs, const SkMatrix* localMatrix);
+
+private:
+ int fIndex;
+ SkString fSkSL;
+ bool fIsOpaque;
+};
+
#endif