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Resolves https://github.com/flutter/flutter/issues/156305. * Resolve pipelines and submit command buffers on the raster thread. * Don't use desktop GL shader variation on Windows. * Fix interpretation of `array_elements`. * Fix texture binding metadata. Gets Flutter GPU working on Windows!  
160 lines
4.7 KiB
C++
160 lines
4.7 KiB
C++
// Copyright 2013 The Flutter Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "flutter/lib/gpu/shader.h"
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#include <utility>
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#include "flutter/lib/gpu/formats.h"
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#include "fml/make_copyable.h"
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#include "impeller/core/runtime_types.h"
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#include "impeller/renderer/shader_function.h"
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#include "impeller/renderer/shader_library.h"
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#include "tonic/converter/dart_converter.h"
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namespace flutter {
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namespace gpu {
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const impeller::ShaderStructMemberMetadata*
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Shader::UniformBinding::GetMemberMetadata(const std::string& name) const {
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auto result =
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std::find_if(metadata.members.begin(), metadata.members.end(),
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[&name](const impeller::ShaderStructMemberMetadata& member) {
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return member.name == name;
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});
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if (result == metadata.members.end()) {
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return nullptr;
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}
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return &(*result);
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}
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IMPLEMENT_WRAPPERTYPEINFO(flutter_gpu, Shader);
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Shader::Shader() = default;
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Shader::~Shader() = default;
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fml::RefPtr<Shader> Shader::Make(
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std::string entrypoint,
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impeller::ShaderStage stage,
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std::shared_ptr<fml::Mapping> code_mapping,
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std::vector<impeller::ShaderStageIOSlot> inputs,
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std::vector<impeller::ShaderStageBufferLayout> layouts,
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std::unordered_map<std::string, UniformBinding> uniform_structs,
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std::unordered_map<std::string, TextureBinding> uniform_textures,
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std::vector<impeller::DescriptorSetLayout> descriptor_set_layouts) {
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auto shader = fml::MakeRefCounted<Shader>();
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shader->entrypoint_ = std::move(entrypoint);
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shader->stage_ = stage;
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shader->code_mapping_ = std::move(code_mapping);
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shader->inputs_ = std::move(inputs);
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shader->layouts_ = std::move(layouts);
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shader->uniform_structs_ = std::move(uniform_structs);
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shader->uniform_textures_ = std::move(uniform_textures);
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shader->descriptor_set_layouts_ = std::move(descriptor_set_layouts);
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return shader;
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}
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std::shared_ptr<const impeller::ShaderFunction> Shader::GetFunctionFromLibrary(
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impeller::ShaderLibrary& library) {
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return library.GetFunction(entrypoint_, stage_);
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}
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bool Shader::IsRegistered(Context& context) {
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auto& lib = *context.GetContext()->GetShaderLibrary();
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return GetFunctionFromLibrary(lib) != nullptr;
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}
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bool Shader::RegisterSync(Context& context) {
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if (IsRegistered(context)) {
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return true; // Already registered.
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}
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auto& lib = *context.GetContext()->GetShaderLibrary();
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std::promise<bool> promise;
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auto future = promise.get_future();
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lib.RegisterFunction(
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entrypoint_, stage_, code_mapping_,
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fml::MakeCopyable([promise = std::move(promise)](bool result) mutable {
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promise.set_value(result);
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}));
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if (!future.get()) {
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return false; // Registration failed.
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}
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return true;
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}
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std::shared_ptr<impeller::VertexDescriptor> Shader::CreateVertexDescriptor()
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const {
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auto vertex_descriptor = std::make_shared<impeller::VertexDescriptor>();
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vertex_descriptor->SetStageInputs(inputs_, layouts_);
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return vertex_descriptor;
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}
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impeller::ShaderStage Shader::GetShaderStage() const {
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return stage_;
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}
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const std::vector<impeller::DescriptorSetLayout>&
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Shader::GetDescriptorSetLayouts() const {
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return descriptor_set_layouts_;
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}
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const Shader::UniformBinding* Shader::GetUniformStruct(
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const std::string& name) const {
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auto uniform = uniform_structs_.find(name);
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if (uniform == uniform_structs_.end()) {
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return nullptr;
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}
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return &uniform->second;
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}
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const Shader::TextureBinding* Shader::GetUniformTexture(
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const std::string& name) const {
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auto uniform = uniform_textures_.find(name);
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if (uniform == uniform_textures_.end()) {
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return nullptr;
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}
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return &uniform->second;
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}
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} // namespace gpu
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} // namespace flutter
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//----------------------------------------------------------------------------
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/// Exports
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///
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int InternalFlutterGpu_Shader_GetUniformStructSize(
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flutter::gpu::Shader* wrapper,
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Dart_Handle struct_name_handle) {
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auto name = tonic::StdStringFromDart(struct_name_handle);
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const auto* uniform = wrapper->GetUniformStruct(name);
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if (uniform == nullptr) {
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return -1;
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}
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return uniform->size_in_bytes;
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}
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int InternalFlutterGpu_Shader_GetUniformMemberOffset(
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flutter::gpu::Shader* wrapper,
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Dart_Handle struct_name_handle,
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Dart_Handle member_name_handle) {
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auto struct_name = tonic::StdStringFromDart(struct_name_handle);
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const auto* uniform = wrapper->GetUniformStruct(struct_name);
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if (uniform == nullptr) {
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return -1;
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}
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auto member_name = tonic::StdStringFromDart(member_name_handle);
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const auto* member = uniform->GetMemberMetadata(member_name);
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if (member == nullptr) {
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return -1;
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}
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return member->offset;
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}
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