1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2021 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include <android/log.h>
9*c8dee2aaSAndroid Build Coastguard Worker #include <jni.h>
10*c8dee2aaSAndroid Build Coastguard Worker
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkM44.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkRuntimeEffect.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "modules/jetski/src/Utils.h"
14*c8dee2aaSAndroid Build Coastguard Worker
15*c8dee2aaSAndroid Build Coastguard Worker namespace {
16*c8dee2aaSAndroid Build Coastguard Worker
ShaderBuilder_Create(JNIEnv * env,jobject,jstring jsksl)17*c8dee2aaSAndroid Build Coastguard Worker static jlong ShaderBuilder_Create(JNIEnv* env, jobject, jstring jsksl) {
18*c8dee2aaSAndroid Build Coastguard Worker auto [eff,err] = SkRuntimeEffect::MakeForShader(
19*c8dee2aaSAndroid Build Coastguard Worker SkString(jetski::utils::CString(env, jsksl)));
20*c8dee2aaSAndroid Build Coastguard Worker
21*c8dee2aaSAndroid Build Coastguard Worker if (!eff) {
22*c8dee2aaSAndroid Build Coastguard Worker // TODO: throw exception?
23*c8dee2aaSAndroid Build Coastguard Worker __android_log_print(ANDROID_LOG_ERROR, "JetSki", "Failed to compile shader: %s\n",
24*c8dee2aaSAndroid Build Coastguard Worker err.c_str());
25*c8dee2aaSAndroid Build Coastguard Worker return 0;
26*c8dee2aaSAndroid Build Coastguard Worker }
27*c8dee2aaSAndroid Build Coastguard Worker
28*c8dee2aaSAndroid Build Coastguard Worker return reinterpret_cast<jlong>(new SkRuntimeShaderBuilder(std::move(eff)));
29*c8dee2aaSAndroid Build Coastguard Worker }
30*c8dee2aaSAndroid Build Coastguard Worker
ShaderBuilder_Release(JNIEnv * env,jobject,jlong native_instance)31*c8dee2aaSAndroid Build Coastguard Worker static void ShaderBuilder_Release(JNIEnv* env, jobject, jlong native_instance) {
32*c8dee2aaSAndroid Build Coastguard Worker if (auto* builder = reinterpret_cast<SkRuntimeShaderBuilder*>(native_instance)) {
33*c8dee2aaSAndroid Build Coastguard Worker delete builder;
34*c8dee2aaSAndroid Build Coastguard Worker }
35*c8dee2aaSAndroid Build Coastguard Worker }
36*c8dee2aaSAndroid Build Coastguard Worker
ShaderBuilder_SetUniformFloat(JNIEnv * env,jobject,jlong native_instance,jstring jname,float val)37*c8dee2aaSAndroid Build Coastguard Worker static void ShaderBuilder_SetUniformFloat(JNIEnv* env, jobject, jlong native_instance, jstring jname, float val) {
38*c8dee2aaSAndroid Build Coastguard Worker if (auto* builder = reinterpret_cast<SkRuntimeShaderBuilder*>(native_instance)) {
39*c8dee2aaSAndroid Build Coastguard Worker builder->uniform(jetski::utils::CString(env, jname).str()) = val;
40*c8dee2aaSAndroid Build Coastguard Worker }
41*c8dee2aaSAndroid Build Coastguard Worker }
42*c8dee2aaSAndroid Build Coastguard Worker
ShaderBuilder_SetUniformFloat3(JNIEnv * env,jobject,jlong native_instance,jstring jname,float valX,float valY,float valZ)43*c8dee2aaSAndroid Build Coastguard Worker static void ShaderBuilder_SetUniformFloat3(JNIEnv* env, jobject, jlong native_instance, jstring jname, float valX, float valY, float valZ) {
44*c8dee2aaSAndroid Build Coastguard Worker if (auto* builder = reinterpret_cast<SkRuntimeShaderBuilder*>(native_instance)) {
45*c8dee2aaSAndroid Build Coastguard Worker builder->uniform(jetski::utils::CString(env, jname).str()) = SkV3{valX, valY, valZ};
46*c8dee2aaSAndroid Build Coastguard Worker }
47*c8dee2aaSAndroid Build Coastguard Worker }
48*c8dee2aaSAndroid Build Coastguard Worker
ShaderBuilder_SetUniformMatrix(JNIEnv * env,jobject,jlong native_instance,jstring jname,jlong native_matrix)49*c8dee2aaSAndroid Build Coastguard Worker static void ShaderBuilder_SetUniformMatrix(JNIEnv* env, jobject, jlong native_instance, jstring jname, jlong native_matrix) {
50*c8dee2aaSAndroid Build Coastguard Worker if (auto* builder = reinterpret_cast<SkRuntimeShaderBuilder*>(native_instance)) {
51*c8dee2aaSAndroid Build Coastguard Worker if (auto* matrix = reinterpret_cast<SkM44*>(native_matrix)) {
52*c8dee2aaSAndroid Build Coastguard Worker builder->uniform(jetski::utils::CString(env, jname).str()) = *matrix;
53*c8dee2aaSAndroid Build Coastguard Worker }
54*c8dee2aaSAndroid Build Coastguard Worker }
55*c8dee2aaSAndroid Build Coastguard Worker }
56*c8dee2aaSAndroid Build Coastguard Worker
ShaderBuilder_MakeShader(JNIEnv * env,jobject,jlong native_instance)57*c8dee2aaSAndroid Build Coastguard Worker static jlong ShaderBuilder_MakeShader(JNIEnv* env, jobject, jlong native_instance) {
58*c8dee2aaSAndroid Build Coastguard Worker if (auto* builder = reinterpret_cast<SkRuntimeShaderBuilder*>(native_instance)) {
59*c8dee2aaSAndroid Build Coastguard Worker auto shader = builder->makeShader();
60*c8dee2aaSAndroid Build Coastguard Worker return reinterpret_cast<jlong>(shader.release());
61*c8dee2aaSAndroid Build Coastguard Worker }
62*c8dee2aaSAndroid Build Coastguard Worker
63*c8dee2aaSAndroid Build Coastguard Worker return 0;
64*c8dee2aaSAndroid Build Coastguard Worker }
65*c8dee2aaSAndroid Build Coastguard Worker
66*c8dee2aaSAndroid Build Coastguard Worker } // namespace
67*c8dee2aaSAndroid Build Coastguard Worker
register_jetski_RuntimeShaderBuilder(JNIEnv * env)68*c8dee2aaSAndroid Build Coastguard Worker int register_jetski_RuntimeShaderBuilder(JNIEnv* env) {
69*c8dee2aaSAndroid Build Coastguard Worker static const JNINativeMethod methods[] = {
70*c8dee2aaSAndroid Build Coastguard Worker {"nCreate" , "(Ljava/lang/String;)J" , reinterpret_cast<void*>(ShaderBuilder_Create)},
71*c8dee2aaSAndroid Build Coastguard Worker {"nRelease" , "(J)V" , reinterpret_cast<void*>(ShaderBuilder_Release)},
72*c8dee2aaSAndroid Build Coastguard Worker
73*c8dee2aaSAndroid Build Coastguard Worker {"nSetUniformFloat" , "(JLjava/lang/String;F)V" , reinterpret_cast<void*>(ShaderBuilder_SetUniformFloat)},
74*c8dee2aaSAndroid Build Coastguard Worker {"nSetUniformFloat3", "(JLjava/lang/String;FFF)V" , reinterpret_cast<void*>(ShaderBuilder_SetUniformFloat3)},
75*c8dee2aaSAndroid Build Coastguard Worker {"nSetUniformMatrix", "(JLjava/lang/String;J)V" , reinterpret_cast<void*>(ShaderBuilder_SetUniformMatrix)},
76*c8dee2aaSAndroid Build Coastguard Worker {"nMakeShader" , "(J)J" , reinterpret_cast<void*>(ShaderBuilder_MakeShader)},
77*c8dee2aaSAndroid Build Coastguard Worker };
78*c8dee2aaSAndroid Build Coastguard Worker
79*c8dee2aaSAndroid Build Coastguard Worker const auto clazz = env->FindClass("org/skia/jetski/RuntimeShaderBuilder");
80*c8dee2aaSAndroid Build Coastguard Worker return clazz
81*c8dee2aaSAndroid Build Coastguard Worker ? env->RegisterNatives(clazz, methods, std::size(methods))
82*c8dee2aaSAndroid Build Coastguard Worker : JNI_ERR;
83*c8dee2aaSAndroid Build Coastguard Worker }
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