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author | Romain Guy <romainguy@google.com> | 2010-07-30 19:18:16 -0700 |
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committer | Romain Guy <romainguy@google.com> | 2010-07-30 19:18:16 -0700 |
commit | 06f96e2652e4855b6520ad9dd70583677605b79a (patch) | |
tree | 7d0e3709c8a400e264f37206eb27a286ee50d64b /libs/hwui/SkiaShader.cpp | |
parent | 42272759e4c3c406977187fd2b4df8739edccde8 (diff) | |
download | frameworks_base-06f96e2652e4855b6520ad9dd70583677605b79a.zip frameworks_base-06f96e2652e4855b6520ad9dd70583677605b79a.tar.gz frameworks_base-06f96e2652e4855b6520ad9dd70583677605b79a.tar.bz2 |
Refactor Skia shaders handling.
With this change, Skia shaders can easily be applied to any mesh. This change also
supports ComposeShader. For instance, this can be used to blend a gradient and a
bitmap togehter and paint a string of text with the result.
Change-Id: I701c2f9cf7f89b2ff58005e8a1d0d80ccf4a4aea
Diffstat (limited to 'libs/hwui/SkiaShader.cpp')
-rw-r--r-- | libs/hwui/SkiaShader.cpp | 220 |
1 files changed, 220 insertions, 0 deletions
diff --git a/libs/hwui/SkiaShader.cpp b/libs/hwui/SkiaShader.cpp new file mode 100644 index 0000000..fedb56c --- /dev/null +++ b/libs/hwui/SkiaShader.cpp @@ -0,0 +1,220 @@ +/* + * Copyright (C) 2010 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#define LOG_TAG "OpenGLRenderer" + +#include <utils/Log.h> + +#include <SkMatrix.h> + +#include "SkiaShader.h" +#include "Texture.h" +#include "Matrix.h" + +namespace android { +namespace uirenderer { + +/////////////////////////////////////////////////////////////////////////////// +// Support +/////////////////////////////////////////////////////////////////////////////// + +static const GLenum gTextureUnitsMap[] = { + GL_TEXTURE0, + GL_TEXTURE1, + GL_TEXTURE2 +}; + +static const GLint gTileModes[] = { + GL_CLAMP_TO_EDGE, // == SkShader::kClamp_TileMode + GL_REPEAT, // == SkShader::kRepeat_Mode + GL_MIRRORED_REPEAT // == SkShader::kMirror_TileMode +}; + +/////////////////////////////////////////////////////////////////////////////// +// Base shader +/////////////////////////////////////////////////////////////////////////////// + +SkiaShader::SkiaShader(Type type, SkShader* key, SkShader::TileMode tileX, + SkShader::TileMode tileY, SkMatrix* matrix, bool blend): + mType(type), mKey(key), mTileX(tileX), mTileY(tileY), mMatrix(matrix), mBlend(blend) { +} + +SkiaShader::~SkiaShader() { +} + +void SkiaShader::describe(ProgramDescription& description, const Extensions& extensions) { +} + +void SkiaShader::setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot, + GLuint* textureUnit) { +} + +void SkiaShader::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) { + glActiveTexture(gTextureUnitsMap[textureUnit]); + glBindTexture(GL_TEXTURE_2D, texture); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); +} + +/////////////////////////////////////////////////////////////////////////////// +// Bitmap shader +/////////////////////////////////////////////////////////////////////////////// + +SkiaBitmapShader::SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX, + SkShader::TileMode tileY, SkMatrix* matrix, bool blend): + SkiaShader(kBitmap, key, tileX, tileY, matrix, blend), mBitmap(bitmap) { +} + +SkiaBitmapShader::~SkiaBitmapShader() { +} + +void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) { + const Texture* texture = mTextureCache->get(mBitmap); + + const float width = texture->width; + const float height = texture->height; + + description.hasBitmap = true; + // The driver does not support non-power of two mirrored/repeated + // textures, so do it ourselves + if (!extensions.hasNPot() && !isPowerOfTwo(width) && !isPowerOfTwo(height)) { + description.isBitmapNpot = true; + description.bitmapWrapS = gTileModes[mTileX]; + description.bitmapWrapT = gTileModes[mTileY]; + } +} + +void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView, + const Snapshot& snapshot, GLuint* textureUnit) { + GLuint textureSlot = (*textureUnit)++; + glActiveTexture(gTextureUnitsMap[textureSlot]); + const Texture* texture = mTextureCache->get(mBitmap); + + const float width = texture->width; + const float height = texture->height; + + mat4 textureTransform; + if (mMatrix) { + SkMatrix inverse; + mMatrix->invert(&inverse); + textureTransform.load(inverse); + textureTransform.multiply(modelView); + } else { + textureTransform.load(modelView); + } + + // Uniforms + bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); + glUniform1i(program->getUniform("bitmapSampler"), textureSlot); + glUniformMatrix4fv(program->getUniform("textureTransform"), 1, + GL_FALSE, &textureTransform.data[0]); + glUniform2f(program->getUniform("textureDimension"), 1.0f / width, 1.0f / height); +} + +/////////////////////////////////////////////////////////////////////////////// +// Linear gradient shader +/////////////////////////////////////////////////////////////////////////////// + +SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors, + float* positions, int count, SkShader* key, SkShader::TileMode tileMode, + SkMatrix* matrix, bool blend): + SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend), + mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) { +} + +SkiaLinearGradientShader::~SkiaLinearGradientShader() { + delete mBounds; + delete mColors; + delete mPositions; +} + +void SkiaLinearGradientShader::describe(ProgramDescription& description, + const Extensions& extensions) { + description.hasGradient = true; +} + +void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView, + const Snapshot& snapshot, GLuint* textureUnit) { + GLuint textureSlot = (*textureUnit)++; + glActiveTexture(gTextureUnitsMap[textureSlot]); + + Texture* texture = mGradientCache->get(mKey); + if (!texture) { + texture = mGradientCache->addLinearGradient(mKey, mBounds, mColors, mPositions, + mCount, mTileX); + } + + Rect start(mBounds[0], mBounds[1], mBounds[2], mBounds[3]); + if (mMatrix) { + mat4 shaderMatrix(*mMatrix); + shaderMatrix.mapRect(start); + } + snapshot.transform.mapRect(start); + + const float gradientX = start.right - start.left; + const float gradientY = start.bottom - start.top; + + mat4 screenSpace(snapshot.transform); + screenSpace.multiply(modelView); + + // Uniforms + bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); + glUniform1i(program->getUniform("gradientSampler"), textureSlot); + glUniform2f(program->getUniform("gradientStart"), start.left, start.top); + glUniform2f(program->getUniform("gradient"), gradientX, gradientY); + glUniform1f(program->getUniform("gradientLength"), + 1.0f / (gradientX * gradientX + gradientY * gradientY)); + glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); +} + +/////////////////////////////////////////////////////////////////////////////// +// Compose shader +/////////////////////////////////////////////////////////////////////////////// + +SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second, + SkXfermode::Mode mode, SkShader* key): + SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, + NULL, first->blend() || second->blend()), mFirst(first), mSecond(second), mMode(mode) { +} + +SkiaComposeShader::~SkiaComposeShader() { + delete mFirst; + delete mSecond; +} + +void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) { + SkiaShader::set(textureCache, gradientCache); + mFirst->set(textureCache, gradientCache); + mSecond->set(textureCache, gradientCache); +} + +void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) { + mFirst->describe(description, extensions); + mSecond->describe(description, extensions); + if (mFirst->type() == kBitmap) { + description.isBitmapFirst = true; + } + description.shadersMode = mMode; +} + +void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView, + const Snapshot& snapshot, GLuint* textureUnit) { + mFirst->setupProgram(program, modelView, snapshot, textureUnit); + mSecond->setupProgram(program, modelView, snapshot, textureUnit); +} + +}; // namespace uirenderer +}; // namespace android |