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Diffstat (limited to 'libs/hwui/SkiaShader.cpp')
-rw-r--r-- | libs/hwui/SkiaShader.cpp | 338 |
1 files changed, 338 insertions, 0 deletions
diff --git a/libs/hwui/SkiaShader.cpp b/libs/hwui/SkiaShader.cpp new file mode 100644 index 0000000..fa85d20 --- /dev/null +++ b/libs/hwui/SkiaShader.cpp @@ -0,0 +1,338 @@ +/* + * 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), mBlend(blend) { + setMatrix(matrix); +} + +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); +} + +void SkiaShader::computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView) { + screenSpace.loadMultiply(mUnitMatrix, mShaderMatrix); + screenSpace.multiply(modelView); +} + +/////////////////////////////////////////////////////////////////////////////// +// 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), mTexture(NULL) { + updateLocalMatrix(matrix); +} + +void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) { + const Texture* texture = mTextureCache->get(mBitmap); + if (!texture) return; + mTexture = texture; + + 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)) && + (mTileX != SkShader::kClamp_TileMode || mTileY != SkShader::kClamp_TileMode)) { + description.isBitmapNpot = true; + description.bitmapWrapS = gTileModes[mTileX]; + description.bitmapWrapT = gTileModes[mTileY]; + mWrapS = GL_CLAMP_TO_EDGE; + mWrapT = GL_CLAMP_TO_EDGE; + } else { + mWrapS = gTileModes[mTileX]; + mWrapT = gTileModes[mTileY]; + } +} + +void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView, + const Snapshot& snapshot, GLuint* textureUnit) { + GLuint textureSlot = (*textureUnit)++; + glActiveTexture(gTextureUnitsMap[textureSlot]); + + const Texture* texture = mTexture; + mTexture = NULL; + if (!texture) return; + const AutoTexture autoCleanup(texture); + + const float width = texture->width; + const float height = texture->height; + + mat4 textureTransform; + computeScreenSpaceMatrix(textureTransform, modelView); + + // Uniforms + bindTexture(texture->id, mWrapS, mWrapT, 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); +} + +void SkiaBitmapShader::updateTransforms(Program* program, const mat4& modelView, + const Snapshot& snapshot) { + mat4 textureTransform; + computeScreenSpaceMatrix(textureTransform, modelView); + glUniformMatrix4fv(program->getUniform("textureTransform"), 1, + GL_FALSE, &textureTransform.data[0]); +} + +/////////////////////////////////////////////////////////////////////////////// +// Linear gradient shader +/////////////////////////////////////////////////////////////////////////////// + +static void toUnitMatrix(const SkPoint pts[2], SkMatrix* matrix) { + SkVector vec = pts[1] - pts[0]; + const float mag = vec.length(); + const float inv = mag ? 1.0f / mag : 0; + + vec.scale(inv); + matrix->setSinCos(-vec.fY, vec.fX, pts[0].fX, pts[0].fY); + matrix->postTranslate(-pts[0].fX, -pts[0].fY); + matrix->postScale(inv, inv); +} + +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) { + SkPoint points[2]; + points[0].set(bounds[0], bounds[1]); + points[1].set(bounds[2], bounds[3]); + + SkMatrix unitMatrix; + toUnitMatrix(points, &unitMatrix); + mUnitMatrix.load(unitMatrix); + + updateLocalMatrix(matrix); +} + +SkiaLinearGradientShader::~SkiaLinearGradientShader() { + delete[] mBounds; + delete[] mColors; + delete[] mPositions; +} + +void SkiaLinearGradientShader::describe(ProgramDescription& description, + const Extensions& extensions) { + description.hasGradient = true; + description.gradientType = ProgramDescription::kGradientLinear; +} + +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, mColors, mPositions, mCount, mTileX); + } + + mat4 screenSpace; + computeScreenSpaceMatrix(screenSpace, modelView); + + // Uniforms + bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); + glUniform1i(program->getUniform("gradientSampler"), textureSlot); + glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); +} + +void SkiaLinearGradientShader::updateTransforms(Program* program, const mat4& modelView, + const Snapshot& snapshot) { + mat4 screenSpace; + computeScreenSpaceMatrix(screenSpace, modelView); + glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); +} + +/////////////////////////////////////////////////////////////////////////////// +// Circular gradient shader +/////////////////////////////////////////////////////////////////////////////// + +static void toCircularUnitMatrix(const float x, const float y, const float radius, + SkMatrix* matrix) { + const float inv = 1.0f / radius; + matrix->setTranslate(-x, -y); + matrix->postScale(inv, inv); +} + +SkiaCircularGradientShader::SkiaCircularGradientShader(float x, float y, float radius, + uint32_t* colors, float* positions, int count, SkShader* key, SkShader::TileMode tileMode, + SkMatrix* matrix, bool blend): + SkiaSweepGradientShader(kCircularGradient, x, y, colors, positions, count, key, + tileMode, matrix, blend) { + SkMatrix unitMatrix; + toCircularUnitMatrix(x, y, radius, &unitMatrix); + mUnitMatrix.load(unitMatrix); + + updateLocalMatrix(matrix); +} + +void SkiaCircularGradientShader::describe(ProgramDescription& description, + const Extensions& extensions) { + description.hasGradient = true; + description.gradientType = ProgramDescription::kGradientCircular; +} + +/////////////////////////////////////////////////////////////////////////////// +// Sweep gradient shader +/////////////////////////////////////////////////////////////////////////////// + +static void toSweepUnitMatrix(const float x, const float y, SkMatrix* matrix) { + matrix->setTranslate(-x, -y); +} + +SkiaSweepGradientShader::SkiaSweepGradientShader(float x, float y, uint32_t* colors, + float* positions, int count, SkShader* key, SkMatrix* matrix, bool blend): + SkiaShader(kSweepGradient, key, SkShader::kClamp_TileMode, + SkShader::kClamp_TileMode, matrix, blend), + mColors(colors), mPositions(positions), mCount(count) { + SkMatrix unitMatrix; + toSweepUnitMatrix(x, y, &unitMatrix); + mUnitMatrix.load(unitMatrix); + + updateLocalMatrix(matrix); +} + +SkiaSweepGradientShader::SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors, + float* positions, int count, SkShader* key, SkShader::TileMode tileMode, + SkMatrix* matrix, bool blend): + SkiaShader(type, key, tileMode, tileMode, matrix, blend), + mColors(colors), mPositions(positions), mCount(count) { +} + +SkiaSweepGradientShader::~SkiaSweepGradientShader() { + delete[] mColors; + delete[] mPositions; +} + +void SkiaSweepGradientShader::describe(ProgramDescription& description, + const Extensions& extensions) { + description.hasGradient = true; + description.gradientType = ProgramDescription::kGradientSweep; +} + +void SkiaSweepGradientShader::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, mColors, mPositions, mCount); + } + + mat4 screenSpace; + computeScreenSpaceMatrix(screenSpace, modelView); + + // Uniforms + bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); + glUniform1i(program->getUniform("gradientSampler"), textureSlot); + glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); +} + +void SkiaSweepGradientShader::updateTransforms(Program* program, const mat4& modelView, + const Snapshot& snapshot) { + mat4 screenSpace; + computeScreenSpaceMatrix(screenSpace, modelView); + 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) { +} + +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 |