/* * 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 "SkiaShader.h" #include "Caches.h" #include "Extensions.h" #include "Layer.h" #include "Matrix.h" #include "Texture.h" #include #include namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Support /////////////////////////////////////////////////////////////////////////////// static const GLenum gTileModes[] = { GL_CLAMP_TO_EDGE, // == SkShader::kClamp_TileMode GL_REPEAT, // == SkShader::kRepeat_Mode GL_MIRRORED_REPEAT // == SkShader::kMirror_TileMode }; /** * This function does not work for n == 0. */ static inline bool isPowerOfTwo(unsigned int n) { return !(n & (n - 1)); } static inline void bindUniformColor(int slot, FloatColor color) { glUniform4fv(slot, 1, reinterpret_cast(&color)); } static inline void bindTexture(Caches* caches, Texture* texture, GLenum wrapS, GLenum wrapT) { caches->textureState().bindTexture(texture->id); texture->setWrapST(wrapS, wrapT); } /** * Compute the matrix to transform to screen space. * @param screenSpace Output param for the computed matrix. * @param unitMatrix The unit matrix for gradient shaders, as returned by SkShader::asAGradient, * or identity. * @param localMatrix Local matrix, as returned by SkShader::getLocalMatrix(). * @param modelViewMatrix Model view matrix, as supplied by the OpenGLRenderer. */ static void computeScreenSpaceMatrix(mat4& screenSpace, const SkMatrix& unitMatrix, const SkMatrix& localMatrix, const mat4& modelViewMatrix) { mat4 shaderMatrix; // uses implicit construction shaderMatrix.loadInverse(localMatrix); // again, uses implicit construction screenSpace.loadMultiply(unitMatrix, shaderMatrix); screenSpace.multiply(modelViewMatrix); } /////////////////////////////////////////////////////////////////////////////// // gradient shader matrix helpers /////////////////////////////////////////////////////////////////////////////// static void toLinearUnitMatrix(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); } 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); } static void toSweepUnitMatrix(const float x, const float y, SkMatrix* matrix) { matrix->setTranslate(-x, -y); } /////////////////////////////////////////////////////////////////////////////// // Common gradient code /////////////////////////////////////////////////////////////////////////////// static bool isSimpleGradient(const SkShader::GradientInfo& gradInfo) { return gradInfo.fColorCount == 2 && gradInfo.fTileMode == SkShader::kClamp_TileMode; } /////////////////////////////////////////////////////////////////////////////// // Store / apply /////////////////////////////////////////////////////////////////////////////// bool tryStoreGradient(Caches& caches, const SkShader& shader, const Matrix4 modelViewMatrix, GLuint* textureUnit, ProgramDescription* description, SkiaShaderData::GradientShaderData* outData) { SkShader::GradientInfo gradInfo; gradInfo.fColorCount = 0; gradInfo.fColors = nullptr; gradInfo.fColorOffsets = nullptr; SkMatrix unitMatrix; switch (shader.asAGradient(&gradInfo)) { case SkShader::kLinear_GradientType: description->gradientType = ProgramDescription::kGradientLinear; toLinearUnitMatrix(gradInfo.fPoint, &unitMatrix); break; case SkShader::kRadial_GradientType: description->gradientType = ProgramDescription::kGradientCircular; toCircularUnitMatrix(gradInfo.fPoint[0].fX, gradInfo.fPoint[0].fY, gradInfo.fRadius[0], &unitMatrix); break; case SkShader::kSweep_GradientType: description->gradientType = ProgramDescription::kGradientSweep; toSweepUnitMatrix(gradInfo.fPoint[0].fX, gradInfo.fPoint[0].fY, &unitMatrix); break; default: // Do nothing. This shader is unsupported. return false; } description->hasGradient = true; description->isSimpleGradient = isSimpleGradient(gradInfo); computeScreenSpaceMatrix(outData->screenSpace, unitMatrix, shader.getLocalMatrix(), modelViewMatrix); // re-query shader to get full color / offset data std::unique_ptr colorStorage(new SkColor[gradInfo.fColorCount]); std::unique_ptr colorOffsets(new SkScalar[gradInfo.fColorCount]); gradInfo.fColors = &colorStorage[0]; gradInfo.fColorOffsets = &colorOffsets[0]; shader.asAGradient(&gradInfo); if (CC_UNLIKELY(!isSimpleGradient(gradInfo))) { outData->gradientSampler = (*textureUnit)++; #ifndef SK_SCALAR_IS_FLOAT #error Need to convert gradInfo.fColorOffsets to float! #endif outData->gradientTexture = caches.gradientCache.get( gradInfo.fColors, gradInfo.fColorOffsets, gradInfo.fColorCount); outData->wrapST = gTileModes[gradInfo.fTileMode]; } else { outData->gradientSampler = 0; outData->gradientTexture = nullptr; outData->startColor.set(gradInfo.fColors[0]); outData->endColor.set(gradInfo.fColors[1]); } outData->ditherSampler = (*textureUnit)++; return true; } void applyGradient(Caches& caches, const SkiaShaderData::GradientShaderData& data) { if (CC_UNLIKELY(data.gradientTexture)) { caches.textureState().activateTexture(data.gradientSampler); bindTexture(&caches, data.gradientTexture, data.wrapST, data.wrapST); glUniform1i(caches.program().getUniform("gradientSampler"), data.gradientSampler); } else { bindUniformColor(caches.program().getUniform("startColor"), data.startColor); bindUniformColor(caches.program().getUniform("endColor"), data.endColor); } // TODO: remove sampler slot incrementing from dither.setupProgram, // since this assignment of slots is done at store, not apply time GLuint ditherSampler = data.ditherSampler; caches.dither.setupProgram(caches.program(), &ditherSampler); glUniformMatrix4fv(caches.program().getUniform("screenSpace"), 1, GL_FALSE, &data.screenSpace.data[0]); } bool tryStoreBitmap(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix, GLuint* textureUnit, ProgramDescription* description, SkiaShaderData::BitmapShaderData* outData) { SkBitmap bitmap; SkShader::TileMode xy[2]; if (shader.asABitmap(&bitmap, nullptr, xy) != SkShader::kDefault_BitmapType) { return false; } /* * Bypass the AssetAtlas, since those textures: * 1) require UV mapping, which isn't implemented in matrix computation below * 2) can't handle REPEAT simply * 3) are safe to upload here (outside of sync stage), since they're static */ outData->bitmapTexture = caches.textureCache.getAndBypassAtlas(&bitmap); if (!outData->bitmapTexture) return false; outData->bitmapSampler = (*textureUnit)++; const float width = outData->bitmapTexture->width; const float height = outData->bitmapTexture->height; description->hasBitmap = true; if (!caches.extensions().hasNPot() && (!isPowerOfTwo(width) || !isPowerOfTwo(height)) && (xy[0] != SkShader::kClamp_TileMode || xy[1] != SkShader::kClamp_TileMode)) { description->isBitmapNpot = true; description->bitmapWrapS = gTileModes[xy[0]]; description->bitmapWrapT = gTileModes[xy[1]]; outData->wrapS = GL_CLAMP_TO_EDGE; outData->wrapT = GL_CLAMP_TO_EDGE; } else { outData->wrapS = gTileModes[xy[0]]; outData->wrapT = gTileModes[xy[1]]; } computeScreenSpaceMatrix(outData->textureTransform, SkMatrix::I(), shader.getLocalMatrix(), modelViewMatrix); outData->textureDimension[0] = 1.0f / width; outData->textureDimension[1] = 1.0f / height; return true; } void applyBitmap(Caches& caches, const SkiaShaderData::BitmapShaderData& data) { caches.textureState().activateTexture(data.bitmapSampler); bindTexture(&caches, data.bitmapTexture, data.wrapS, data.wrapT); data.bitmapTexture->setFilter(GL_LINEAR); glUniform1i(caches.program().getUniform("bitmapSampler"), data.bitmapSampler); glUniformMatrix4fv(caches.program().getUniform("textureTransform"), 1, GL_FALSE, &data.textureTransform.data[0]); glUniform2fv(caches.program().getUniform("textureDimension"), 1, &data.textureDimension[0]); } SkiaShaderType getComposeSubType(const SkShader& shader) { // First check for a gradient shader. switch (shader.asAGradient(nullptr)) { case SkShader::kNone_GradientType: // Not a gradient shader. Fall through to check for other types. break; case SkShader::kLinear_GradientType: case SkShader::kRadial_GradientType: case SkShader::kSweep_GradientType: return kGradient_SkiaShaderType; default: // This is a Skia gradient that has no SkiaShader equivalent. Return None to skip. return kNone_SkiaShaderType; } // The shader is not a gradient. Check for a bitmap shader. if (shader.asABitmap(nullptr, nullptr, nullptr) == SkShader::kDefault_BitmapType) { return kBitmap_SkiaShaderType; } return kNone_SkiaShaderType; } void storeCompose(Caches& caches, const SkShader& bitmapShader, const SkShader& gradientShader, const Matrix4& modelViewMatrix, GLuint* textureUnit, ProgramDescription* description, SkiaShaderData* outData) { LOG_ALWAYS_FATAL_IF(!tryStoreBitmap(caches, bitmapShader, modelViewMatrix, textureUnit, description, &outData->bitmapData), "failed storing bitmap shader data"); LOG_ALWAYS_FATAL_IF(!tryStoreGradient(caches, gradientShader, modelViewMatrix, textureUnit, description, &outData->gradientData), "failing storing gradient shader data"); } bool tryStoreCompose(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix, GLuint* textureUnit, ProgramDescription* description, SkiaShaderData* outData) { SkShader::ComposeRec rec; if (!shader.asACompose(&rec)) return false; const SkiaShaderType shaderAType = getComposeSubType(*rec.fShaderA); const SkiaShaderType shaderBType = getComposeSubType(*rec.fShaderB); // check that type enum values are the 2 flags that compose the kCompose value if ((shaderAType & shaderBType) != 0) return false; if ((shaderAType | shaderBType) != kCompose_SkiaShaderType) return false; mat4 transform; computeScreenSpaceMatrix(transform, SkMatrix::I(), shader.getLocalMatrix(), modelViewMatrix); if (shaderAType == kBitmap_SkiaShaderType) { description->isBitmapFirst = true; storeCompose(caches, *rec.fShaderA, *rec.fShaderB, transform, textureUnit, description, outData); } else { description->isBitmapFirst = false; storeCompose(caches, *rec.fShaderB, *rec.fShaderA, transform, textureUnit, description, outData); } if (!SkXfermode::AsMode(rec.fMode, &description->shadersMode)) { // TODO: Support other modes. description->shadersMode = SkXfermode::kSrcOver_Mode; } return true; } bool tryStoreLayer(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix, GLuint* textureUnit, ProgramDescription* description, SkiaShaderData::LayerShaderData* outData) { Layer* layer; if (!shader.asACustomShader(reinterpret_cast(&layer))) { return false; } description->hasBitmap = true; outData->layer = layer; outData->bitmapSampler = (*textureUnit)++; const float width = layer->getWidth(); const float height = layer->getHeight(); computeScreenSpaceMatrix(outData->textureTransform, SkMatrix::I(), shader.getLocalMatrix(), modelViewMatrix); outData->textureDimension[0] = 1.0f / width; outData->textureDimension[1] = 1.0f / height; return true; } void applyLayer(Caches& caches, const SkiaShaderData::LayerShaderData& data) { caches.textureState().activateTexture(data.bitmapSampler); data.layer->bindTexture(); data.layer->setWrap(GL_CLAMP_TO_EDGE); data.layer->setFilter(GL_LINEAR); glUniform1i(caches.program().getUniform("bitmapSampler"), data.bitmapSampler); glUniformMatrix4fv(caches.program().getUniform("textureTransform"), 1, GL_FALSE, &data.textureTransform.data[0]); glUniform2fv(caches.program().getUniform("textureDimension"), 1, &data.textureDimension[0]); } void SkiaShader::store(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix, GLuint* textureUnit, ProgramDescription* description, SkiaShaderData* outData) { if (tryStoreGradient(caches, shader, modelViewMatrix, textureUnit, description, &outData->gradientData)) { outData->skiaShaderType = kGradient_SkiaShaderType; return; } if (tryStoreBitmap(caches, shader, modelViewMatrix, textureUnit, description, &outData->bitmapData)) { outData->skiaShaderType = kBitmap_SkiaShaderType; return; } if (tryStoreCompose(caches, shader, modelViewMatrix, textureUnit, description, outData)) { outData->skiaShaderType = kCompose_SkiaShaderType; return; } if (tryStoreLayer(caches, shader, modelViewMatrix, textureUnit, description, &outData->layerData)) { outData->skiaShaderType = kLayer_SkiaShaderType; return; } // Unknown/unsupported type, so explicitly ignore shader outData->skiaShaderType = kNone_SkiaShaderType; } void SkiaShader::apply(Caches& caches, const SkiaShaderData& data) { if (!data.skiaShaderType) return; if (data.skiaShaderType & kGradient_SkiaShaderType) { applyGradient(caches, data.gradientData); } if (data.skiaShaderType & kBitmap_SkiaShaderType) { applyBitmap(caches, data.bitmapData); } if (data.skiaShaderType == kLayer_SkiaShaderType) { applyLayer(caches, data.layerData); } } }; // namespace uirenderer }; // namespace android