/* * 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 #include #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), mTexture(NULL) { } 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]; } } 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; 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.mapPoint(start.left, start.top); shaderMatrix.mapPoint(start.right, start.bottom); } 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) { } 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