| /* |
| * 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), 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]; |
| 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; |
| if (mMatrix) { |
| SkMatrix inverse; |
| mMatrix->invert(&inverse); |
| textureTransform.load(inverse); |
| textureTransform.multiply(modelView); |
| } else { |
| textureTransform.load(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; |
| if (mMatrix) { |
| SkMatrix inverse; |
| mMatrix->invert(&inverse); |
| textureTransform.load(inverse); |
| textureTransform.multiply(modelView); |
| } else { |
| textureTransform.load(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::computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView) { |
| screenSpace.loadMultiply(mUnitMatrix, mShaderMatrix); |
| screenSpace.multiply(modelView); |
| } |
| |
| void SkiaLinearGradientShader::updateLocalMatrix(const SkMatrix* matrix) { |
| if (matrix) { |
| mat4 localMatrix(*matrix); |
| mShaderMatrix.loadInverse(localMatrix); |
| } |
| } |
| |
| void SkiaLinearGradientShader::setMatrix(SkMatrix* matrix) { |
| SkiaShader::setMatrix(matrix); |
| updateLocalMatrix(matrix); |
| } |
| |
| 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 |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| 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), |
| mRadius(radius) { |
| } |
| |
| void SkiaCircularGradientShader::describe(ProgramDescription& description, |
| const Extensions& extensions) { |
| description.hasGradient = true; |
| description.gradientType = ProgramDescription::kGradientCircular; |
| } |
| |
| void SkiaCircularGradientShader::setupProgram(Program* program, const mat4& modelView, |
| const Snapshot& snapshot, GLuint* textureUnit) { |
| SkiaSweepGradientShader::setupProgram(program, modelView, snapshot, textureUnit); |
| glUniform1f(program->getUniform("gradientRadius"), 1.0f / mRadius); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Sweep gradient shader |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| 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), |
| mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) { |
| } |
| |
| 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), |
| mX(x), mY(y), 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); |
| } |
| |
| float left = mX; |
| float top = mY; |
| |
| mat4 shaderMatrix; |
| if (mMatrix) { |
| shaderMatrix.load(*mMatrix); |
| shaderMatrix.mapPoint(left, top); |
| } |
| |
| mat4 copy(shaderMatrix); |
| shaderMatrix.loadInverse(copy); |
| |
| snapshot.transform->mapPoint(left, top); |
| |
| mat4 screenSpace(*snapshot.transform); |
| screenSpace.multiply(modelView); |
| |
| // Uniforms |
| bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); |
| glUniform1i(program->getUniform("gradientSampler"), textureSlot); |
| glUniformMatrix4fv(program->getUniform("gradientMatrix"), 1, GL_FALSE, &shaderMatrix.data[0]); |
| glUniform2f(program->getUniform("gradientStart"), left, top); |
| glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); |
| } |
| |
| void SkiaSweepGradientShader::updateTransforms(Program* program, const mat4& modelView, |
| const Snapshot& snapshot) { |
| mat4 screenSpace(*snapshot.transform); |
| screenSpace.multiply(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 |