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/*
* 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.
*/
#ifndef ANDROID_HWUI_SKIA_SHADER_H
#define ANDROID_HWUI_SKIA_SHADER_H
#include <SkShader.h>
#include <SkXfermode.h>
#include <GLES2/gl2.h>
#include "Extensions.h"
#include "ProgramCache.h"
#include "TextureCache.h"
#include "GradientCache.h"
#include "Snapshot.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Base shader
///////////////////////////////////////////////////////////////////////////////
/**
* Represents a Skia shader. A shader will modify the GL context and active
* program to recreate the original effect.
*/
struct SkiaShader {
/**
* Type of Skia shader in use.
*/
enum Type {
kNone,
kBitmap,
kLinearGradient,
kCircularGradient,
kSweepGradient,
kCompose
};
SkiaShader(Type type, SkShader* key, SkShader::TileMode tileX, SkShader::TileMode tileY,
SkMatrix* matrix, bool blend);
virtual ~SkiaShader();
virtual SkiaShader* copy() = 0;
void copyFrom(const SkiaShader& shader);
virtual void describe(ProgramDescription& description, const Extensions& extensions);
virtual void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
inline SkShader *getSkShader() {
return mKey;
}
inline bool blend() const {
return mBlend;
}
Type type() const {
return mType;
}
virtual void set(TextureCache* textureCache, GradientCache* gradientCache) {
mTextureCache = textureCache;
mGradientCache = gradientCache;
}
virtual void updateTransforms(Program* program, const mat4& modelView,
const Snapshot& snapshot) {
}
uint32_t getGenerationId() {
return mGenerationId;
}
void setMatrix(SkMatrix* matrix) {
updateLocalMatrix(matrix);
mGenerationId++;
}
void updateLocalMatrix(const SkMatrix* matrix) {
if (matrix) {
mat4 localMatrix(*matrix);
mShaderMatrix.loadInverse(localMatrix);
} else {
mShaderMatrix.loadIdentity();
}
}
void computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView);
protected:
SkiaShader() {
}
/**
* The appropriate texture unit must have been activated prior to invoking
* this method.
*/
inline void bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT);
Type mType;
SkShader* mKey;
SkShader::TileMode mTileX;
SkShader::TileMode mTileY;
bool mBlend;
TextureCache* mTextureCache;
GradientCache* mGradientCache;
mat4 mUnitMatrix;
mat4 mShaderMatrix;
private:
uint32_t mGenerationId;
}; // struct SkiaShader
///////////////////////////////////////////////////////////////////////////////
// Implementations
///////////////////////////////////////////////////////////////////////////////
/**
* A shader that draws a bitmap.
*/
struct SkiaBitmapShader: public SkiaShader {
SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX,
SkShader::TileMode tileY, SkMatrix* matrix, bool blend);
SkiaShader* copy();
void describe(ProgramDescription& description, const Extensions& extensions);
void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
void updateTransforms(Program* program, const mat4& modelView, const Snapshot& snapshot);
private:
SkiaBitmapShader() {
}
/**
* This method does not work for n == 0.
*/
inline bool isPowerOfTwo(unsigned int n) {
return !(n & (n - 1));
}
SkBitmap* mBitmap;
Texture* mTexture;
GLenum mWrapS;
GLenum mWrapT;
}; // struct SkiaBitmapShader
/**
* A shader that draws a linear gradient.
*/
struct SkiaLinearGradientShader: public SkiaShader {
SkiaLinearGradientShader(float* bounds, uint32_t* colors, float* positions, int count,
SkShader* key, SkShader::TileMode tileMode, SkMatrix* matrix, bool blend);
~SkiaLinearGradientShader();
SkiaShader* copy();
void describe(ProgramDescription& description, const Extensions& extensions);
void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
void updateTransforms(Program* program, const mat4& modelView, const Snapshot& snapshot);
private:
SkiaLinearGradientShader() {
}
float* mBounds;
uint32_t* mColors;
float* mPositions;
int mCount;
}; // struct SkiaLinearGradientShader
/**
* A shader that draws a sweep gradient.
*/
struct SkiaSweepGradientShader: public SkiaShader {
SkiaSweepGradientShader(float x, float y, uint32_t* colors, float* positions, int count,
SkShader* key, SkMatrix* matrix, bool blend);
~SkiaSweepGradientShader();
SkiaShader* copy();
virtual void describe(ProgramDescription& description, const Extensions& extensions);
void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
void updateTransforms(Program* program, const mat4& modelView, const Snapshot& snapshot);
protected:
SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors, float* positions,
int count, SkShader* key, SkShader::TileMode tileMode, SkMatrix* matrix, bool blend);
SkiaSweepGradientShader() {
}
uint32_t* mColors;
float* mPositions;
int mCount;
}; // struct SkiaSweepGradientShader
/**
* A shader that draws a circular gradient.
*/
struct SkiaCircularGradientShader: public SkiaSweepGradientShader {
SkiaCircularGradientShader(float x, float y, float radius, uint32_t* colors, float* positions,
int count, SkShader* key,SkShader::TileMode tileMode, SkMatrix* matrix, bool blend);
SkiaShader* copy();
void describe(ProgramDescription& description, const Extensions& extensions);
private:
SkiaCircularGradientShader() {
}
}; // struct SkiaCircularGradientShader
/**
* A shader that draws two shaders, composited with an xfermode.
*/
struct SkiaComposeShader: public SkiaShader {
SkiaComposeShader(SkiaShader* first, SkiaShader* second, SkXfermode::Mode mode, SkShader* key);
~SkiaComposeShader();
SkiaShader* copy();
void set(TextureCache* textureCache, GradientCache* gradientCache);
void describe(ProgramDescription& description, const Extensions& extensions);
void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
private:
SkiaComposeShader(): mCleanup(false) {
}
void cleanup() {
mCleanup = true;
}
SkiaShader* mFirst;
SkiaShader* mSecond;
SkXfermode::Mode mMode;
bool mCleanup;
}; // struct SkiaComposeShader
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_SKIA_SHADER_H