New widget: TextureView
Bug #4343984
TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.
The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.
For instance, to render the camera preview at 50% opacity,
all you need to do is the following:
mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();
TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.
Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index 80b1917..62ac2ba 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -41,6 +41,8 @@
"attribute vec2 texCoords;\n";
const char* gVS_Header_Attributes_Distance =
"attribute float vtxDistance;\n";
+const char* gVS_Header_Uniforms_TextureTransform =
+ "uniform mat4 mainTextureTransform;\n";
const char* gVS_Header_Uniforms =
"uniform mat4 transform;\n";
const char* gVS_Header_Uniforms_IsPoint =
@@ -76,6 +78,8 @@
"\nvoid main(void) {\n";
const char* gVS_Main_OutTexCoords =
" outTexCoords = texCoords;\n";
+const char* gVS_Main_OutTransformedTexCoords =
+ " outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
const char* gVS_Main_OutGradient[3] = {
// Linear
" linear = vec2((screenSpace * position).x, 0.5);\n",
@@ -103,6 +107,8 @@
const char* gFS_Header_Extension_FramebufferFetch =
"#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
+const char* gFS_Header_Extension_ExternalTexture =
+ "#extension GL_OES_EGL_image_external : require\n\n";
const char* gFS_Header =
"precision mediump float;\n\n";
const char* gFS_Uniforms_Color =
@@ -116,6 +122,8 @@
"uniform float pointSize;\n";
const char* gFS_Uniforms_TextureSampler =
"uniform sampler2D sampler;\n";
+const char* gFS_Uniforms_ExternalTextureSampler =
+ "uniform samplerExternalOES sampler;\n";
const char* gFS_Uniforms_GradientSampler[3] = {
// Linear
"uniform sampler2D gradientSampler;\n",
@@ -369,7 +377,7 @@
String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
// Add attributes
String8 shader(gVS_Header_Attributes);
- if (description.hasTexture) {
+ if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Header_Attributes_TexCoords);
}
if (description.hasWidth) {
@@ -377,6 +385,9 @@
}
// Uniforms
shader.append(gVS_Header_Uniforms);
+ if (description.hasExternalTexture) {
+ shader.append(gVS_Header_Uniforms_TextureTransform);
+ }
if (description.hasGradient) {
shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]);
}
@@ -387,7 +398,7 @@
shader.append(gVS_Header_Uniforms_IsPoint);
}
// Varyings
- if (description.hasTexture) {
+ if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.hasWidth) {
@@ -407,6 +418,9 @@
if (description.hasTexture) {
shader.append(gVS_Main_OutTexCoords);
}
+ if (description.hasExternalTexture) {
+ shader.append(gVS_Main_OutTransformedTexCoords);
+ }
if (description.hasWidth) {
shader.append(gVS_Main_Width);
}
@@ -440,11 +454,14 @@
if (blendFramebuffer) {
shader.append(gFS_Header_Extension_FramebufferFetch);
}
+ if (description.hasExternalTexture) {
+ shader.append(gFS_Header_Extension_ExternalTexture);
+ }
shader.append(gFS_Header);
// Varyings
- if (description.hasTexture) {
+ if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.hasWidth) {
@@ -461,7 +478,7 @@
// Uniforms
int modulateOp = MODULATE_OP_NO_MODULATE;
- const bool singleColor = !description.hasTexture &&
+ const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
!description.hasGradient && !description.hasBitmap;
if (description.modulate || singleColor) {
@@ -471,6 +488,9 @@
if (description.hasTexture) {
shader.append(gFS_Uniforms_TextureSampler);
}
+ if (description.hasExternalTexture) {
+ shader.append(gFS_Uniforms_ExternalTextureSampler);
+ }
if (description.hasWidth) {
shader.append(gFS_Uniforms_Width);
}
@@ -487,11 +507,11 @@
bool fast = false;
const bool noShader = !description.hasGradient && !description.hasBitmap;
- const bool singleTexture = description.hasTexture &&
+ const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
!description.hasAlpha8Texture && noShader;
const bool singleA8Texture = description.hasTexture &&
description.hasAlpha8Texture && noShader;
- const bool singleGradient = !description.hasTexture &&
+ const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
description.hasGradient && !description.hasBitmap &&
description.gradientType == ProgramDescription::kGradientLinear;
@@ -554,7 +574,7 @@
// Begin the shader
shader.append(gFS_Main); {
// Stores the result in fragColor directly
- if (description.hasTexture) {
+ if (description.hasTexture || description.hasExternalTexture) {
if (description.hasAlpha8Texture) {
if (!description.hasGradient && !description.hasBitmap) {
shader.append(gFS_Main_FetchA8Texture[modulateOp]);