| /* |
| * 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 |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| void SkiaShader::copyFrom(const SkiaShader& shader) { |
| mType = shader.mType; |
| mKey = shader.mKey; |
| mTileX = shader.mTileX; |
| mTileY = shader.mTileY; |
| mBlend = shader.mBlend; |
| mUnitMatrix = shader.mUnitMatrix; |
| mShaderMatrix = shader.mShaderMatrix; |
| mGenerationId = shader.mGenerationId; |
| } |
| |
| SkiaShader::SkiaShader(Type type, SkShader* key, SkShader::TileMode tileX, |
| SkShader::TileMode tileY, SkMatrix* matrix, bool blend): |
| mType(type), mKey(key), mTileX(tileX), mTileY(tileY), mBlend(blend) { |
| setMatrix(matrix); |
| mGenerationId = 0; |
| } |
| |
| 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(Texture* texture, GLenum wrapS, GLenum wrapT) { |
| glBindTexture(GL_TEXTURE_2D, texture->id); |
| texture->setWrap(wrapS, wrapT); |
| } |
| |
| void SkiaShader::computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView) { |
| screenSpace.loadMultiply(mUnitMatrix, mShaderMatrix); |
| screenSpace.multiply(modelView); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // 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) { |
| updateLocalMatrix(matrix); |
| } |
| |
| SkiaShader* SkiaBitmapShader::copy() { |
| SkiaBitmapShader* copy = new SkiaBitmapShader(); |
| copy->copyFrom(*this); |
| copy->mBitmap = mBitmap; |
| return copy; |
| } |
| |
| void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) { |
| 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]); |
| |
| Texture* texture = mTexture; |
| mTexture = NULL; |
| if (!texture) return; |
| const AutoTexture autoCleanup(texture); |
| |
| const float width = texture->width; |
| const float height = texture->height; |
| |
| mat4 textureTransform; |
| computeScreenSpaceMatrix(textureTransform, modelView); |
| |
| // Uniforms |
| bindTexture(texture, mWrapS, mWrapT); |
| // Assume linear here; we should really check the transform in |
| // ::updateTransforms() but we don't have the texture object |
| // available at that point. The optimization is not worth the |
| // effort for now. |
| texture->setFilter(GL_LINEAR, GL_LINEAR); |
| |
| 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; |
| computeScreenSpaceMatrix(textureTransform, 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; |
| } |
| |
| SkiaShader* SkiaLinearGradientShader::copy() { |
| SkiaLinearGradientShader* copy = new SkiaLinearGradientShader(); |
| copy->copyFrom(*this); |
| copy->mBounds = new float[4]; |
| memcpy(copy->mBounds, mBounds, sizeof(float) * 4); |
| copy->mColors = new uint32_t[mCount]; |
| memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount); |
| copy->mPositions = new float[mCount]; |
| memcpy(copy->mPositions, mPositions, sizeof(float) * mCount); |
| copy->mCount = mCount; |
| return copy; |
| } |
| |
| void SkiaLinearGradientShader::describe(ProgramDescription& description, |
| const Extensions& extensions) { |
| description.hasGradient = true; |
| description.gradientType = ProgramDescription::kGradientLinear; |
| } |
| |
| void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView, |
| const Snapshot& snapshot, GLuint* textureUnit) { |
| GLuint textureSlot = (*textureUnit)++; |
| glActiveTexture(gTextureUnitsMap[textureSlot]); |
| |
| Texture* texture = mGradientCache->get(mColors, mPositions, mCount, mTileX); |
| |
| mat4 screenSpace; |
| computeScreenSpaceMatrix(screenSpace, modelView); |
| |
| // Uniforms |
| bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]); |
| 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 |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| 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); |
| } |
| |
| 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) { |
| SkMatrix unitMatrix; |
| toCircularUnitMatrix(x, y, radius, &unitMatrix); |
| mUnitMatrix.load(unitMatrix); |
| |
| updateLocalMatrix(matrix); |
| } |
| |
| SkiaShader* SkiaCircularGradientShader::copy() { |
| SkiaCircularGradientShader* copy = new SkiaCircularGradientShader(); |
| copy->copyFrom(*this); |
| copy->mColors = new uint32_t[mCount]; |
| memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount); |
| copy->mPositions = new float[mCount]; |
| memcpy(copy->mPositions, mPositions, sizeof(float) * mCount); |
| copy->mCount = mCount; |
| return copy; |
| } |
| |
| void SkiaCircularGradientShader::describe(ProgramDescription& description, |
| const Extensions& extensions) { |
| description.hasGradient = true; |
| description.gradientType = ProgramDescription::kGradientCircular; |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // Sweep gradient shader |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| static void toSweepUnitMatrix(const float x, const float y, SkMatrix* matrix) { |
| matrix->setTranslate(-x, -y); |
| } |
| |
| 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), |
| mColors(colors), mPositions(positions), mCount(count) { |
| SkMatrix unitMatrix; |
| toSweepUnitMatrix(x, y, &unitMatrix); |
| mUnitMatrix.load(unitMatrix); |
| |
| updateLocalMatrix(matrix); |
| } |
| |
| 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), |
| mColors(colors), mPositions(positions), mCount(count) { |
| } |
| |
| SkiaSweepGradientShader::~SkiaSweepGradientShader() { |
| delete[] mColors; |
| delete[] mPositions; |
| } |
| |
| SkiaShader* SkiaSweepGradientShader::copy() { |
| SkiaSweepGradientShader* copy = new SkiaSweepGradientShader(); |
| copy->copyFrom(*this); |
| copy->mColors = new uint32_t[mCount]; |
| memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount); |
| copy->mPositions = new float[mCount]; |
| memcpy(copy->mPositions, mPositions, sizeof(float) * mCount); |
| copy->mCount = mCount; |
| return copy; |
| } |
| |
| 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(mColors, mPositions, mCount); |
| |
| mat4 screenSpace; |
| computeScreenSpaceMatrix(screenSpace, modelView); |
| |
| // Uniforms |
| bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]); |
| glUniform1i(program->getUniform("gradientSampler"), textureSlot); |
| glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); |
| } |
| |
| void SkiaSweepGradientShader::updateTransforms(Program* program, const mat4& modelView, |
| const Snapshot& snapshot) { |
| mat4 screenSpace; |
| computeScreenSpaceMatrix(screenSpace, 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), mCleanup(false) { |
| } |
| |
| SkiaComposeShader::~SkiaComposeShader() { |
| if (mCleanup) { |
| delete mFirst; |
| delete mSecond; |
| } |
| } |
| |
| SkiaShader* SkiaComposeShader::copy() { |
| SkiaComposeShader* copy = new SkiaComposeShader(); |
| copy->copyFrom(*this); |
| copy->mFirst = mFirst->copy(); |
| copy->mSecond = mSecond->copy(); |
| copy->mMode = mMode; |
| copy->cleanup(); |
| return copy; |
| } |
| |
| 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 |