Add support for SweepGradient in the GL renderer.
Change-Id: I7aa397ed4e34655ead9ba1f5b4ce087665e0f022
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index becbc22..bcc1edf 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -33,11 +33,18 @@
"attribute vec2 texCoords;\n";
const char* gVS_Header_Uniforms =
"uniform mat4 transform;\n";
-const char* gVS_Header_Uniforms_HasGradient =
+const char* gVS_Header_Uniforms_HasGradient[3] = {
+ // Linear
"uniform float gradientLength;\n"
"uniform vec2 gradient;\n"
"uniform vec2 gradientStart;\n"
- "uniform mat4 screenSpace;\n";
+ "uniform mat4 screenSpace;\n",
+ // Circular
+ "",
+ // Sweep
+ "uniform vec2 gradientStart;\n"
+ "uniform mat4 screenSpace;\n"
+};
const char* gVS_Header_Uniforms_HasBitmap =
"uniform mat4 textureTransform;\n"
"uniform vec2 textureDimension;\n";
@@ -45,15 +52,28 @@
"varying vec2 outTexCoords;\n";
const char* gVS_Header_Varyings_HasBitmap =
"varying vec2 outBitmapTexCoords;\n";
-const char* gVS_Header_Varyings_HasGradient =
- "varying float index;\n";
+const char* gVS_Header_Varyings_HasGradient[3] = {
+ // Linear
+ "varying float index;\n",
+ // Circular
+ "",
+ // Sweep
+ "varying vec2 sweep;\n"
+};
const char* gVS_Main =
"\nvoid main(void) {\n";
const char* gVS_Main_OutTexCoords =
" outTexCoords = texCoords;\n";
-const char* gVS_Main_OutGradientIndex =
+const char* gVS_Main_OutGradient[3] = {
+ // Linear
" vec4 location = screenSpace * position;\n"
- " index = dot(location.xy - gradientStart, gradient) * gradientLength;\n";
+ " index = dot(location.xy - gradientStart, gradient) * gradientLength;\n",
+ // Circular
+ "",
+ // Sweep
+ " vec4 location = screenSpace * position;\n"
+ " sweep = location.xy - gradientStart;\n"
+};
const char* gVS_Main_OutBitmapTexCoords =
" vec4 bitmapCoords = textureTransform * position;\n"
" outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n";
@@ -74,8 +94,14 @@
"uniform vec4 color;\n";
const char* gFS_Uniforms_TextureSampler =
"uniform sampler2D sampler;\n";
-const char* gFS_Uniforms_GradientSampler =
- "uniform sampler2D gradientSampler;\n";
+const char* gFS_Uniforms_GradientSampler[3] = {
+ // Linear
+ "uniform sampler2D gradientSampler;\n",
+ // Circular
+ "uniform sampler2D gradientSampler;\n",
+ // Sweep
+ "uniform sampler2D gradientSampler;\n"
+};
const char* gFS_Uniforms_BitmapSampler =
"uniform sampler2D bitmapSampler;\n";
const char* gFS_Uniforms_ColorOp[4] = {
@@ -99,8 +125,15 @@
" fragColor = color * texture2D(sampler, outTexCoords);\n";
const char* gFS_Main_FetchA8Texture =
" fragColor = color * texture2D(sampler, outTexCoords).a;\n";
-const char* gFS_Main_FetchGradient =
- " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n";
+const char* gFS_Main_FetchGradient[3] = {
+ // Linear
+ " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
+ // Circular
+ "",
+ // Sweep
+ " float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
+ " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n"
+};
const char* gFS_Main_FetchBitmap =
" vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
const char* gFS_Main_FetchBitmapNpot =
@@ -217,7 +250,7 @@
ssize_t index = mCache.indexOfKey(key);
Program* program = NULL;
if (index < 0) {
- PROGRAM_LOGD("Could not find program with key 0x%x", key);
+ description.log("Could not find program");
program = generateProgram(description, key);
mCache.add(key, program);
} else {
@@ -247,7 +280,7 @@
// Uniforms
shader.append(gVS_Header_Uniforms);
if (description.hasGradient) {
- shader.append(gVS_Header_Uniforms_HasGradient);
+ shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]);
}
if (description.hasBitmap) {
shader.append(gVS_Header_Uniforms_HasBitmap);
@@ -257,7 +290,7 @@
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.hasGradient) {
- shader.append(gVS_Header_Varyings_HasGradient);
+ shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
}
if (description.hasBitmap) {
shader.append(gVS_Header_Varyings_HasBitmap);
@@ -269,7 +302,7 @@
shader.append(gVS_Main_OutTexCoords);
}
if (description.hasGradient) {
- shader.append(gVS_Main_OutGradientIndex);
+ shader.append(gVS_Main_OutGradient[description.gradientType]);
}
if (description.hasBitmap) {
shader.append(gVS_Main_OutBitmapTexCoords);
@@ -301,7 +334,7 @@
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.hasGradient) {
- shader.append(gVS_Header_Varyings_HasGradient);
+ shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
}
if (description.hasBitmap) {
shader.append(gVS_Header_Varyings_HasBitmap);
@@ -314,7 +347,7 @@
shader.append(gFS_Uniforms_TextureSampler);
}
if (description.hasGradient) {
- shader.append(gFS_Uniforms_GradientSampler);
+ shader.append(gFS_Uniforms_GradientSampler[description.gradientType]);
}
if (description.hasBitmap) {
shader.append(gFS_Uniforms_BitmapSampler);
@@ -348,7 +381,7 @@
shader.append(gFS_Main_FetchColor);
}
if (description.hasGradient) {
- shader.append(gFS_Main_FetchGradient);
+ shader.append(gFS_Main_FetchGradient[description.gradientType]);
}
if (description.hasBitmap) {
if (!description.isBitmapNpot) {