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Romain Guy06f96e22010-07-30 19:18:16 -07001/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <utils/Log.h>
20
21#include <SkMatrix.h>
22
23#include "SkiaShader.h"
24#include "Texture.h"
25#include "Matrix.h"
26
27namespace android {
28namespace uirenderer {
29
30///////////////////////////////////////////////////////////////////////////////
31// Support
32///////////////////////////////////////////////////////////////////////////////
33
34static const GLenum gTextureUnitsMap[] = {
35 GL_TEXTURE0,
36 GL_TEXTURE1,
37 GL_TEXTURE2
38};
39
40static const GLint gTileModes[] = {
41 GL_CLAMP_TO_EDGE, // == SkShader::kClamp_TileMode
42 GL_REPEAT, // == SkShader::kRepeat_Mode
43 GL_MIRRORED_REPEAT // == SkShader::kMirror_TileMode
44};
45
46///////////////////////////////////////////////////////////////////////////////
47// Base shader
48///////////////////////////////////////////////////////////////////////////////
49
50SkiaShader::SkiaShader(Type type, SkShader* key, SkShader::TileMode tileX,
51 SkShader::TileMode tileY, SkMatrix* matrix, bool blend):
52 mType(type), mKey(key), mTileX(tileX), mTileY(tileY), mMatrix(matrix), mBlend(blend) {
53}
54
55SkiaShader::~SkiaShader() {
56}
57
58void SkiaShader::describe(ProgramDescription& description, const Extensions& extensions) {
59}
60
61void SkiaShader::setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
62 GLuint* textureUnit) {
63}
64
65void SkiaShader::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
66 glActiveTexture(gTextureUnitsMap[textureUnit]);
67 glBindTexture(GL_TEXTURE_2D, texture);
68 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
69 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
70}
71
72///////////////////////////////////////////////////////////////////////////////
73// Bitmap shader
74///////////////////////////////////////////////////////////////////////////////
75
76SkiaBitmapShader::SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX,
77 SkShader::TileMode tileY, SkMatrix* matrix, bool blend):
Romain Guy9cccc2b2010-08-07 23:46:15 -070078 SkiaShader(kBitmap, key, tileX, tileY, matrix, blend), mBitmap(bitmap), mTexture(NULL) {
Romain Guy06f96e22010-07-30 19:18:16 -070079}
80
Romain Guy06f96e22010-07-30 19:18:16 -070081void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) {
82 const Texture* texture = mTextureCache->get(mBitmap);
Romain Guy9cccc2b2010-08-07 23:46:15 -070083 if (!texture) return;
84 mTexture = texture;
Romain Guy06f96e22010-07-30 19:18:16 -070085
86 const float width = texture->width;
87 const float height = texture->height;
88
89 description.hasBitmap = true;
90 // The driver does not support non-power of two mirrored/repeated
91 // textures, so do it ourselves
Romain Guy61c8c9c2010-08-09 20:48:09 -070092 if (!extensions.hasNPot() && (!isPowerOfTwo(width) || !isPowerOfTwo(height)) &&
93 (mTileX != SkShader::kClamp_TileMode || mTileY != SkShader::kClamp_TileMode)) {
Romain Guy06f96e22010-07-30 19:18:16 -070094 description.isBitmapNpot = true;
95 description.bitmapWrapS = gTileModes[mTileX];
96 description.bitmapWrapT = gTileModes[mTileY];
97 }
98}
99
100void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView,
101 const Snapshot& snapshot, GLuint* textureUnit) {
102 GLuint textureSlot = (*textureUnit)++;
103 glActiveTexture(gTextureUnitsMap[textureSlot]);
Romain Guy9cccc2b2010-08-07 23:46:15 -0700104
105 const Texture* texture = mTexture;
106 mTexture = NULL;
107 if (!texture) return;
108 const AutoTexture autoCleanup(texture);
Romain Guy06f96e22010-07-30 19:18:16 -0700109
110 const float width = texture->width;
111 const float height = texture->height;
112
113 mat4 textureTransform;
114 if (mMatrix) {
115 SkMatrix inverse;
116 mMatrix->invert(&inverse);
117 textureTransform.load(inverse);
118 textureTransform.multiply(modelView);
119 } else {
120 textureTransform.load(modelView);
121 }
122
123 // Uniforms
124 bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
125 glUniform1i(program->getUniform("bitmapSampler"), textureSlot);
126 glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
127 GL_FALSE, &textureTransform.data[0]);
128 glUniform2f(program->getUniform("textureDimension"), 1.0f / width, 1.0f / height);
129}
130
131///////////////////////////////////////////////////////////////////////////////
132// Linear gradient shader
133///////////////////////////////////////////////////////////////////////////////
134
135SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors,
136 float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
137 SkMatrix* matrix, bool blend):
138 SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend),
139 mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) {
Romain Guy61c8c9c2010-08-09 20:48:09 -0700140 for (int i = 0; i < count; i++) {
141 LOGD("[GL] Gradient color %d = 0x%x", i, colors[i]);
142 }
Romain Guy06f96e22010-07-30 19:18:16 -0700143}
144
145SkiaLinearGradientShader::~SkiaLinearGradientShader() {
Romain Guy25ee0372010-08-06 10:57:58 -0700146 delete[] mBounds;
147 delete[] mColors;
148 delete[] mPositions;
Romain Guy06f96e22010-07-30 19:18:16 -0700149}
150
151void SkiaLinearGradientShader::describe(ProgramDescription& description,
152 const Extensions& extensions) {
153 description.hasGradient = true;
154}
155
156void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView,
157 const Snapshot& snapshot, GLuint* textureUnit) {
158 GLuint textureSlot = (*textureUnit)++;
159 glActiveTexture(gTextureUnitsMap[textureSlot]);
160
161 Texture* texture = mGradientCache->get(mKey);
162 if (!texture) {
163 texture = mGradientCache->addLinearGradient(mKey, mBounds, mColors, mPositions,
164 mCount, mTileX);
165 }
166
167 Rect start(mBounds[0], mBounds[1], mBounds[2], mBounds[3]);
168 if (mMatrix) {
169 mat4 shaderMatrix(*mMatrix);
170 shaderMatrix.mapRect(start);
171 }
172 snapshot.transform.mapRect(start);
173
174 const float gradientX = start.right - start.left;
175 const float gradientY = start.bottom - start.top;
176
177 mat4 screenSpace(snapshot.transform);
178 screenSpace.multiply(modelView);
179
180 // Uniforms
181 bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
182 glUniform1i(program->getUniform("gradientSampler"), textureSlot);
183 glUniform2f(program->getUniform("gradientStart"), start.left, start.top);
184 glUniform2f(program->getUniform("gradient"), gradientX, gradientY);
185 glUniform1f(program->getUniform("gradientLength"),
186 1.0f / (gradientX * gradientX + gradientY * gradientY));
187 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
188}
189
190///////////////////////////////////////////////////////////////////////////////
191// Compose shader
192///////////////////////////////////////////////////////////////////////////////
193
194SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second,
195 SkXfermode::Mode mode, SkShader* key):
196 SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
197 NULL, first->blend() || second->blend()), mFirst(first), mSecond(second), mMode(mode) {
198}
199
Romain Guy06f96e22010-07-30 19:18:16 -0700200void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) {
201 SkiaShader::set(textureCache, gradientCache);
202 mFirst->set(textureCache, gradientCache);
203 mSecond->set(textureCache, gradientCache);
204}
205
206void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) {
207 mFirst->describe(description, extensions);
208 mSecond->describe(description, extensions);
209 if (mFirst->type() == kBitmap) {
210 description.isBitmapFirst = true;
211 }
212 description.shadersMode = mMode;
213}
214
215void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView,
216 const Snapshot& snapshot, GLuint* textureUnit) {
217 mFirst->setupProgram(program, modelView, snapshot, textureUnit);
218 mSecond->setupProgram(program, modelView, snapshot, textureUnit);
219}
220
221}; // namespace uirenderer
222}; // namespace android