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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.
*/
#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