blob: 5a3f2a96e31debcd712323550813ec140faae031 [file] [log] [blame]
/*
* Copyright 2019 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.
*/
package android.graphics;
import android.annotation.NonNull;
import android.annotation.Nullable;
import libcore.util.NativeAllocationRegistry;
/**
* Shader that calculates pixel output with a program (fragment shader) running on a GPU.
* @hide
*/
public class RuntimeShader extends Shader {
private static class NoImagePreloadHolder {
public static final NativeAllocationRegistry sRegistry =
NativeAllocationRegistry.createMalloced(
RuntimeShader.class.getClassLoader(), nativeGetFinalizer());
}
private byte[] mUniforms;
private boolean mIsOpaque;
/**
* Current native shader factory instance.
*/
private long mNativeInstanceRuntimeShaderFactory;
/**
* Creates a new RuntimeShader.
*
* @param sksl The text of SKSL program to run on the GPU.
* @param uniforms Array of parameters passed by the SKSL shader. Array size depends
* on number of uniforms declared by sksl.
* @param isOpaque True if all pixels have alpha 1.0f.
*/
public RuntimeShader(@NonNull String sksl, @Nullable byte[] uniforms, boolean isOpaque) {
this(sksl, uniforms, isOpaque, ColorSpace.get(ColorSpace.Named.SRGB));
}
private RuntimeShader(@NonNull String sksl, @Nullable byte[] uniforms, boolean isOpaque,
ColorSpace colorSpace) {
super(colorSpace);
mUniforms = uniforms;
mIsOpaque = isOpaque;
mNativeInstanceRuntimeShaderFactory = nativeCreateShaderFactory(sksl);
NoImagePreloadHolder.sRegistry.registerNativeAllocation(this,
mNativeInstanceRuntimeShaderFactory);
}
/**
* Sets new value for shader parameters.
*
* @param uniforms Array of parameters passed by the SKSL shader. Array size depends
* on number of uniforms declared by mSksl.
*/
public void updateUniforms(@Nullable byte[] uniforms) {
mUniforms = uniforms;
discardNativeInstance();
}
@Override
long createNativeInstance(long nativeMatrix) {
return nativeCreate(mNativeInstanceRuntimeShaderFactory, nativeMatrix, mUniforms,
colorSpace().getNativeInstance(), mIsOpaque);
}
private static native long nativeCreate(long shaderFactory, long matrix, byte[] inputs,
long colorSpaceHandle, boolean isOpaque);
private static native long nativeCreateShaderFactory(String sksl);
private static native long nativeGetFinalizer();
}