Romain Guy b488004289 Use float textures to render gradients when possible
Float textures offer better precision for dithering.

In addition this change removes two uniforms from gradient shaders.
These uniforms were used to dither gradients but their value is
a build time constant. Instead we hardcode the value directly in
the shader source at compile time.

Change-Id: I05e9fd3eef93771843bbd91b453274452dfaefee
2013-04-05 14:17:17 -07:00

201 lines
5.4 KiB
C++

/*
* 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.
*/
#ifndef ANDROID_HWUI_GRADIENT_CACHE_H
#define ANDROID_HWUI_GRADIENT_CACHE_H
#include <GLES3/gl3.h>
#include <SkShader.h>
#include <utils/LruCache.h>
#include <utils/Mutex.h>
#include <utils/Vector.h>
#include "Texture.h"
namespace android {
namespace uirenderer {
struct GradientCacheEntry {
GradientCacheEntry() {
count = 0;
colors = NULL;
positions = NULL;
}
GradientCacheEntry(uint32_t* colors, float* positions, uint32_t count) {
copy(colors, positions, count);
}
GradientCacheEntry(const GradientCacheEntry& entry) {
copy(entry.colors, entry.positions, entry.count);
}
~GradientCacheEntry() {
delete[] colors;
delete[] positions;
}
GradientCacheEntry& operator=(const GradientCacheEntry& entry) {
if (this != &entry) {
delete[] colors;
delete[] positions;
copy(entry.colors, entry.positions, entry.count);
}
return *this;
}
hash_t hash() const;
static int compare(const GradientCacheEntry& lhs, const GradientCacheEntry& rhs);
bool operator==(const GradientCacheEntry& other) const {
return compare(*this, other) == 0;
}
bool operator!=(const GradientCacheEntry& other) const {
return compare(*this, other) != 0;
}
uint32_t* colors;
float* positions;
uint32_t count;
private:
void copy(uint32_t* colors, float* positions, uint32_t count) {
this->count = count;
this->colors = new uint32_t[count];
this->positions = new float[count];
memcpy(this->colors, colors, count * sizeof(uint32_t));
memcpy(this->positions, positions, count * sizeof(float));
}
}; // GradientCacheEntry
// Caching support
inline int strictly_order_type(const GradientCacheEntry& lhs, const GradientCacheEntry& rhs) {
return GradientCacheEntry::compare(lhs, rhs) < 0;
}
inline int compare_type(const GradientCacheEntry& lhs, const GradientCacheEntry& rhs) {
return GradientCacheEntry::compare(lhs, rhs);
}
inline hash_t hash_type(const GradientCacheEntry& entry) {
return entry.hash();
}
/**
* A simple LRU gradient cache. The cache has a maximum size expressed in bytes.
* Any texture added to the cache causing the cache to grow beyond the maximum
* allowed size will also cause the oldest texture to be kicked out.
*/
class GradientCache: public OnEntryRemoved<GradientCacheEntry, Texture*> {
public:
GradientCache();
GradientCache(uint32_t maxByteSize);
~GradientCache();
/**
* Used as a callback when an entry is removed from the cache.
* Do not invoke directly.
*/
void operator()(GradientCacheEntry& shader, Texture*& texture);
/**
* Returns the texture associated with the specified shader.
*/
Texture* get(uint32_t* colors, float* positions, int count);
/**
* Clears the cache. This causes all textures to be deleted.
*/
void clear();
/**
* Sets the maximum size of the cache in bytes.
*/
void setMaxSize(uint32_t maxSize);
/**
* Returns the maximum size of the cache in bytes.
*/
uint32_t getMaxSize();
/**
* Returns the current size of the cache in bytes.
*/
uint32_t getSize();
private:
/**
* Adds a new linear gradient to the cache. The generated texture is
* returned.
*/
Texture* addLinearGradient(GradientCacheEntry& gradient,
uint32_t* colors, float* positions, int count);
void generateTexture(uint32_t* colors, float* positions, int count, Texture* texture);
struct GradientInfo {
uint32_t width;
bool hasAlpha;
};
void getGradientInfo(const uint32_t* colors, const int count, GradientInfo& info);
size_t bytesPerPixel() const;
struct GradientColor {
float r;
float g;
float b;
float a;
};
typedef void (GradientCache::*ChannelSplitter)(uint32_t inColor,
GradientColor& outColor) const;
void splitToBytes(uint32_t inColor, GradientColor& outColor) const;
void splitToFloats(uint32_t inColor, GradientColor& outColor) const;
typedef void (GradientCache::*ChannelMixer)(GradientColor& start, GradientColor& end,
float amount, uint8_t*& dst) const;
void mixBytes(GradientColor& start, GradientColor& end, float amount, uint8_t*& dst) const;
void mixFloats(GradientColor& start, GradientColor& end, float amount, uint8_t*& dst) const;
LruCache<GradientCacheEntry, Texture*> mCache;
uint32_t mSize;
uint32_t mMaxSize;
GLint mMaxTextureSize;
bool mUseFloatTexture;
bool mHasNpot;
Vector<SkShader*> mGarbage;
mutable Mutex mLock;
}; // class GradientCache
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_GRADIENT_CACHE_H