Chris Craik 53e51e4aa9 Handle shader matrix correctly when ignoring canvas transform
bug:20063841

Restores old SkShader matrix behavior from before the Glop refactor.

Many drawing operations draw without sending the canvas transform to
the GL shader. In such cases, we need to adapt the matrix sent to the
SkShader logic to invert the canvas transform that's built into
the mesh.

Change-Id: I42b6f59df36ce46436322b95bf9ad2140795ee58
2015-06-02 16:28:39 -07:00

100 lines
2.6 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_SKIA_SHADER_H
#define ANDROID_HWUI_SKIA_SHADER_H
#include "FloatColor.h"
#include "Matrix.h"
#include <GLES2/gl2.h>
#include <SkShader.h>
#include <SkXfermode.h>
#include <cutils/compiler.h>
namespace android {
namespace uirenderer {
class Caches;
class Extensions;
class Layer;
class Texture;
struct ProgramDescription;
/**
* Type of Skia shader in use.
*
* Note that kBitmap | kGradient = kCompose, since Compose implies
* both its component types are in use simultaneously. No other
* composition of multiple types is supported.
*/
enum SkiaShaderType {
kNone_SkiaShaderType = 0,
kBitmap_SkiaShaderType = 1,
kGradient_SkiaShaderType = 2,
kCompose_SkiaShaderType = kBitmap_SkiaShaderType | kGradient_SkiaShaderType,
kLayer_SkiaShaderType = 4,
};
struct SkiaShaderData {
SkiaShaderType skiaShaderType;
struct BitmapShaderData {
Texture* bitmapTexture;
GLuint bitmapSampler;
GLenum wrapS;
GLenum wrapT;
Matrix4 textureTransform;
float textureDimension[2];
} bitmapData;
struct GradientShaderData {
Matrix4 screenSpace;
GLuint ditherSampler;
// simple gradient
FloatColor startColor;
FloatColor endColor;
// complex gradient
Texture* gradientTexture;
GLuint gradientSampler;
GLenum wrapST;
} gradientData;
struct LayerShaderData {
Layer* layer;
GLuint bitmapSampler;
GLenum wrapS;
GLenum wrapT;
Matrix4 textureTransform;
float textureDimension[2];
} layerData;
};
class SkiaShader {
public:
static void store(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
GLuint* textureUnit, ProgramDescription* description,
SkiaShaderData* outData);
static void apply(Caches& caches, const SkiaShaderData& data);
};
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_SKIA_SHADER_H