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
393 lines
15 KiB
C++
393 lines
15 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define LOG_TAG "OpenGLRenderer"
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#include "SkiaShader.h"
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#include "Caches.h"
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#include "Extensions.h"
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#include "Layer.h"
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#include "Matrix.h"
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#include "Texture.h"
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#include <SkMatrix.h>
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#include <utils/Log.h>
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Support
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///////////////////////////////////////////////////////////////////////////////
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static const GLenum gTileModes[] = {
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GL_CLAMP_TO_EDGE, // == SkShader::kClamp_TileMode
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GL_REPEAT, // == SkShader::kRepeat_Mode
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GL_MIRRORED_REPEAT // == SkShader::kMirror_TileMode
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};
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/**
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* This function does not work for n == 0.
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*/
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static inline bool isPowerOfTwo(unsigned int n) {
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return !(n & (n - 1));
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}
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static inline void bindUniformColor(int slot, FloatColor color) {
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glUniform4fv(slot, 1, reinterpret_cast<const float*>(&color));
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}
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static inline void bindTexture(Caches* caches, Texture* texture, GLenum wrapS, GLenum wrapT) {
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caches->textureState().bindTexture(texture->id);
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texture->setWrapST(wrapS, wrapT);
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}
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/**
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* Compute the matrix to transform to screen space.
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* @param screenSpace Output param for the computed matrix.
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* @param unitMatrix The unit matrix for gradient shaders, as returned by SkShader::asAGradient,
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* or identity.
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* @param localMatrix Local matrix, as returned by SkShader::getLocalMatrix().
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* @param modelViewMatrix Model view matrix, as supplied by the OpenGLRenderer.
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*/
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static void computeScreenSpaceMatrix(mat4& screenSpace, const SkMatrix& unitMatrix,
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const SkMatrix& localMatrix, const mat4& modelViewMatrix) {
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mat4 shaderMatrix;
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// uses implicit construction
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shaderMatrix.loadInverse(localMatrix);
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// again, uses implicit construction
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screenSpace.loadMultiply(unitMatrix, shaderMatrix);
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screenSpace.multiply(modelViewMatrix);
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}
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///////////////////////////////////////////////////////////////////////////////
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// gradient shader matrix helpers
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///////////////////////////////////////////////////////////////////////////////
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static void toLinearUnitMatrix(const SkPoint pts[2], SkMatrix* matrix) {
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SkVector vec = pts[1] - pts[0];
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const float mag = vec.length();
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const float inv = mag ? 1.0f / mag : 0;
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vec.scale(inv);
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matrix->setSinCos(-vec.fY, vec.fX, pts[0].fX, pts[0].fY);
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matrix->postTranslate(-pts[0].fX, -pts[0].fY);
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matrix->postScale(inv, inv);
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}
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static void toCircularUnitMatrix(const float x, const float y, const float radius,
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SkMatrix* matrix) {
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const float inv = 1.0f / radius;
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matrix->setTranslate(-x, -y);
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matrix->postScale(inv, inv);
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}
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static void toSweepUnitMatrix(const float x, const float y, SkMatrix* matrix) {
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matrix->setTranslate(-x, -y);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Common gradient code
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///////////////////////////////////////////////////////////////////////////////
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static bool isSimpleGradient(const SkShader::GradientInfo& gradInfo) {
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return gradInfo.fColorCount == 2 && gradInfo.fTileMode == SkShader::kClamp_TileMode;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Store / apply
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///////////////////////////////////////////////////////////////////////////////
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bool tryStoreGradient(Caches& caches, const SkShader& shader, const Matrix4 modelViewMatrix,
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GLuint* textureUnit, ProgramDescription* description,
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SkiaShaderData::GradientShaderData* outData) {
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SkShader::GradientInfo gradInfo;
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gradInfo.fColorCount = 0;
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gradInfo.fColors = nullptr;
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gradInfo.fColorOffsets = nullptr;
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SkMatrix unitMatrix;
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switch (shader.asAGradient(&gradInfo)) {
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case SkShader::kLinear_GradientType:
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description->gradientType = ProgramDescription::kGradientLinear;
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toLinearUnitMatrix(gradInfo.fPoint, &unitMatrix);
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break;
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case SkShader::kRadial_GradientType:
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description->gradientType = ProgramDescription::kGradientCircular;
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toCircularUnitMatrix(gradInfo.fPoint[0].fX, gradInfo.fPoint[0].fY,
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gradInfo.fRadius[0], &unitMatrix);
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break;
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case SkShader::kSweep_GradientType:
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description->gradientType = ProgramDescription::kGradientSweep;
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toSweepUnitMatrix(gradInfo.fPoint[0].fX, gradInfo.fPoint[0].fY, &unitMatrix);
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break;
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default:
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// Do nothing. This shader is unsupported.
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return false;
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}
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description->hasGradient = true;
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description->isSimpleGradient = isSimpleGradient(gradInfo);
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computeScreenSpaceMatrix(outData->screenSpace, unitMatrix,
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shader.getLocalMatrix(), modelViewMatrix);
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// re-query shader to get full color / offset data
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std::unique_ptr<SkColor[]> colorStorage(new SkColor[gradInfo.fColorCount]);
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std::unique_ptr<SkScalar[]> colorOffsets(new SkScalar[gradInfo.fColorCount]);
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gradInfo.fColors = &colorStorage[0];
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gradInfo.fColorOffsets = &colorOffsets[0];
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shader.asAGradient(&gradInfo);
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if (CC_UNLIKELY(!isSimpleGradient(gradInfo))) {
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outData->gradientSampler = (*textureUnit)++;
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#ifndef SK_SCALAR_IS_FLOAT
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#error Need to convert gradInfo.fColorOffsets to float!
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#endif
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outData->gradientTexture = caches.gradientCache.get(
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gradInfo.fColors, gradInfo.fColorOffsets, gradInfo.fColorCount);
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outData->wrapST = gTileModes[gradInfo.fTileMode];
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} else {
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outData->gradientSampler = 0;
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outData->gradientTexture = nullptr;
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outData->startColor.set(gradInfo.fColors[0]);
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outData->endColor.set(gradInfo.fColors[1]);
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}
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outData->ditherSampler = (*textureUnit)++;
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return true;
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}
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void applyGradient(Caches& caches, const SkiaShaderData::GradientShaderData& data) {
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if (CC_UNLIKELY(data.gradientTexture)) {
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caches.textureState().activateTexture(data.gradientSampler);
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bindTexture(&caches, data.gradientTexture, data.wrapST, data.wrapST);
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glUniform1i(caches.program().getUniform("gradientSampler"), data.gradientSampler);
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} else {
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bindUniformColor(caches.program().getUniform("startColor"), data.startColor);
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bindUniformColor(caches.program().getUniform("endColor"), data.endColor);
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}
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// TODO: remove sampler slot incrementing from dither.setupProgram,
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// since this assignment of slots is done at store, not apply time
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GLuint ditherSampler = data.ditherSampler;
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caches.dither.setupProgram(caches.program(), &ditherSampler);
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glUniformMatrix4fv(caches.program().getUniform("screenSpace"), 1,
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GL_FALSE, &data.screenSpace.data[0]);
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}
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bool tryStoreBitmap(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
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GLuint* textureUnit, ProgramDescription* description,
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SkiaShaderData::BitmapShaderData* outData) {
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SkBitmap bitmap;
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SkShader::TileMode xy[2];
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if (shader.asABitmap(&bitmap, nullptr, xy) != SkShader::kDefault_BitmapType) {
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return false;
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}
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outData->bitmapTexture = caches.textureCache.get(&bitmap);
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if (!outData->bitmapTexture) return false;
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outData->bitmapSampler = (*textureUnit)++;
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const float width = outData->bitmapTexture->width;
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const float height = outData->bitmapTexture->height;
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description->hasBitmap = true;
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if (!caches.extensions().hasNPot()
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&& (!isPowerOfTwo(width) || !isPowerOfTwo(height))
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&& (xy[0] != SkShader::kClamp_TileMode || xy[1] != SkShader::kClamp_TileMode)) {
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description->isBitmapNpot = true;
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description->bitmapWrapS = gTileModes[xy[0]];
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description->bitmapWrapT = gTileModes[xy[1]];
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outData->wrapS = GL_CLAMP_TO_EDGE;
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outData->wrapT = GL_CLAMP_TO_EDGE;
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} else {
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outData->wrapS = gTileModes[xy[0]];
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outData->wrapT = gTileModes[xy[1]];
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}
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computeScreenSpaceMatrix(outData->textureTransform, SkMatrix::I(), shader.getLocalMatrix(),
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modelViewMatrix);
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outData->textureDimension[0] = 1.0f / width;
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outData->textureDimension[1] = 1.0f / height;
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return true;
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}
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void applyBitmap(Caches& caches, const SkiaShaderData::BitmapShaderData& data) {
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caches.textureState().activateTexture(data.bitmapSampler);
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bindTexture(&caches, data.bitmapTexture, data.wrapS, data.wrapT);
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data.bitmapTexture->setFilter(GL_LINEAR);
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glUniform1i(caches.program().getUniform("bitmapSampler"), data.bitmapSampler);
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glUniformMatrix4fv(caches.program().getUniform("textureTransform"), 1, GL_FALSE,
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&data.textureTransform.data[0]);
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glUniform2fv(caches.program().getUniform("textureDimension"), 1, &data.textureDimension[0]);
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}
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SkiaShaderType getComposeSubType(const SkShader& shader) {
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// First check for a gradient shader.
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switch (shader.asAGradient(nullptr)) {
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case SkShader::kNone_GradientType:
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// Not a gradient shader. Fall through to check for other types.
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break;
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case SkShader::kLinear_GradientType:
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case SkShader::kRadial_GradientType:
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case SkShader::kSweep_GradientType:
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return kGradient_SkiaShaderType;
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default:
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// This is a Skia gradient that has no SkiaShader equivalent. Return None to skip.
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return kNone_SkiaShaderType;
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}
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// The shader is not a gradient. Check for a bitmap shader.
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if (shader.asABitmap(nullptr, nullptr, nullptr) == SkShader::kDefault_BitmapType) {
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return kBitmap_SkiaShaderType;
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}
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return kNone_SkiaShaderType;
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}
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void storeCompose(Caches& caches, const SkShader& bitmapShader, const SkShader& gradientShader,
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const Matrix4& modelViewMatrix, GLuint* textureUnit,
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ProgramDescription* description, SkiaShaderData* outData) {
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LOG_ALWAYS_FATAL_IF(!tryStoreBitmap(caches, bitmapShader, modelViewMatrix,
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textureUnit, description, &outData->bitmapData),
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"failed storing bitmap shader data");
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LOG_ALWAYS_FATAL_IF(!tryStoreGradient(caches, gradientShader, modelViewMatrix,
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textureUnit, description, &outData->gradientData),
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"failing storing gradient shader data");
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}
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bool tryStoreCompose(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
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GLuint* textureUnit, ProgramDescription* description,
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SkiaShaderData* outData) {
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SkShader::ComposeRec rec;
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if (!shader.asACompose(&rec)) return false;
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const SkiaShaderType shaderAType = getComposeSubType(*rec.fShaderA);
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const SkiaShaderType shaderBType = getComposeSubType(*rec.fShaderB);
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// check that type enum values are the 2 flags that compose the kCompose value
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if ((shaderAType & shaderBType) != 0) return false;
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if ((shaderAType | shaderBType) != kCompose_SkiaShaderType) return false;
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mat4 transform;
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computeScreenSpaceMatrix(transform, SkMatrix::I(), shader.getLocalMatrix(), modelViewMatrix);
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if (shaderAType == kBitmap_SkiaShaderType) {
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description->isBitmapFirst = true;
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storeCompose(caches, *rec.fShaderA, *rec.fShaderB,
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transform, textureUnit, description, outData);
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} else {
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description->isBitmapFirst = false;
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storeCompose(caches, *rec.fShaderB, *rec.fShaderA,
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transform, textureUnit, description, outData);
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}
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if (!SkXfermode::AsMode(rec.fMode, &description->shadersMode)) {
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// TODO: Support other modes.
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description->shadersMode = SkXfermode::kSrcOver_Mode;
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}
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return true;
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}
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bool tryStoreLayer(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
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GLuint* textureUnit, ProgramDescription* description,
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SkiaShaderData::LayerShaderData* outData) {
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Layer* layer;
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if (!shader.asACustomShader(reinterpret_cast<void**>(&layer))) {
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return false;
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}
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description->hasBitmap = true;
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outData->layer = layer;
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outData->bitmapSampler = (*textureUnit)++;
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const float width = layer->getWidth();
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const float height = layer->getHeight();
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computeScreenSpaceMatrix(outData->textureTransform, SkMatrix::I(), shader.getLocalMatrix(),
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modelViewMatrix);
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outData->textureDimension[0] = 1.0f / width;
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outData->textureDimension[1] = 1.0f / height;
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return true;
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}
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void applyLayer(Caches& caches, const SkiaShaderData::LayerShaderData& data) {
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caches.textureState().activateTexture(data.bitmapSampler);
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data.layer->bindTexture();
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data.layer->setWrap(GL_CLAMP_TO_EDGE);
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data.layer->setFilter(GL_LINEAR);
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glUniform1i(caches.program().getUniform("bitmapSampler"), data.bitmapSampler);
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glUniformMatrix4fv(caches.program().getUniform("textureTransform"), 1,
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GL_FALSE, &data.textureTransform.data[0]);
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glUniform2fv(caches.program().getUniform("textureDimension"), 1, &data.textureDimension[0]);
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}
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void SkiaShader::store(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
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GLuint* textureUnit, ProgramDescription* description,
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SkiaShaderData* outData) {
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if (tryStoreGradient(caches, shader, modelViewMatrix,
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textureUnit, description, &outData->gradientData)) {
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outData->skiaShaderType = kGradient_SkiaShaderType;
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return;
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}
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if (tryStoreBitmap(caches, shader, modelViewMatrix,
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textureUnit, description, &outData->bitmapData)) {
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outData->skiaShaderType = kBitmap_SkiaShaderType;
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return;
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}
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if (tryStoreCompose(caches, shader, modelViewMatrix,
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textureUnit, description, outData)) {
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outData->skiaShaderType = kCompose_SkiaShaderType;
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return;
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}
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if (tryStoreLayer(caches, shader, modelViewMatrix,
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textureUnit, description, &outData->layerData)) {
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outData->skiaShaderType = kLayer_SkiaShaderType;
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}
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}
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void SkiaShader::apply(Caches& caches, const SkiaShaderData& data) {
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if (!data.skiaShaderType) return;
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if (data.skiaShaderType & kGradient_SkiaShaderType) {
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applyGradient(caches, data.gradientData);
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}
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if (data.skiaShaderType & kBitmap_SkiaShaderType) {
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applyBitmap(caches, data.bitmapData);
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}
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if (data.skiaShaderType == kLayer_SkiaShaderType) {
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applyLayer(caches, data.layerData);
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}
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}
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}; // namespace uirenderer
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}; // namespace android
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