Romain Guy 5b3b35296e Optimize FBO drawing with regions.
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.

Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
2010-11-02 16:17:23 -07:00

220 lines
6.7 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 <SkShader.h>
#include <SkXfermode.h>
#include <GLES2/gl2.h>
#include "Extensions.h"
#include "ProgramCache.h"
#include "TextureCache.h"
#include "GradientCache.h"
#include "Snapshot.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Base shader
///////////////////////////////////////////////////////////////////////////////
/**
* Represents a Skia shader. A shader will modify the GL context and active
* program to recreate the original effect.
*/
struct SkiaShader {
/**
* Type of Skia shader in use.
*/
enum Type {
kNone,
kBitmap,
kLinearGradient,
kCircularGradient,
kSweepGradient,
kCompose
};
SkiaShader(Type type, SkShader* key, SkShader::TileMode tileX, SkShader::TileMode tileY,
SkMatrix* matrix, bool blend);
virtual ~SkiaShader();
virtual void describe(ProgramDescription& description, const Extensions& extensions);
virtual void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
inline SkShader *getSkShader() {
return mKey;
}
inline bool blend() const {
return mBlend;
}
Type type() const {
return mType;
}
virtual void set(TextureCache* textureCache, GradientCache* gradientCache) {
mTextureCache = textureCache;
mGradientCache = gradientCache;
}
virtual void updateTransforms(Program* program, const mat4& modelView,
const Snapshot& snapshot) {
}
void setMatrix(SkMatrix* matrix) {
updateLocalMatrix(matrix);
}
void updateLocalMatrix(const SkMatrix* matrix) {
if (matrix) {
mat4 localMatrix(*matrix);
mShaderMatrix.loadInverse(localMatrix);
} else {
mShaderMatrix.loadIdentity();
}
}
void computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView);
protected:
inline void bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit);
Type mType;
SkShader* mKey;
SkShader::TileMode mTileX;
SkShader::TileMode mTileY;
bool mBlend;
TextureCache* mTextureCache;
GradientCache* mGradientCache;
mat4 mUnitMatrix;
mat4 mShaderMatrix;
}; // struct SkiaShader
///////////////////////////////////////////////////////////////////////////////
// Implementations
///////////////////////////////////////////////////////////////////////////////
/**
* A shader that draws a bitmap.
*/
struct SkiaBitmapShader: public SkiaShader {
SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX,
SkShader::TileMode tileY, SkMatrix* matrix, bool blend);
void describe(ProgramDescription& description, const Extensions& extensions);
void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
void updateTransforms(Program* program, const mat4& modelView, const Snapshot& snapshot);
private:
/**
* This method does not work for n == 0.
*/
inline bool isPowerOfTwo(unsigned int n) {
return !(n & (n - 1));
}
SkBitmap* mBitmap;
Texture* mTexture;
GLenum mWrapS;
GLenum mWrapT;
}; // struct SkiaBitmapShader
/**
* A shader that draws a linear gradient.
*/
struct SkiaLinearGradientShader: public SkiaShader {
SkiaLinearGradientShader(float* bounds, uint32_t* colors, float* positions, int count,
SkShader* key, SkShader::TileMode tileMode, SkMatrix* matrix, bool blend);
~SkiaLinearGradientShader();
void describe(ProgramDescription& description, const Extensions& extensions);
void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
void updateTransforms(Program* program, const mat4& modelView, const Snapshot& snapshot);
private:
float* mBounds;
uint32_t* mColors;
float* mPositions;
int mCount;
}; // struct SkiaLinearGradientShader
/**
* A shader that draws a sweep gradient.
*/
struct SkiaSweepGradientShader: public SkiaShader {
SkiaSweepGradientShader(float x, float y, uint32_t* colors, float* positions, int count,
SkShader* key, SkMatrix* matrix, bool blend);
~SkiaSweepGradientShader();
virtual void describe(ProgramDescription& description, const Extensions& extensions);
void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
void updateTransforms(Program* program, const mat4& modelView, const Snapshot& snapshot);
protected:
SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors, float* positions,
int count, SkShader* key, SkShader::TileMode tileMode, SkMatrix* matrix, bool blend);
uint32_t* mColors;
float* mPositions;
int mCount;
}; // struct SkiaSweepGradientShader
/**
* A shader that draws a circular gradient.
*/
struct SkiaCircularGradientShader: public SkiaSweepGradientShader {
SkiaCircularGradientShader(float x, float y, float radius, uint32_t* colors, float* positions,
int count, SkShader* key,SkShader::TileMode tileMode, SkMatrix* matrix, bool blend);
void describe(ProgramDescription& description, const Extensions& extensions);
}; // struct SkiaCircularGradientShader
/**
* A shader that draws two shaders, composited with an xfermode.
*/
struct SkiaComposeShader: public SkiaShader {
SkiaComposeShader(SkiaShader* first, SkiaShader* second, SkXfermode::Mode mode, SkShader* key);
void set(TextureCache* textureCache, GradientCache* gradientCache);
void describe(ProgramDescription& description, const Extensions& extensions);
void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
private:
SkiaShader* mFirst;
SkiaShader* mSecond;
SkXfermode::Mode mMode;
}; // struct SkiaComposeShader
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_SKIA_SHADER_H