404 lines
14 KiB
C++
404 lines
14 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 <utils/Log.h>
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#include <SkMatrix.h>
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#include "Caches.h"
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#include "SkiaShader.h"
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#include "Texture.h"
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#include "Matrix.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 GLint 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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// Base shader
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///////////////////////////////////////////////////////////////////////////////
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void SkiaShader::copyFrom(const SkiaShader& shader) {
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mType = shader.mType;
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mKey = shader.mKey;
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mTileX = shader.mTileX;
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mTileY = shader.mTileY;
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mBlend = shader.mBlend;
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mUnitMatrix = shader.mUnitMatrix;
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mShaderMatrix = shader.mShaderMatrix;
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mGenerationId = shader.mGenerationId;
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}
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SkiaShader::SkiaShader(Type type, SkShader* key, SkShader::TileMode tileX,
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SkShader::TileMode tileY, SkMatrix* matrix, bool blend):
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mType(type), mKey(key), mTileX(tileX), mTileY(tileY), mBlend(blend) {
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setMatrix(matrix);
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mGenerationId = 0;
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}
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SkiaShader::~SkiaShader() {
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}
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void SkiaShader::describe(ProgramDescription& description, const Extensions& extensions) {
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}
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void SkiaShader::setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
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GLuint* textureUnit) {
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}
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void SkiaShader::bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT) {
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glBindTexture(GL_TEXTURE_2D, texture->id);
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texture->setWrapST(wrapS, wrapT);
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}
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void SkiaShader::computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView) {
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screenSpace.loadMultiply(mUnitMatrix, mShaderMatrix);
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screenSpace.multiply(modelView);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Bitmap shader
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///////////////////////////////////////////////////////////////////////////////
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SkiaBitmapShader::SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX,
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SkShader::TileMode tileY, SkMatrix* matrix, bool blend):
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SkiaShader(kBitmap, key, tileX, tileY, matrix, blend), mBitmap(bitmap), mTexture(NULL) {
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updateLocalMatrix(matrix);
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}
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SkiaShader* SkiaBitmapShader::copy() {
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SkiaBitmapShader* copy = new SkiaBitmapShader();
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copy->copyFrom(*this);
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copy->mBitmap = mBitmap;
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return copy;
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}
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void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) {
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Texture* texture = mTextureCache->get(mBitmap);
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if (!texture) return;
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mTexture = texture;
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const float width = texture->width;
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const float height = texture->height;
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description.hasBitmap = true;
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// The driver does not support non-power of two mirrored/repeated
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// textures, so do it ourselves
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if (!extensions.hasNPot() && (!isPowerOfTwo(width) || !isPowerOfTwo(height)) &&
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(mTileX != SkShader::kClamp_TileMode || mTileY != SkShader::kClamp_TileMode)) {
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description.isBitmapNpot = true;
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description.bitmapWrapS = gTileModes[mTileX];
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description.bitmapWrapT = gTileModes[mTileY];
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mWrapS = GL_CLAMP_TO_EDGE;
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mWrapT = GL_CLAMP_TO_EDGE;
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} else {
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mWrapS = gTileModes[mTileX];
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mWrapT = gTileModes[mTileY];
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}
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}
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void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView,
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const Snapshot& snapshot, GLuint* textureUnit) {
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GLuint textureSlot = (*textureUnit)++;
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Caches::getInstance().activeTexture(textureSlot);
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Texture* texture = mTexture;
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mTexture = NULL;
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if (!texture) return;
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const AutoTexture autoCleanup(texture);
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const float width = texture->width;
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const float height = texture->height;
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mat4 textureTransform;
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computeScreenSpaceMatrix(textureTransform, modelView);
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// Uniforms
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bindTexture(texture, mWrapS, mWrapT);
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// Assume linear here; we should really check the transform in
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// ::updateTransforms() but we don't have the texture object
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// available at that point. The optimization is not worth the
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// effort for now.
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texture->setFilter(GL_LINEAR);
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glUniform1i(program->getUniform("bitmapSampler"), textureSlot);
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glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
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GL_FALSE, &textureTransform.data[0]);
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glUniform2f(program->getUniform("textureDimension"), 1.0f / width, 1.0f / height);
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}
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void SkiaBitmapShader::updateTransforms(Program* program, const mat4& modelView,
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const Snapshot& snapshot) {
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mat4 textureTransform;
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computeScreenSpaceMatrix(textureTransform, modelView);
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glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
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GL_FALSE, &textureTransform.data[0]);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Linear gradient shader
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///////////////////////////////////////////////////////////////////////////////
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static void toUnitMatrix(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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SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors,
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float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
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SkMatrix* matrix, bool blend):
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SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend),
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mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) {
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SkPoint points[2];
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points[0].set(bounds[0], bounds[1]);
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points[1].set(bounds[2], bounds[3]);
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SkMatrix unitMatrix;
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toUnitMatrix(points, &unitMatrix);
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mUnitMatrix.load(unitMatrix);
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updateLocalMatrix(matrix);
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}
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SkiaLinearGradientShader::~SkiaLinearGradientShader() {
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delete[] mBounds;
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delete[] mColors;
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delete[] mPositions;
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}
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SkiaShader* SkiaLinearGradientShader::copy() {
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SkiaLinearGradientShader* copy = new SkiaLinearGradientShader();
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copy->copyFrom(*this);
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copy->mBounds = new float[4];
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memcpy(copy->mBounds, mBounds, sizeof(float) * 4);
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copy->mColors = new uint32_t[mCount];
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memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount);
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copy->mPositions = new float[mCount];
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memcpy(copy->mPositions, mPositions, sizeof(float) * mCount);
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copy->mCount = mCount;
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return copy;
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}
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void SkiaLinearGradientShader::describe(ProgramDescription& description,
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const Extensions& extensions) {
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description.hasGradient = true;
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description.gradientType = ProgramDescription::kGradientLinear;
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}
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void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView,
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const Snapshot& snapshot, GLuint* textureUnit) {
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GLuint textureSlot = (*textureUnit)++;
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Caches::getInstance().activeTexture(textureSlot);
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Texture* texture = mGradientCache->get(mColors, mPositions, mCount, mTileX);
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mat4 screenSpace;
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computeScreenSpaceMatrix(screenSpace, modelView);
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// Uniforms
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bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]);
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glUniform1i(program->getUniform("gradientSampler"), textureSlot);
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glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
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}
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void SkiaLinearGradientShader::updateTransforms(Program* program, const mat4& modelView,
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const Snapshot& snapshot) {
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mat4 screenSpace;
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computeScreenSpaceMatrix(screenSpace, modelView);
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glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Circular gradient shader
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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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SkiaCircularGradientShader::SkiaCircularGradientShader(float x, float y, float radius,
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uint32_t* colors, float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
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SkMatrix* matrix, bool blend):
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SkiaSweepGradientShader(kCircularGradient, x, y, colors, positions, count, key,
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tileMode, matrix, blend) {
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SkMatrix unitMatrix;
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toCircularUnitMatrix(x, y, radius, &unitMatrix);
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mUnitMatrix.load(unitMatrix);
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updateLocalMatrix(matrix);
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}
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SkiaShader* SkiaCircularGradientShader::copy() {
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SkiaCircularGradientShader* copy = new SkiaCircularGradientShader();
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copy->copyFrom(*this);
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copy->mColors = new uint32_t[mCount];
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memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount);
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copy->mPositions = new float[mCount];
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memcpy(copy->mPositions, mPositions, sizeof(float) * mCount);
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copy->mCount = mCount;
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return copy;
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}
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void SkiaCircularGradientShader::describe(ProgramDescription& description,
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const Extensions& extensions) {
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description.hasGradient = true;
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description.gradientType = ProgramDescription::kGradientCircular;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Sweep gradient shader
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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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SkiaSweepGradientShader::SkiaSweepGradientShader(float x, float y, uint32_t* colors,
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float* positions, int count, SkShader* key, SkMatrix* matrix, bool blend):
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SkiaShader(kSweepGradient, key, SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode, matrix, blend),
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mColors(colors), mPositions(positions), mCount(count) {
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SkMatrix unitMatrix;
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toSweepUnitMatrix(x, y, &unitMatrix);
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mUnitMatrix.load(unitMatrix);
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updateLocalMatrix(matrix);
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}
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SkiaSweepGradientShader::SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors,
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float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
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SkMatrix* matrix, bool blend):
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SkiaShader(type, key, tileMode, tileMode, matrix, blend),
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mColors(colors), mPositions(positions), mCount(count) {
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}
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SkiaSweepGradientShader::~SkiaSweepGradientShader() {
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delete[] mColors;
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delete[] mPositions;
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}
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SkiaShader* SkiaSweepGradientShader::copy() {
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SkiaSweepGradientShader* copy = new SkiaSweepGradientShader();
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copy->copyFrom(*this);
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copy->mColors = new uint32_t[mCount];
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memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount);
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copy->mPositions = new float[mCount];
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memcpy(copy->mPositions, mPositions, sizeof(float) * mCount);
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copy->mCount = mCount;
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return copy;
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}
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void SkiaSweepGradientShader::describe(ProgramDescription& description,
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const Extensions& extensions) {
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description.hasGradient = true;
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description.gradientType = ProgramDescription::kGradientSweep;
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}
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void SkiaSweepGradientShader::setupProgram(Program* program, const mat4& modelView,
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const Snapshot& snapshot, GLuint* textureUnit) {
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GLuint textureSlot = (*textureUnit)++;
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Caches::getInstance().activeTexture(textureSlot);
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Texture* texture = mGradientCache->get(mColors, mPositions, mCount);
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mat4 screenSpace;
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computeScreenSpaceMatrix(screenSpace, modelView);
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// Uniforms
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bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]);
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glUniform1i(program->getUniform("gradientSampler"), textureSlot);
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glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
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}
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void SkiaSweepGradientShader::updateTransforms(Program* program, const mat4& modelView,
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const Snapshot& snapshot) {
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mat4 screenSpace;
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computeScreenSpaceMatrix(screenSpace, modelView);
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glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Compose shader
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///////////////////////////////////////////////////////////////////////////////
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SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second,
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SkXfermode::Mode mode, SkShader* key):
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SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
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NULL, first->blend() || second->blend()),
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mFirst(first), mSecond(second), mMode(mode), mCleanup(false) {
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}
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SkiaComposeShader::~SkiaComposeShader() {
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if (mCleanup) {
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delete mFirst;
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delete mSecond;
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}
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}
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SkiaShader* SkiaComposeShader::copy() {
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SkiaComposeShader* copy = new SkiaComposeShader();
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copy->copyFrom(*this);
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copy->mFirst = mFirst->copy();
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copy->mSecond = mSecond->copy();
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copy->mMode = mMode;
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copy->cleanup();
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return copy;
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}
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void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) {
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SkiaShader::set(textureCache, gradientCache);
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mFirst->set(textureCache, gradientCache);
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mSecond->set(textureCache, gradientCache);
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}
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void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) {
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mFirst->describe(description, extensions);
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mSecond->describe(description, extensions);
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if (mFirst->type() == kBitmap) {
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description.isBitmapFirst = true;
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}
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description.shadersMode = mMode;
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}
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void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView,
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const Snapshot& snapshot, GLuint* textureUnit) {
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mFirst->setupProgram(program, modelView, snapshot, textureUnit);
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mSecond->setupProgram(program, modelView, snapshot, textureUnit);
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}
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}; // namespace uirenderer
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}; // namespace android
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