SkiaShader.cpp revision b50149825fae95b2918bcf67b2ddb773b9797068
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <utils/Log.h> 20 21#include <SkMatrix.h> 22 23#include "SkiaShader.h" 24#include "Texture.h" 25#include "Matrix.h" 26 27namespace android { 28namespace uirenderer { 29 30/////////////////////////////////////////////////////////////////////////////// 31// Support 32/////////////////////////////////////////////////////////////////////////////// 33 34static const GLenum gTextureUnitsMap[] = { 35 GL_TEXTURE0, 36 GL_TEXTURE1, 37 GL_TEXTURE2 38}; 39 40static const GLint gTileModes[] = { 41 GL_CLAMP_TO_EDGE, // == SkShader::kClamp_TileMode 42 GL_REPEAT, // == SkShader::kRepeat_Mode 43 GL_MIRRORED_REPEAT // == SkShader::kMirror_TileMode 44}; 45 46/////////////////////////////////////////////////////////////////////////////// 47// Base shader 48/////////////////////////////////////////////////////////////////////////////// 49 50void SkiaShader::copyFrom(const SkiaShader& shader) { 51 mType = shader.mType; 52 mKey = shader.mKey; 53 mTileX = shader.mTileX; 54 mTileY = shader.mTileY; 55 mBlend = shader.mBlend; 56 mUnitMatrix = shader.mUnitMatrix; 57 mShaderMatrix = shader.mShaderMatrix; 58 mGenerationId = shader.mGenerationId; 59} 60 61SkiaShader::SkiaShader(Type type, SkShader* key, SkShader::TileMode tileX, 62 SkShader::TileMode tileY, SkMatrix* matrix, bool blend): 63 mType(type), mKey(key), mTileX(tileX), mTileY(tileY), mBlend(blend) { 64 setMatrix(matrix); 65 mGenerationId = 0; 66} 67 68SkiaShader::~SkiaShader() { 69} 70 71void SkiaShader::describe(ProgramDescription& description, const Extensions& extensions) { 72} 73 74void SkiaShader::setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot, 75 GLuint* textureUnit) { 76} 77 78void SkiaShader::bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT) { 79 glBindTexture(GL_TEXTURE_2D, texture->id); 80 texture->setWrap(wrapS, wrapT); 81} 82 83void SkiaShader::computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView) { 84 screenSpace.loadMultiply(mUnitMatrix, mShaderMatrix); 85 screenSpace.multiply(modelView); 86} 87 88/////////////////////////////////////////////////////////////////////////////// 89// Bitmap shader 90/////////////////////////////////////////////////////////////////////////////// 91 92SkiaBitmapShader::SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX, 93 SkShader::TileMode tileY, SkMatrix* matrix, bool blend): 94 SkiaShader(kBitmap, key, tileX, tileY, matrix, blend), mBitmap(bitmap), mTexture(NULL) { 95 updateLocalMatrix(matrix); 96} 97 98SkiaShader* SkiaBitmapShader::copy() { 99 SkiaBitmapShader* copy = new SkiaBitmapShader(); 100 copy->copyFrom(*this); 101 copy->mBitmap = mBitmap; 102 return copy; 103} 104 105void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) { 106 Texture* texture = mTextureCache->get(mBitmap); 107 if (!texture) return; 108 mTexture = texture; 109 110 const float width = texture->width; 111 const float height = texture->height; 112 113 description.hasBitmap = true; 114 // The driver does not support non-power of two mirrored/repeated 115 // textures, so do it ourselves 116 if (!extensions.hasNPot() && (!isPowerOfTwo(width) || !isPowerOfTwo(height)) && 117 (mTileX != SkShader::kClamp_TileMode || mTileY != SkShader::kClamp_TileMode)) { 118 description.isBitmapNpot = true; 119 description.bitmapWrapS = gTileModes[mTileX]; 120 description.bitmapWrapT = gTileModes[mTileY]; 121 mWrapS = GL_CLAMP_TO_EDGE; 122 mWrapT = GL_CLAMP_TO_EDGE; 123 } else { 124 mWrapS = gTileModes[mTileX]; 125 mWrapT = gTileModes[mTileY]; 126 } 127} 128 129void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView, 130 const Snapshot& snapshot, GLuint* textureUnit) { 131 GLuint textureSlot = (*textureUnit)++; 132 glActiveTexture(gTextureUnitsMap[textureSlot]); 133 134 Texture* texture = mTexture; 135 mTexture = NULL; 136 if (!texture) return; 137 const AutoTexture autoCleanup(texture); 138 139 const float width = texture->width; 140 const float height = texture->height; 141 142 mat4 textureTransform; 143 computeScreenSpaceMatrix(textureTransform, modelView); 144 145 // Uniforms 146 bindTexture(texture, mWrapS, mWrapT); 147 // Assume linear here; we should really check the transform in 148 // ::updateTransforms() but we don't have the texture object 149 // available at that point. The optimization is not worth the 150 // effort for now. 151 texture->setFilter(GL_LINEAR, GL_LINEAR); 152 153 glUniform1i(program->getUniform("bitmapSampler"), textureSlot); 154 glUniformMatrix4fv(program->getUniform("textureTransform"), 1, 155 GL_FALSE, &textureTransform.data[0]); 156 glUniform2f(program->getUniform("textureDimension"), 1.0f / width, 1.0f / height); 157} 158 159void SkiaBitmapShader::updateTransforms(Program* program, const mat4& modelView, 160 const Snapshot& snapshot) { 161 mat4 textureTransform; 162 computeScreenSpaceMatrix(textureTransform, modelView); 163 glUniformMatrix4fv(program->getUniform("textureTransform"), 1, 164 GL_FALSE, &textureTransform.data[0]); 165} 166 167/////////////////////////////////////////////////////////////////////////////// 168// Linear gradient shader 169/////////////////////////////////////////////////////////////////////////////// 170 171static void toUnitMatrix(const SkPoint pts[2], SkMatrix* matrix) { 172 SkVector vec = pts[1] - pts[0]; 173 const float mag = vec.length(); 174 const float inv = mag ? 1.0f / mag : 0; 175 176 vec.scale(inv); 177 matrix->setSinCos(-vec.fY, vec.fX, pts[0].fX, pts[0].fY); 178 matrix->postTranslate(-pts[0].fX, -pts[0].fY); 179 matrix->postScale(inv, inv); 180} 181 182SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors, 183 float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 184 SkMatrix* matrix, bool blend): 185 SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend), 186 mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) { 187 SkPoint points[2]; 188 points[0].set(bounds[0], bounds[1]); 189 points[1].set(bounds[2], bounds[3]); 190 191 SkMatrix unitMatrix; 192 toUnitMatrix(points, &unitMatrix); 193 mUnitMatrix.load(unitMatrix); 194 195 updateLocalMatrix(matrix); 196} 197 198SkiaLinearGradientShader::~SkiaLinearGradientShader() { 199 delete[] mBounds; 200 delete[] mColors; 201 delete[] mPositions; 202} 203 204SkiaShader* SkiaLinearGradientShader::copy() { 205 SkiaLinearGradientShader* copy = new SkiaLinearGradientShader(); 206 copy->copyFrom(*this); 207 copy->mBounds = new float[4]; 208 memcpy(copy->mBounds, mBounds, sizeof(float) * 4); 209 copy->mColors = new uint32_t[mCount]; 210 memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount); 211 copy->mPositions = new float[mCount]; 212 memcpy(copy->mPositions, mPositions, sizeof(float) * mCount); 213 copy->mCount = mCount; 214 return copy; 215} 216 217void SkiaLinearGradientShader::describe(ProgramDescription& description, 218 const Extensions& extensions) { 219 description.hasGradient = true; 220 description.gradientType = ProgramDescription::kGradientLinear; 221} 222 223void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView, 224 const Snapshot& snapshot, GLuint* textureUnit) { 225 GLuint textureSlot = (*textureUnit)++; 226 glActiveTexture(gTextureUnitsMap[textureSlot]); 227 228 Texture* texture = mGradientCache->get(mKey); 229 if (!texture) { 230 texture = mGradientCache->addLinearGradient(mKey, mColors, mPositions, mCount, mTileX); 231 } 232 233 mat4 screenSpace; 234 computeScreenSpaceMatrix(screenSpace, modelView); 235 236 // Uniforms 237 bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]); 238 glUniform1i(program->getUniform("gradientSampler"), textureSlot); 239 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 240} 241 242void SkiaLinearGradientShader::updateTransforms(Program* program, const mat4& modelView, 243 const Snapshot& snapshot) { 244 mat4 screenSpace; 245 computeScreenSpaceMatrix(screenSpace, modelView); 246 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 247} 248 249/////////////////////////////////////////////////////////////////////////////// 250// Circular gradient shader 251/////////////////////////////////////////////////////////////////////////////// 252 253static void toCircularUnitMatrix(const float x, const float y, const float radius, 254 SkMatrix* matrix) { 255 const float inv = 1.0f / radius; 256 matrix->setTranslate(-x, -y); 257 matrix->postScale(inv, inv); 258} 259 260SkiaCircularGradientShader::SkiaCircularGradientShader(float x, float y, float radius, 261 uint32_t* colors, float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 262 SkMatrix* matrix, bool blend): 263 SkiaSweepGradientShader(kCircularGradient, x, y, colors, positions, count, key, 264 tileMode, matrix, blend) { 265 SkMatrix unitMatrix; 266 toCircularUnitMatrix(x, y, radius, &unitMatrix); 267 mUnitMatrix.load(unitMatrix); 268 269 updateLocalMatrix(matrix); 270} 271 272SkiaShader* SkiaCircularGradientShader::copy() { 273 SkiaCircularGradientShader* copy = new SkiaCircularGradientShader(); 274 copy->copyFrom(*this); 275 copy->mColors = new uint32_t[mCount]; 276 memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount); 277 copy->mPositions = new float[mCount]; 278 memcpy(copy->mPositions, mPositions, sizeof(float) * mCount); 279 copy->mCount = mCount; 280 return copy; 281} 282 283void SkiaCircularGradientShader::describe(ProgramDescription& description, 284 const Extensions& extensions) { 285 description.hasGradient = true; 286 description.gradientType = ProgramDescription::kGradientCircular; 287} 288 289/////////////////////////////////////////////////////////////////////////////// 290// Sweep gradient shader 291/////////////////////////////////////////////////////////////////////////////// 292 293static void toSweepUnitMatrix(const float x, const float y, SkMatrix* matrix) { 294 matrix->setTranslate(-x, -y); 295} 296 297SkiaSweepGradientShader::SkiaSweepGradientShader(float x, float y, uint32_t* colors, 298 float* positions, int count, SkShader* key, SkMatrix* matrix, bool blend): 299 SkiaShader(kSweepGradient, key, SkShader::kClamp_TileMode, 300 SkShader::kClamp_TileMode, matrix, blend), 301 mColors(colors), mPositions(positions), mCount(count) { 302 SkMatrix unitMatrix; 303 toSweepUnitMatrix(x, y, &unitMatrix); 304 mUnitMatrix.load(unitMatrix); 305 306 updateLocalMatrix(matrix); 307} 308 309SkiaSweepGradientShader::SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors, 310 float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 311 SkMatrix* matrix, bool blend): 312 SkiaShader(type, key, tileMode, tileMode, matrix, blend), 313 mColors(colors), mPositions(positions), mCount(count) { 314} 315 316SkiaSweepGradientShader::~SkiaSweepGradientShader() { 317 delete[] mColors; 318 delete[] mPositions; 319} 320 321SkiaShader* SkiaSweepGradientShader::copy() { 322 SkiaSweepGradientShader* copy = new SkiaSweepGradientShader(); 323 copy->copyFrom(*this); 324 copy->mColors = new uint32_t[mCount]; 325 memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount); 326 copy->mPositions = new float[mCount]; 327 memcpy(copy->mPositions, mPositions, sizeof(float) * mCount); 328 copy->mCount = mCount; 329 return copy; 330} 331 332void SkiaSweepGradientShader::describe(ProgramDescription& description, 333 const Extensions& extensions) { 334 description.hasGradient = true; 335 description.gradientType = ProgramDescription::kGradientSweep; 336} 337 338void SkiaSweepGradientShader::setupProgram(Program* program, const mat4& modelView, 339 const Snapshot& snapshot, GLuint* textureUnit) { 340 GLuint textureSlot = (*textureUnit)++; 341 glActiveTexture(gTextureUnitsMap[textureSlot]); 342 343 Texture* texture = mGradientCache->get(mKey); 344 if (!texture) { 345 texture = mGradientCache->addLinearGradient(mKey, mColors, mPositions, mCount); 346 } 347 348 mat4 screenSpace; 349 computeScreenSpaceMatrix(screenSpace, modelView); 350 351 // Uniforms 352 bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]); 353 glUniform1i(program->getUniform("gradientSampler"), textureSlot); 354 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 355} 356 357void SkiaSweepGradientShader::updateTransforms(Program* program, const mat4& modelView, 358 const Snapshot& snapshot) { 359 mat4 screenSpace; 360 computeScreenSpaceMatrix(screenSpace, modelView); 361 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 362} 363 364/////////////////////////////////////////////////////////////////////////////// 365// Compose shader 366/////////////////////////////////////////////////////////////////////////////// 367 368SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second, 369 SkXfermode::Mode mode, SkShader* key): 370 SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, 371 NULL, first->blend() || second->blend()), 372 mFirst(first), mSecond(second), mMode(mode), mCleanup(false) { 373} 374 375SkiaComposeShader::~SkiaComposeShader() { 376 if (mCleanup) { 377 delete mFirst; 378 delete mSecond; 379 } 380} 381 382SkiaShader* SkiaComposeShader::copy() { 383 SkiaComposeShader* copy = new SkiaComposeShader(); 384 copy->copyFrom(*this); 385 copy->mFirst = mFirst->copy(); 386 copy->mSecond = mSecond->copy(); 387 copy->mMode = mMode; 388 copy->cleanup(); 389 return copy; 390} 391 392void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) { 393 SkiaShader::set(textureCache, gradientCache); 394 mFirst->set(textureCache, gradientCache); 395 mSecond->set(textureCache, gradientCache); 396} 397 398void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) { 399 mFirst->describe(description, extensions); 400 mSecond->describe(description, extensions); 401 if (mFirst->type() == kBitmap) { 402 description.isBitmapFirst = true; 403 } 404 description.shadersMode = mMode; 405} 406 407void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView, 408 const Snapshot& snapshot, GLuint* textureUnit) { 409 mFirst->setupProgram(program, modelView, snapshot, textureUnit); 410 mSecond->setupProgram(program, modelView, snapshot, textureUnit); 411} 412 413}; // namespace uirenderer 414}; // namespace android 415