SkiaShader.cpp revision 24c00216687ac87fe531dc4d4168ac0c0ca04ea6
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 if (wrapS != texture->wrapS) { 81 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS); 82 texture->wrapS = wrapS; 83 } 84 if (wrapT != texture->wrapT) { 85 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT); 86 texture->wrapT = wrapT; 87 } 88} 89 90void SkiaShader::computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView) { 91 screenSpace.loadMultiply(mUnitMatrix, mShaderMatrix); 92 screenSpace.multiply(modelView); 93} 94 95/////////////////////////////////////////////////////////////////////////////// 96// Bitmap shader 97/////////////////////////////////////////////////////////////////////////////// 98 99SkiaBitmapShader::SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX, 100 SkShader::TileMode tileY, SkMatrix* matrix, bool blend): 101 SkiaShader(kBitmap, key, tileX, tileY, matrix, blend), mBitmap(bitmap), mTexture(NULL) { 102 updateLocalMatrix(matrix); 103} 104 105SkiaShader* SkiaBitmapShader::copy() { 106 SkiaBitmapShader* copy = new SkiaBitmapShader(); 107 copy->copyFrom(*this); 108 copy->mBitmap = mBitmap; 109 return copy; 110} 111 112void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) { 113 Texture* texture = mTextureCache->get(mBitmap); 114 if (!texture) return; 115 mTexture = texture; 116 117 const float width = texture->width; 118 const float height = texture->height; 119 120 description.hasBitmap = true; 121 // The driver does not support non-power of two mirrored/repeated 122 // textures, so do it ourselves 123 if (!extensions.hasNPot() && (!isPowerOfTwo(width) || !isPowerOfTwo(height)) && 124 (mTileX != SkShader::kClamp_TileMode || mTileY != SkShader::kClamp_TileMode)) { 125 description.isBitmapNpot = true; 126 description.bitmapWrapS = gTileModes[mTileX]; 127 description.bitmapWrapT = gTileModes[mTileY]; 128 mWrapS = GL_CLAMP_TO_EDGE; 129 mWrapT = GL_CLAMP_TO_EDGE; 130 } else { 131 mWrapS = gTileModes[mTileX]; 132 mWrapT = gTileModes[mTileY]; 133 } 134} 135 136void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView, 137 const Snapshot& snapshot, GLuint* textureUnit) { 138 GLuint textureSlot = (*textureUnit)++; 139 glActiveTexture(gTextureUnitsMap[textureSlot]); 140 141 Texture* texture = mTexture; 142 mTexture = NULL; 143 if (!texture) return; 144 const AutoTexture autoCleanup(texture); 145 146 const float width = texture->width; 147 const float height = texture->height; 148 149 mat4 textureTransform; 150 computeScreenSpaceMatrix(textureTransform, modelView); 151 152 // Uniforms 153 bindTexture(texture, mWrapS, mWrapT); 154 glUniform1i(program->getUniform("bitmapSampler"), textureSlot); 155 glUniformMatrix4fv(program->getUniform("textureTransform"), 1, 156 GL_FALSE, &textureTransform.data[0]); 157 glUniform2f(program->getUniform("textureDimension"), 1.0f / width, 1.0f / height); 158} 159 160void SkiaBitmapShader::updateTransforms(Program* program, const mat4& modelView, 161 const Snapshot& snapshot) { 162 mat4 textureTransform; 163 computeScreenSpaceMatrix(textureTransform, modelView); 164 glUniformMatrix4fv(program->getUniform("textureTransform"), 1, 165 GL_FALSE, &textureTransform.data[0]); 166} 167 168/////////////////////////////////////////////////////////////////////////////// 169// Linear gradient shader 170/////////////////////////////////////////////////////////////////////////////// 171 172static void toUnitMatrix(const SkPoint pts[2], SkMatrix* matrix) { 173 SkVector vec = pts[1] - pts[0]; 174 const float mag = vec.length(); 175 const float inv = mag ? 1.0f / mag : 0; 176 177 vec.scale(inv); 178 matrix->setSinCos(-vec.fY, vec.fX, pts[0].fX, pts[0].fY); 179 matrix->postTranslate(-pts[0].fX, -pts[0].fY); 180 matrix->postScale(inv, inv); 181} 182 183SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors, 184 float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 185 SkMatrix* matrix, bool blend): 186 SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend), 187 mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) { 188 SkPoint points[2]; 189 points[0].set(bounds[0], bounds[1]); 190 points[1].set(bounds[2], bounds[3]); 191 192 SkMatrix unitMatrix; 193 toUnitMatrix(points, &unitMatrix); 194 mUnitMatrix.load(unitMatrix); 195 196 updateLocalMatrix(matrix); 197} 198 199SkiaLinearGradientShader::~SkiaLinearGradientShader() { 200 delete[] mBounds; 201 delete[] mColors; 202 delete[] mPositions; 203} 204 205SkiaShader* SkiaLinearGradientShader::copy() { 206 SkiaLinearGradientShader* copy = new SkiaLinearGradientShader(); 207 copy->copyFrom(*this); 208 copy->mBounds = mBounds; 209 copy->mColors = mColors; 210 copy->mPositions = mPositions; 211 copy->mCount = mCount; 212 return copy; 213} 214 215void SkiaLinearGradientShader::describe(ProgramDescription& description, 216 const Extensions& extensions) { 217 description.hasGradient = true; 218 description.gradientType = ProgramDescription::kGradientLinear; 219} 220 221void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView, 222 const Snapshot& snapshot, GLuint* textureUnit) { 223 GLuint textureSlot = (*textureUnit)++; 224 glActiveTexture(gTextureUnitsMap[textureSlot]); 225 226 Texture* texture = mGradientCache->get(mKey); 227 if (!texture) { 228 texture = mGradientCache->addLinearGradient(mKey, mColors, mPositions, mCount, mTileX); 229 } 230 231 mat4 screenSpace; 232 computeScreenSpaceMatrix(screenSpace, modelView); 233 234 // Uniforms 235 bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]); 236 glUniform1i(program->getUniform("gradientSampler"), textureSlot); 237 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 238} 239 240void SkiaLinearGradientShader::updateTransforms(Program* program, const mat4& modelView, 241 const Snapshot& snapshot) { 242 mat4 screenSpace; 243 computeScreenSpaceMatrix(screenSpace, modelView); 244 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 245} 246 247/////////////////////////////////////////////////////////////////////////////// 248// Circular gradient shader 249/////////////////////////////////////////////////////////////////////////////// 250 251static void toCircularUnitMatrix(const float x, const float y, const float radius, 252 SkMatrix* matrix) { 253 const float inv = 1.0f / radius; 254 matrix->setTranslate(-x, -y); 255 matrix->postScale(inv, inv); 256} 257 258SkiaCircularGradientShader::SkiaCircularGradientShader(float x, float y, float radius, 259 uint32_t* colors, float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 260 SkMatrix* matrix, bool blend): 261 SkiaSweepGradientShader(kCircularGradient, x, y, colors, positions, count, key, 262 tileMode, matrix, blend) { 263 SkMatrix unitMatrix; 264 toCircularUnitMatrix(x, y, radius, &unitMatrix); 265 mUnitMatrix.load(unitMatrix); 266 267 updateLocalMatrix(matrix); 268} 269 270SkiaShader* SkiaCircularGradientShader::copy() { 271 SkiaCircularGradientShader* copy = new SkiaCircularGradientShader(); 272 copy->copyFrom(*this); 273 copy->mColors = mColors; 274 copy->mPositions = mPositions; 275 copy->mCount = mCount; 276 return copy; 277} 278 279void SkiaCircularGradientShader::describe(ProgramDescription& description, 280 const Extensions& extensions) { 281 description.hasGradient = true; 282 description.gradientType = ProgramDescription::kGradientCircular; 283} 284 285/////////////////////////////////////////////////////////////////////////////// 286// Sweep gradient shader 287/////////////////////////////////////////////////////////////////////////////// 288 289static void toSweepUnitMatrix(const float x, const float y, SkMatrix* matrix) { 290 matrix->setTranslate(-x, -y); 291} 292 293SkiaSweepGradientShader::SkiaSweepGradientShader(float x, float y, uint32_t* colors, 294 float* positions, int count, SkShader* key, SkMatrix* matrix, bool blend): 295 SkiaShader(kSweepGradient, key, SkShader::kClamp_TileMode, 296 SkShader::kClamp_TileMode, matrix, blend), 297 mColors(colors), mPositions(positions), mCount(count) { 298 SkMatrix unitMatrix; 299 toSweepUnitMatrix(x, y, &unitMatrix); 300 mUnitMatrix.load(unitMatrix); 301 302 updateLocalMatrix(matrix); 303} 304 305SkiaSweepGradientShader::SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors, 306 float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 307 SkMatrix* matrix, bool blend): 308 SkiaShader(type, key, tileMode, tileMode, matrix, blend), 309 mColors(colors), mPositions(positions), mCount(count) { 310} 311 312SkiaSweepGradientShader::~SkiaSweepGradientShader() { 313 delete[] mColors; 314 delete[] mPositions; 315} 316 317SkiaShader* SkiaSweepGradientShader::copy() { 318 SkiaSweepGradientShader* copy = new SkiaSweepGradientShader(); 319 copy->copyFrom(*this); 320 copy->mColors = mColors; 321 copy->mPositions = mPositions; 322 copy->mCount = mCount; 323 return copy; 324} 325 326void SkiaSweepGradientShader::describe(ProgramDescription& description, 327 const Extensions& extensions) { 328 description.hasGradient = true; 329 description.gradientType = ProgramDescription::kGradientSweep; 330} 331 332void SkiaSweepGradientShader::setupProgram(Program* program, const mat4& modelView, 333 const Snapshot& snapshot, GLuint* textureUnit) { 334 GLuint textureSlot = (*textureUnit)++; 335 glActiveTexture(gTextureUnitsMap[textureSlot]); 336 337 Texture* texture = mGradientCache->get(mKey); 338 if (!texture) { 339 texture = mGradientCache->addLinearGradient(mKey, mColors, mPositions, mCount); 340 } 341 342 mat4 screenSpace; 343 computeScreenSpaceMatrix(screenSpace, modelView); 344 345 // Uniforms 346 bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]); 347 glUniform1i(program->getUniform("gradientSampler"), textureSlot); 348 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 349} 350 351void SkiaSweepGradientShader::updateTransforms(Program* program, const mat4& modelView, 352 const Snapshot& snapshot) { 353 mat4 screenSpace; 354 computeScreenSpaceMatrix(screenSpace, modelView); 355 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 356} 357 358/////////////////////////////////////////////////////////////////////////////// 359// Compose shader 360/////////////////////////////////////////////////////////////////////////////// 361 362SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second, 363 SkXfermode::Mode mode, SkShader* key): 364 SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, 365 NULL, first->blend() || second->blend()), mFirst(first), mSecond(second), mMode(mode) { 366} 367 368SkiaShader* SkiaComposeShader::copy() { 369 SkiaComposeShader* copy = new SkiaComposeShader(); 370 copy->copyFrom(*this); 371 copy->mFirst = mFirst; 372 copy->mSecond = mSecond; 373 copy->mMode = mMode; 374 return copy; 375} 376 377void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) { 378 SkiaShader::set(textureCache, gradientCache); 379 mFirst->set(textureCache, gradientCache); 380 mSecond->set(textureCache, gradientCache); 381} 382 383void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) { 384 mFirst->describe(description, extensions); 385 mSecond->describe(description, extensions); 386 if (mFirst->type() == kBitmap) { 387 description.isBitmapFirst = true; 388 } 389 description.shadersMode = mMode; 390} 391 392void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView, 393 const Snapshot& snapshot, GLuint* textureUnit) { 394 mFirst->setupProgram(program, modelView, snapshot, textureUnit); 395 mSecond->setupProgram(program, modelView, snapshot, textureUnit); 396} 397 398}; // namespace uirenderer 399}; // namespace android 400