SkiaShader.cpp revision 29d8997bd43b7c4ad37fc3d6f91eaafa74913c88
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
50SkiaShader::SkiaShader(Type type, SkShader* key, SkShader::TileMode tileX,
51        SkShader::TileMode tileY, SkMatrix* matrix, bool blend):
52        mType(type), mKey(key), mTileX(tileX), mTileY(tileY), mMatrix(matrix), mBlend(blend) {
53}
54
55SkiaShader::~SkiaShader() {
56}
57
58void SkiaShader::describe(ProgramDescription& description, const Extensions& extensions) {
59}
60
61void SkiaShader::setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
62        GLuint* textureUnit) {
63}
64
65void SkiaShader::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
66    glActiveTexture(gTextureUnitsMap[textureUnit]);
67    glBindTexture(GL_TEXTURE_2D, texture);
68    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
69    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
70}
71
72///////////////////////////////////////////////////////////////////////////////
73// Bitmap shader
74///////////////////////////////////////////////////////////////////////////////
75
76SkiaBitmapShader::SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX,
77        SkShader::TileMode tileY, SkMatrix* matrix, bool blend):
78        SkiaShader(kBitmap, key, tileX, tileY, matrix, blend), mBitmap(bitmap), mTexture(NULL) {
79}
80
81void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) {
82    const Texture* texture = mTextureCache->get(mBitmap);
83    if (!texture) return;
84    mTexture = texture;
85
86    const float width = texture->width;
87    const float height = texture->height;
88
89    description.hasBitmap = true;
90    // The driver does not support non-power of two mirrored/repeated
91    // textures, so do it ourselves
92    if (!extensions.hasNPot() && (!isPowerOfTwo(width) || !isPowerOfTwo(height)) &&
93            (mTileX != SkShader::kClamp_TileMode || mTileY != SkShader::kClamp_TileMode)) {
94        description.isBitmapNpot = true;
95        description.bitmapWrapS = gTileModes[mTileX];
96        description.bitmapWrapT = gTileModes[mTileY];
97        mWrapS = GL_CLAMP_TO_EDGE;
98        mWrapT = GL_CLAMP_TO_EDGE;
99    } else {
100        mWrapS = gTileModes[mTileX];
101        mWrapT = gTileModes[mTileY];
102    }
103}
104
105void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView,
106        const Snapshot& snapshot, GLuint* textureUnit) {
107    GLuint textureSlot = (*textureUnit)++;
108    glActiveTexture(gTextureUnitsMap[textureSlot]);
109
110    const Texture* texture = mTexture;
111    mTexture = NULL;
112    if (!texture) return;
113    const AutoTexture autoCleanup(texture);
114
115    const float width = texture->width;
116    const float height = texture->height;
117
118    mat4 textureTransform;
119    if (mMatrix) {
120        SkMatrix inverse;
121        mMatrix->invert(&inverse);
122        textureTransform.load(inverse);
123        textureTransform.multiply(modelView);
124    } else {
125        textureTransform.load(modelView);
126    }
127
128    // Uniforms
129    bindTexture(texture->id, mWrapS, mWrapT, textureSlot);
130    glUniform1i(program->getUniform("bitmapSampler"), textureSlot);
131    glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
132            GL_FALSE, &textureTransform.data[0]);
133    glUniform2f(program->getUniform("textureDimension"), 1.0f / width, 1.0f / height);
134}
135
136void SkiaBitmapShader::updateTransforms(Program* program, const mat4& modelView,
137        const Snapshot& snapshot) {
138    mat4 textureTransform;
139    if (mMatrix) {
140        SkMatrix inverse;
141        mMatrix->invert(&inverse);
142        textureTransform.load(inverse);
143        textureTransform.multiply(modelView);
144    } else {
145        textureTransform.load(modelView);
146    }
147
148    glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
149            GL_FALSE, &textureTransform.data[0]);
150}
151
152///////////////////////////////////////////////////////////////////////////////
153// Linear gradient shader
154///////////////////////////////////////////////////////////////////////////////
155
156SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors,
157        float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
158        SkMatrix* matrix, bool blend):
159        SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend),
160        mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) {
161}
162
163SkiaLinearGradientShader::~SkiaLinearGradientShader() {
164    delete[] mBounds;
165    delete[] mColors;
166    delete[] mPositions;
167}
168
169void SkiaLinearGradientShader::describe(ProgramDescription& description,
170        const Extensions& extensions) {
171    description.hasGradient = true;
172    description.gradientType = ProgramDescription::kGradientLinear;
173}
174
175void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView,
176        const Snapshot& snapshot, GLuint* textureUnit) {
177    GLuint textureSlot = (*textureUnit)++;
178    glActiveTexture(gTextureUnitsMap[textureSlot]);
179
180    Texture* texture = mGradientCache->get(mKey);
181    if (!texture) {
182        texture = mGradientCache->addLinearGradient(mKey, mColors, mPositions, mCount, mTileX);
183    }
184
185    Rect start(mBounds[0], mBounds[1], mBounds[2], mBounds[3]);
186    if (mMatrix) {
187        mat4 shaderMatrix(*mMatrix);
188        shaderMatrix.mapPoint(start.left, start.top);
189        shaderMatrix.mapPoint(start.right, start.bottom);
190    }
191    snapshot.transform->mapRect(start);
192
193    const float gradientX = start.right - start.left;
194    const float gradientY = start.bottom - start.top;
195
196    mat4 screenSpace(*snapshot.transform);
197    screenSpace.multiply(modelView);
198
199    // Uniforms
200    bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
201    glUniform1i(program->getUniform("gradientSampler"), textureSlot);
202    glUniform2f(program->getUniform("gradientStart"), start.left, start.top);
203    glUniform2f(program->getUniform("gradient"), gradientX, gradientY);
204    glUniform1f(program->getUniform("gradientLength"),
205            1.0f / (gradientX * gradientX + gradientY * gradientY));
206    glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
207}
208
209void SkiaLinearGradientShader::updateTransforms(Program* program, const mat4& modelView,
210        const Snapshot& snapshot) {
211    mat4 screenSpace(*snapshot.transform);
212    screenSpace.multiply(modelView);
213    glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
214}
215
216///////////////////////////////////////////////////////////////////////////////
217// Circular gradient shader
218///////////////////////////////////////////////////////////////////////////////
219
220SkiaCircularGradientShader::SkiaCircularGradientShader(float x, float y, float radius,
221        uint32_t* colors, float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
222        SkMatrix* matrix, bool blend):
223        SkiaSweepGradientShader(kCircularGradient, x, y, colors, positions, count, key,
224                tileMode, matrix, blend),
225        mRadius(radius) {
226}
227
228void SkiaCircularGradientShader::describe(ProgramDescription& description,
229        const Extensions& extensions) {
230    description.hasGradient = true;
231    description.gradientType = ProgramDescription::kGradientCircular;
232}
233
234void SkiaCircularGradientShader::setupProgram(Program* program, const mat4& modelView,
235        const Snapshot& snapshot, GLuint* textureUnit) {
236    SkiaSweepGradientShader::setupProgram(program, modelView, snapshot, textureUnit);
237    glUniform1f(program->getUniform("gradientRadius"), 1.0f / mRadius);
238}
239
240///////////////////////////////////////////////////////////////////////////////
241// Sweep gradient shader
242///////////////////////////////////////////////////////////////////////////////
243
244SkiaSweepGradientShader::SkiaSweepGradientShader(float x, float y, uint32_t* colors,
245        float* positions, int count, SkShader* key, SkMatrix* matrix, bool blend):
246        SkiaShader(kSweepGradient, key, SkShader::kClamp_TileMode,
247                SkShader::kClamp_TileMode, matrix, blend),
248        mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) {
249}
250
251SkiaSweepGradientShader::SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors,
252        float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
253        SkMatrix* matrix, bool blend):
254        SkiaShader(type, key, tileMode, tileMode, matrix, blend),
255        mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) {
256}
257
258SkiaSweepGradientShader::~SkiaSweepGradientShader() {
259    delete[] mColors;
260    delete[] mPositions;
261}
262
263void SkiaSweepGradientShader::describe(ProgramDescription& description,
264        const Extensions& extensions) {
265    description.hasGradient = true;
266    description.gradientType = ProgramDescription::kGradientSweep;
267}
268
269void SkiaSweepGradientShader::setupProgram(Program* program, const mat4& modelView,
270        const Snapshot& snapshot, GLuint* textureUnit) {
271    GLuint textureSlot = (*textureUnit)++;
272    glActiveTexture(gTextureUnitsMap[textureSlot]);
273
274    Texture* texture = mGradientCache->get(mKey);
275    if (!texture) {
276        texture = mGradientCache->addLinearGradient(mKey, mColors, mPositions, mCount);
277    }
278
279    float left = mX;
280    float top = mY;
281
282    mat4 shaderMatrix;
283    if (mMatrix) {
284        shaderMatrix.load(*mMatrix);
285        shaderMatrix.mapPoint(left, top);
286    }
287
288    mat4 copy(shaderMatrix);
289    shaderMatrix.loadInverse(copy);
290
291    snapshot.transform->mapPoint(left, top);
292
293    mat4 screenSpace(*snapshot.transform);
294    screenSpace.multiply(modelView);
295
296    // Uniforms
297    bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
298    glUniform1i(program->getUniform("gradientSampler"), textureSlot);
299    glUniformMatrix4fv(program->getUniform("gradientMatrix"), 1, GL_FALSE, &shaderMatrix.data[0]);
300    glUniform2f(program->getUniform("gradientStart"), left, top);
301    glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
302}
303
304void SkiaSweepGradientShader::updateTransforms(Program* program, const mat4& modelView,
305        const Snapshot& snapshot) {
306    mat4 screenSpace(*snapshot.transform);
307    screenSpace.multiply(modelView);
308    glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
309}
310
311///////////////////////////////////////////////////////////////////////////////
312// Compose shader
313///////////////////////////////////////////////////////////////////////////////
314
315SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second,
316        SkXfermode::Mode mode, SkShader* key):
317        SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
318        NULL, first->blend() || second->blend()), mFirst(first), mSecond(second), mMode(mode) {
319}
320
321void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) {
322    SkiaShader::set(textureCache, gradientCache);
323    mFirst->set(textureCache, gradientCache);
324    mSecond->set(textureCache, gradientCache);
325}
326
327void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) {
328    mFirst->describe(description, extensions);
329    mSecond->describe(description, extensions);
330    if (mFirst->type() == kBitmap) {
331        description.isBitmapFirst = true;
332    }
333    description.shadersMode = mMode;
334}
335
336void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView,
337        const Snapshot& snapshot, GLuint* textureUnit) {
338    mFirst->setupProgram(program, modelView, snapshot, textureUnit);
339    mSecond->setupProgram(program, modelView, snapshot, textureUnit);
340}
341
342}; // namespace uirenderer
343}; // namespace android
344