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