SkiaShader.cpp revision 011550e1f2f20e66c429c2d854dcaf18c1f6c30c
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#include "SkiaShader.h"
18
19#include "Caches.h"
20#include "Extensions.h"
21#include "Layer.h"
22#include "Matrix.h"
23#include "Texture.h"
24
25#include <SkMatrix.h>
26#include <utils/Log.h>
27
28namespace android {
29namespace uirenderer {
30
31///////////////////////////////////////////////////////////////////////////////
32// Support
33///////////////////////////////////////////////////////////////////////////////
34
35static const GLenum gTileModes[] = {
36        GL_CLAMP_TO_EDGE,   // == SkShader::kClamp_TileMode
37        GL_REPEAT,          // == SkShader::kRepeat_Mode
38        GL_MIRRORED_REPEAT  // == SkShader::kMirror_TileMode
39};
40
41/**
42 * This function does not work for n == 0.
43 */
44static inline bool isPowerOfTwo(unsigned int n) {
45    return !(n & (n - 1));
46}
47
48static inline void bindUniformColor(int slot, FloatColor color) {
49    glUniform4fv(slot, 1, reinterpret_cast<const float*>(&color));
50}
51
52static inline void bindTexture(Caches* caches, Texture* texture, GLenum wrapS, GLenum wrapT) {
53    caches->textureState().bindTexture(texture->id);
54    texture->setWrapST(wrapS, wrapT);
55}
56
57/**
58 * Compute the matrix to transform to screen space.
59 * @param screenSpace Output param for the computed matrix.
60 * @param unitMatrix The unit matrix for gradient shaders, as returned by SkShader::asAGradient,
61 *      or identity.
62 * @param localMatrix Local matrix, as returned by SkShader::getLocalMatrix().
63 * @param modelViewMatrix Model view matrix, as supplied by the OpenGLRenderer.
64 */
65static void computeScreenSpaceMatrix(mat4& screenSpace, const SkMatrix& unitMatrix,
66        const SkMatrix& localMatrix, const mat4& modelViewMatrix) {
67    mat4 shaderMatrix;
68    // uses implicit construction
69    shaderMatrix.loadInverse(localMatrix);
70    // again, uses implicit construction
71    screenSpace.loadMultiply(unitMatrix, shaderMatrix);
72    screenSpace.multiply(modelViewMatrix);
73}
74
75///////////////////////////////////////////////////////////////////////////////
76// gradient shader matrix helpers
77///////////////////////////////////////////////////////////////////////////////
78
79static void toLinearUnitMatrix(const SkPoint pts[2], SkMatrix* matrix) {
80    SkVector vec = pts[1] - pts[0];
81    const float mag = vec.length();
82    const float inv = mag ? 1.0f / mag : 0;
83
84    vec.scale(inv);
85    matrix->setSinCos(-vec.fY, vec.fX, pts[0].fX, pts[0].fY);
86    matrix->postTranslate(-pts[0].fX, -pts[0].fY);
87    matrix->postScale(inv, inv);
88}
89
90static void toCircularUnitMatrix(const float x, const float y, const float radius,
91        SkMatrix* matrix) {
92    const float inv = 1.0f / radius;
93    matrix->setTranslate(-x, -y);
94    matrix->postScale(inv, inv);
95}
96
97static void toSweepUnitMatrix(const float x, const float y, SkMatrix* matrix) {
98    matrix->setTranslate(-x, -y);
99}
100
101///////////////////////////////////////////////////////////////////////////////
102// Common gradient code
103///////////////////////////////////////////////////////////////////////////////
104
105static bool isSimpleGradient(const SkShader::GradientInfo& gradInfo) {
106    return gradInfo.fColorCount == 2 && gradInfo.fTileMode == SkShader::kClamp_TileMode;
107}
108
109///////////////////////////////////////////////////////////////////////////////
110// Store / apply
111///////////////////////////////////////////////////////////////////////////////
112
113bool tryStoreGradient(Caches& caches, const SkShader& shader, const Matrix4 modelViewMatrix,
114        GLuint* textureUnit, ProgramDescription* description,
115        SkiaShaderData::GradientShaderData* outData) {
116    SkShader::GradientInfo gradInfo;
117    gradInfo.fColorCount = 0;
118    gradInfo.fColors = nullptr;
119    gradInfo.fColorOffsets = nullptr;
120
121    SkMatrix unitMatrix;
122    switch (shader.asAGradient(&gradInfo)) {
123        case SkShader::kLinear_GradientType:
124            description->gradientType = ProgramDescription::kGradientLinear;
125
126            toLinearUnitMatrix(gradInfo.fPoint, &unitMatrix);
127            break;
128        case SkShader::kRadial_GradientType:
129            description->gradientType = ProgramDescription::kGradientCircular;
130
131            toCircularUnitMatrix(gradInfo.fPoint[0].fX, gradInfo.fPoint[0].fY,
132                    gradInfo.fRadius[0], &unitMatrix);
133            break;
134        case SkShader::kSweep_GradientType:
135            description->gradientType = ProgramDescription::kGradientSweep;
136
137            toSweepUnitMatrix(gradInfo.fPoint[0].fX, gradInfo.fPoint[0].fY, &unitMatrix);
138            break;
139        default:
140            // Do nothing. This shader is unsupported.
141            return false;
142    }
143    description->hasGradient = true;
144    description->isSimpleGradient = isSimpleGradient(gradInfo);
145
146    computeScreenSpaceMatrix(outData->screenSpace, unitMatrix,
147            shader.getLocalMatrix(), modelViewMatrix);
148
149    // re-query shader to get full color / offset data
150    std::unique_ptr<SkColor[]> colorStorage(new SkColor[gradInfo.fColorCount]);
151    std::unique_ptr<SkScalar[]> colorOffsets(new SkScalar[gradInfo.fColorCount]);
152    gradInfo.fColors = &colorStorage[0];
153    gradInfo.fColorOffsets = &colorOffsets[0];
154    shader.asAGradient(&gradInfo);
155
156    if (CC_UNLIKELY(!isSimpleGradient(gradInfo))) {
157        outData->gradientSampler = (*textureUnit)++;
158
159#ifndef SK_SCALAR_IS_FLOAT
160    #error Need to convert gradInfo.fColorOffsets to float!
161#endif
162        outData->gradientTexture = caches.gradientCache.get(
163                gradInfo.fColors, gradInfo.fColorOffsets, gradInfo.fColorCount);
164        outData->wrapST = gTileModes[gradInfo.fTileMode];
165    } else {
166        outData->gradientSampler = 0;
167        outData->gradientTexture = nullptr;
168
169        outData->startColor.set(gradInfo.fColors[0]);
170        outData->endColor.set(gradInfo.fColors[1]);
171    }
172
173    outData->ditherSampler = (*textureUnit)++;
174    return true;
175}
176
177void applyGradient(Caches& caches, const SkiaShaderData::GradientShaderData& data) {
178    if (CC_UNLIKELY(data.gradientTexture)) {
179        caches.textureState().activateTexture(data.gradientSampler);
180        bindTexture(&caches, data.gradientTexture, data.wrapST, data.wrapST);
181        glUniform1i(caches.program().getUniform("gradientSampler"), data.gradientSampler);
182    } else {
183        bindUniformColor(caches.program().getUniform("startColor"), data.startColor);
184        bindUniformColor(caches.program().getUniform("endColor"), data.endColor);
185    }
186
187    // TODO: remove sampler slot incrementing from dither.setupProgram,
188    // since this assignment of slots is done at store, not apply time
189    GLuint ditherSampler = data.ditherSampler;
190    caches.dither.setupProgram(caches.program(), &ditherSampler);
191    glUniformMatrix4fv(caches.program().getUniform("screenSpace"), 1,
192            GL_FALSE, &data.screenSpace.data[0]);
193}
194
195bool tryStoreBitmap(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
196        GLuint* textureUnit, ProgramDescription* description,
197        SkiaShaderData::BitmapShaderData* outData) {
198    SkBitmap bitmap;
199    SkShader::TileMode xy[2];
200    if (shader.asABitmap(&bitmap, nullptr, xy) != SkShader::kDefault_BitmapType) {
201        return false;
202    }
203
204    /*
205     * Bypass the AssetAtlas, since those textures:
206     * 1) require UV mapping, which isn't implemented in matrix computation below
207     * 2) can't handle REPEAT simply
208     * 3) are safe to upload here (outside of sync stage), since they're static
209     */
210    outData->bitmapTexture = caches.textureCache.getAndBypassAtlas(&bitmap);
211    if (!outData->bitmapTexture) return false;
212
213    outData->bitmapSampler = (*textureUnit)++;
214
215    const float width = outData->bitmapTexture->width;
216    const float height = outData->bitmapTexture->height;
217
218    description->hasBitmap = true;
219    if (!caches.extensions().hasNPot()
220            && (!isPowerOfTwo(width) || !isPowerOfTwo(height))
221            && (xy[0] != SkShader::kClamp_TileMode || xy[1] != SkShader::kClamp_TileMode)) {
222        description->isBitmapNpot = true;
223        description->bitmapWrapS = gTileModes[xy[0]];
224        description->bitmapWrapT = gTileModes[xy[1]];
225
226        outData->wrapS = GL_CLAMP_TO_EDGE;
227        outData->wrapT = GL_CLAMP_TO_EDGE;
228    } else {
229        outData->wrapS = gTileModes[xy[0]];
230        outData->wrapT = gTileModes[xy[1]];
231    }
232
233    computeScreenSpaceMatrix(outData->textureTransform, SkMatrix::I(), shader.getLocalMatrix(),
234            modelViewMatrix);
235    outData->textureDimension[0] = 1.0f / width;
236    outData->textureDimension[1] = 1.0f / height;
237
238    return true;
239}
240
241void applyBitmap(Caches& caches, const SkiaShaderData::BitmapShaderData& data) {
242    caches.textureState().activateTexture(data.bitmapSampler);
243    bindTexture(&caches, data.bitmapTexture, data.wrapS, data.wrapT);
244    data.bitmapTexture->setFilter(GL_LINEAR);
245
246    glUniform1i(caches.program().getUniform("bitmapSampler"), data.bitmapSampler);
247    glUniformMatrix4fv(caches.program().getUniform("textureTransform"), 1, GL_FALSE,
248            &data.textureTransform.data[0]);
249    glUniform2fv(caches.program().getUniform("textureDimension"), 1, &data.textureDimension[0]);
250}
251
252SkiaShaderType getComposeSubType(const SkShader& shader) {
253    // First check for a gradient shader.
254    switch (shader.asAGradient(nullptr)) {
255        case SkShader::kNone_GradientType:
256            // Not a gradient shader. Fall through to check for other types.
257            break;
258        case SkShader::kLinear_GradientType:
259        case SkShader::kRadial_GradientType:
260        case SkShader::kSweep_GradientType:
261            return kGradient_SkiaShaderType;
262        default:
263            // This is a Skia gradient that has no SkiaShader equivalent. Return None to skip.
264            return kNone_SkiaShaderType;
265    }
266
267    // The shader is not a gradient. Check for a bitmap shader.
268    if (shader.asABitmap(nullptr, nullptr, nullptr) == SkShader::kDefault_BitmapType) {
269        return kBitmap_SkiaShaderType;
270    }
271    return kNone_SkiaShaderType;
272}
273
274void storeCompose(Caches& caches, const SkShader& bitmapShader, const SkShader& gradientShader,
275        const Matrix4& modelViewMatrix, GLuint* textureUnit,
276        ProgramDescription* description, SkiaShaderData* outData) {
277    LOG_ALWAYS_FATAL_IF(!tryStoreBitmap(caches, bitmapShader, modelViewMatrix,
278                textureUnit, description, &outData->bitmapData),
279            "failed storing bitmap shader data");
280    LOG_ALWAYS_FATAL_IF(!tryStoreGradient(caches, gradientShader, modelViewMatrix,
281                textureUnit, description, &outData->gradientData),
282            "failing storing gradient shader data");
283}
284
285bool tryStoreCompose(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
286        GLuint* textureUnit, ProgramDescription* description,
287        SkiaShaderData* outData) {
288
289    SkShader::ComposeRec rec;
290    if (!shader.asACompose(&rec)) return false;
291
292    const SkiaShaderType shaderAType = getComposeSubType(*rec.fShaderA);
293    const SkiaShaderType shaderBType = getComposeSubType(*rec.fShaderB);
294
295    // check that type enum values are the 2 flags that compose the kCompose value
296    if ((shaderAType & shaderBType) != 0) return false;
297    if ((shaderAType | shaderBType) != kCompose_SkiaShaderType) return false;
298
299    mat4 transform;
300    computeScreenSpaceMatrix(transform, SkMatrix::I(), shader.getLocalMatrix(), modelViewMatrix);
301    if (shaderAType == kBitmap_SkiaShaderType) {
302        description->isBitmapFirst = true;
303        storeCompose(caches, *rec.fShaderA, *rec.fShaderB,
304                transform, textureUnit, description, outData);
305    } else {
306        description->isBitmapFirst = false;
307        storeCompose(caches, *rec.fShaderB, *rec.fShaderA,
308                transform, textureUnit, description, outData);
309    }
310    if (!SkXfermode::AsMode(rec.fMode, &description->shadersMode)) {
311        // TODO: Support other modes.
312        description->shadersMode = SkXfermode::kSrcOver_Mode;
313    }
314    return true;
315}
316
317bool tryStoreLayer(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
318        GLuint* textureUnit, ProgramDescription* description,
319        SkiaShaderData::LayerShaderData* outData) {
320    Layer* layer;
321    if (!shader.asACustomShader(reinterpret_cast<void**>(&layer))) {
322        return false;
323    }
324
325    description->hasBitmap = true;
326    outData->layer = layer;
327    outData->bitmapSampler = (*textureUnit)++;
328
329    const float width = layer->getWidth();
330    const float height = layer->getHeight();
331
332    computeScreenSpaceMatrix(outData->textureTransform, SkMatrix::I(), shader.getLocalMatrix(),
333            modelViewMatrix);
334
335    outData->textureDimension[0] = 1.0f / width;
336    outData->textureDimension[1] = 1.0f / height;
337    return true;
338}
339
340void applyLayer(Caches& caches, const SkiaShaderData::LayerShaderData& data) {
341    caches.textureState().activateTexture(data.bitmapSampler);
342
343    data.layer->bindTexture();
344    data.layer->setWrap(GL_CLAMP_TO_EDGE);
345    data.layer->setFilter(GL_LINEAR);
346
347    glUniform1i(caches.program().getUniform("bitmapSampler"), data.bitmapSampler);
348    glUniformMatrix4fv(caches.program().getUniform("textureTransform"), 1,
349            GL_FALSE, &data.textureTransform.data[0]);
350    glUniform2fv(caches.program().getUniform("textureDimension"), 1, &data.textureDimension[0]);
351}
352
353void SkiaShader::store(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
354        GLuint* textureUnit, ProgramDescription* description,
355        SkiaShaderData* outData) {
356    if (tryStoreGradient(caches, shader, modelViewMatrix,
357            textureUnit, description, &outData->gradientData)) {
358        outData->skiaShaderType = kGradient_SkiaShaderType;
359        return;
360    }
361
362    if (tryStoreBitmap(caches, shader, modelViewMatrix,
363            textureUnit, description, &outData->bitmapData)) {
364        outData->skiaShaderType = kBitmap_SkiaShaderType;
365        return;
366    }
367
368    if (tryStoreCompose(caches, shader, modelViewMatrix,
369            textureUnit, description, outData)) {
370        outData->skiaShaderType = kCompose_SkiaShaderType;
371        return;
372    }
373
374    if (tryStoreLayer(caches, shader, modelViewMatrix,
375            textureUnit, description, &outData->layerData)) {
376        outData->skiaShaderType = kLayer_SkiaShaderType;
377        return;
378    }
379
380    // Unknown/unsupported type, so explicitly ignore shader
381    outData->skiaShaderType = kNone_SkiaShaderType;
382}
383
384void SkiaShader::apply(Caches& caches, const SkiaShaderData& data) {
385    if (!data.skiaShaderType) return;
386
387    if (data.skiaShaderType & kGradient_SkiaShaderType) {
388        applyGradient(caches, data.gradientData);
389    }
390    if (data.skiaShaderType & kBitmap_SkiaShaderType) {
391        applyBitmap(caches, data.bitmapData);
392    }
393
394    if (data.skiaShaderType == kLayer_SkiaShaderType) {
395        applyLayer(caches, data.layerData);
396    }
397}
398
399}; // namespace uirenderer
400}; // namespace android
401