SkiaShader.cpp revision 06f96e2652e4855b6520ad9dd70583677605b79a
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) {
79}
80
81SkiaBitmapShader::~SkiaBitmapShader() {
82}
83
84void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) {
85    const Texture* texture = mTextureCache->get(mBitmap);
86
87    const float width = texture->width;
88    const float height = texture->height;
89
90    description.hasBitmap = true;
91    // The driver does not support non-power of two mirrored/repeated
92    // textures, so do it ourselves
93    if (!extensions.hasNPot() && !isPowerOfTwo(width) && !isPowerOfTwo(height)) {
94        description.isBitmapNpot = true;
95        description.bitmapWrapS = gTileModes[mTileX];
96        description.bitmapWrapT = gTileModes[mTileY];
97    }
98}
99
100void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView,
101        const Snapshot& snapshot, GLuint* textureUnit) {
102    GLuint textureSlot = (*textureUnit)++;
103    glActiveTexture(gTextureUnitsMap[textureSlot]);
104    const Texture* texture = mTextureCache->get(mBitmap);
105
106    const float width = texture->width;
107    const float height = texture->height;
108
109    mat4 textureTransform;
110    if (mMatrix) {
111        SkMatrix inverse;
112        mMatrix->invert(&inverse);
113        textureTransform.load(inverse);
114        textureTransform.multiply(modelView);
115    } else {
116        textureTransform.load(modelView);
117    }
118
119    // Uniforms
120    bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
121    glUniform1i(program->getUniform("bitmapSampler"), textureSlot);
122    glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
123            GL_FALSE, &textureTransform.data[0]);
124    glUniform2f(program->getUniform("textureDimension"), 1.0f / width, 1.0f / height);
125}
126
127///////////////////////////////////////////////////////////////////////////////
128// Linear gradient shader
129///////////////////////////////////////////////////////////////////////////////
130
131SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors,
132        float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
133        SkMatrix* matrix, bool blend):
134        SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend),
135        mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) {
136}
137
138SkiaLinearGradientShader::~SkiaLinearGradientShader() {
139    delete mBounds;
140    delete mColors;
141    delete mPositions;
142}
143
144void SkiaLinearGradientShader::describe(ProgramDescription& description,
145        const Extensions& extensions) {
146    description.hasGradient = true;
147}
148
149void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView,
150        const Snapshot& snapshot, GLuint* textureUnit) {
151    GLuint textureSlot = (*textureUnit)++;
152    glActiveTexture(gTextureUnitsMap[textureSlot]);
153
154    Texture* texture = mGradientCache->get(mKey);
155    if (!texture) {
156        texture = mGradientCache->addLinearGradient(mKey, mBounds, mColors, mPositions,
157                mCount, mTileX);
158    }
159
160    Rect start(mBounds[0], mBounds[1], mBounds[2], mBounds[3]);
161    if (mMatrix) {
162        mat4 shaderMatrix(*mMatrix);
163        shaderMatrix.mapRect(start);
164    }
165    snapshot.transform.mapRect(start);
166
167    const float gradientX = start.right - start.left;
168    const float gradientY = start.bottom - start.top;
169
170    mat4 screenSpace(snapshot.transform);
171    screenSpace.multiply(modelView);
172
173    // Uniforms
174    bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
175    glUniform1i(program->getUniform("gradientSampler"), textureSlot);
176    glUniform2f(program->getUniform("gradientStart"), start.left, start.top);
177    glUniform2f(program->getUniform("gradient"), gradientX, gradientY);
178    glUniform1f(program->getUniform("gradientLength"),
179            1.0f / (gradientX * gradientX + gradientY * gradientY));
180    glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
181}
182
183///////////////////////////////////////////////////////////////////////////////
184// Compose shader
185///////////////////////////////////////////////////////////////////////////////
186
187SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second,
188        SkXfermode::Mode mode, SkShader* key):
189        SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
190        NULL, first->blend() || second->blend()), mFirst(first), mSecond(second), mMode(mode) {
191}
192
193SkiaComposeShader::~SkiaComposeShader() {
194    delete mFirst;
195    delete mSecond;
196}
197
198void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) {
199    SkiaShader::set(textureCache, gradientCache);
200    mFirst->set(textureCache, gradientCache);
201    mSecond->set(textureCache, gradientCache);
202}
203
204void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) {
205    mFirst->describe(description, extensions);
206    mSecond->describe(description, extensions);
207    if (mFirst->type() == kBitmap) {
208        description.isBitmapFirst = true;
209    }
210    description.shadersMode = mMode;
211}
212
213void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView,
214        const Snapshot& snapshot, GLuint* textureUnit) {
215    mFirst->setupProgram(program, modelView, snapshot, textureUnit);
216    mSecond->setupProgram(program, modelView, snapshot, textureUnit);
217}
218
219}; // namespace uirenderer
220}; // namespace android
221