SkiaShader.cpp revision 211efea7376371ee755edd2ad03e83ef6eea464e
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 "Caches.h"
24#include "SkiaShader.h"
25#include "Texture.h"
26#include "Matrix.h"
27
28namespace android {
29namespace uirenderer {
30
31///////////////////////////////////////////////////////////////////////////////
32// Support
33///////////////////////////////////////////////////////////////////////////////
34
35static const GLint 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, uint32_t color) {
49    glUniform4f(slot,
50            ((color >> 16) & 0xff) / 255.0f,
51            ((color >>  8) & 0xff) / 255.0f,
52            ((color      ) & 0xff) / 255.0f,
53            ((color >> 24) & 0xff) / 255.0f);
54}
55
56///////////////////////////////////////////////////////////////////////////////
57// Base shader
58///////////////////////////////////////////////////////////////////////////////
59
60void SkiaShader::copyFrom(const SkiaShader& shader) {
61    mType = shader.mType;
62    mKey = shader.mKey;
63    mTileX = shader.mTileX;
64    mTileY = shader.mTileY;
65    mBlend = shader.mBlend;
66    mUnitMatrix = shader.mUnitMatrix;
67    mShaderMatrix = shader.mShaderMatrix;
68    mGenerationId = shader.mGenerationId;
69}
70
71SkiaShader::SkiaShader(Type type, SkShader* key, SkShader::TileMode tileX,
72        SkShader::TileMode tileY, SkMatrix* matrix, bool blend):
73        mType(type), mKey(key), mTileX(tileX), mTileY(tileY), mBlend(blend) {
74    setMatrix(matrix);
75    mGenerationId = 0;
76}
77
78SkiaShader::~SkiaShader() {
79}
80
81void SkiaShader::describe(ProgramDescription& description, const Extensions& extensions) {
82}
83
84void SkiaShader::setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
85        GLuint* textureUnit) {
86}
87
88void SkiaShader::bindTexture(Texture* texture, GLenum wrapS, GLenum wrapT) {
89    glBindTexture(GL_TEXTURE_2D, texture->id);
90    texture->setWrapST(wrapS, wrapT);
91}
92
93void SkiaShader::computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView) {
94    screenSpace.loadMultiply(mUnitMatrix, mShaderMatrix);
95    screenSpace.multiply(modelView);
96}
97
98///////////////////////////////////////////////////////////////////////////////
99// Bitmap shader
100///////////////////////////////////////////////////////////////////////////////
101
102SkiaBitmapShader::SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX,
103        SkShader::TileMode tileY, SkMatrix* matrix, bool blend):
104        SkiaShader(kBitmap, key, tileX, tileY, matrix, blend), mBitmap(bitmap), mTexture(NULL) {
105    updateLocalMatrix(matrix);
106}
107
108SkiaShader* SkiaBitmapShader::copy() {
109    SkiaBitmapShader* copy = new SkiaBitmapShader();
110    copy->copyFrom(*this);
111    copy->mBitmap = mBitmap;
112    return copy;
113}
114
115void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) {
116    Texture* texture = mTextureCache->get(mBitmap);
117    if (!texture) return;
118    mTexture = texture;
119
120    const float width = texture->width;
121    const float height = texture->height;
122
123    description.hasBitmap = true;
124    // The driver does not support non-power of two mirrored/repeated
125    // textures, so do it ourselves
126    if (!extensions.hasNPot() && (!isPowerOfTwo(width) || !isPowerOfTwo(height)) &&
127            (mTileX != SkShader::kClamp_TileMode || mTileY != SkShader::kClamp_TileMode)) {
128        description.isBitmapNpot = true;
129        description.bitmapWrapS = gTileModes[mTileX];
130        description.bitmapWrapT = gTileModes[mTileY];
131        mWrapS = GL_CLAMP_TO_EDGE;
132        mWrapT = GL_CLAMP_TO_EDGE;
133    } else {
134        mWrapS = gTileModes[mTileX];
135        mWrapT = gTileModes[mTileY];
136    }
137}
138
139void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView,
140        const Snapshot& snapshot, GLuint* textureUnit) {
141    GLuint textureSlot = (*textureUnit)++;
142    Caches::getInstance().activeTexture(textureSlot);
143
144    Texture* texture = mTexture;
145    mTexture = NULL;
146    if (!texture) return;
147    const AutoTexture autoCleanup(texture);
148
149    const float width = texture->width;
150    const float height = texture->height;
151
152    mat4 textureTransform;
153    computeScreenSpaceMatrix(textureTransform, modelView);
154
155    // Uniforms
156    bindTexture(texture, mWrapS, mWrapT);
157    // Assume linear here; we should really check the transform in
158    // ::updateTransforms() but we don't have the texture object
159    // available at that point. The optimization is not worth the
160    // effort for now.
161    texture->setFilter(GL_LINEAR);
162
163    glUniform1i(program->getUniform("bitmapSampler"), textureSlot);
164    glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
165            GL_FALSE, &textureTransform.data[0]);
166    glUniform2f(program->getUniform("textureDimension"), 1.0f / width, 1.0f / height);
167}
168
169void SkiaBitmapShader::updateTransforms(Program* program, const mat4& modelView,
170        const Snapshot& snapshot) {
171    mat4 textureTransform;
172    computeScreenSpaceMatrix(textureTransform, modelView);
173    glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
174            GL_FALSE, &textureTransform.data[0]);
175}
176
177///////////////////////////////////////////////////////////////////////////////
178// Linear gradient shader
179///////////////////////////////////////////////////////////////////////////////
180
181static void toUnitMatrix(const SkPoint pts[2], SkMatrix* matrix) {
182    SkVector vec = pts[1] - pts[0];
183    const float mag = vec.length();
184    const float inv = mag ? 1.0f / mag : 0;
185
186    vec.scale(inv);
187    matrix->setSinCos(-vec.fY, vec.fX, pts[0].fX, pts[0].fY);
188    matrix->postTranslate(-pts[0].fX, -pts[0].fY);
189    matrix->postScale(inv, inv);
190}
191
192SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors,
193        float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
194        SkMatrix* matrix, bool blend):
195        SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend),
196        mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) {
197    SkPoint points[2];
198    points[0].set(bounds[0], bounds[1]);
199    points[1].set(bounds[2], bounds[3]);
200
201    SkMatrix unitMatrix;
202    toUnitMatrix(points, &unitMatrix);
203    mUnitMatrix.load(unitMatrix);
204
205    updateLocalMatrix(matrix);
206
207    mIsSimple = count == 2 && tileMode == SkShader::kClamp_TileMode;
208}
209
210SkiaLinearGradientShader::~SkiaLinearGradientShader() {
211    delete[] mBounds;
212    delete[] mColors;
213    delete[] mPositions;
214}
215
216SkiaShader* SkiaLinearGradientShader::copy() {
217    SkiaLinearGradientShader* copy = new SkiaLinearGradientShader();
218    copy->copyFrom(*this);
219    copy->mBounds = new float[4];
220    memcpy(copy->mBounds, mBounds, sizeof(float) * 4);
221    copy->mColors = new uint32_t[mCount];
222    memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount);
223    copy->mPositions = new float[mCount];
224    memcpy(copy->mPositions, mPositions, sizeof(float) * mCount);
225    copy->mCount = mCount;
226    copy->mIsSimple = mIsSimple;
227    return copy;
228}
229
230void SkiaLinearGradientShader::describe(ProgramDescription& description,
231        const Extensions& extensions) {
232    description.hasGradient = true;
233    description.gradientType = ProgramDescription::kGradientLinear;
234    description.isSimpleGradient = mIsSimple;
235}
236
237void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView,
238        const Snapshot& snapshot, GLuint* textureUnit) {
239    if (CC_UNLIKELY(!mIsSimple)) {
240        GLuint textureSlot = (*textureUnit)++;
241        Caches::getInstance().activeTexture(textureSlot);
242
243        Texture* texture = mGradientCache->get(mColors, mPositions, mCount);
244
245        // Uniforms
246        bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]);
247        glUniform1i(program->getUniform("gradientSampler"), textureSlot);
248    } else {
249        bindUniformColor(program->getUniform("startColor"), mColors[0]);
250        bindUniformColor(program->getUniform("endColor"), mColors[1]);
251    }
252
253    Caches::getInstance().dither.setupProgram(program, textureUnit);
254
255    mat4 screenSpace;
256    computeScreenSpaceMatrix(screenSpace, modelView);
257    glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
258}
259
260void SkiaLinearGradientShader::updateTransforms(Program* program, const mat4& modelView,
261        const Snapshot& snapshot) {
262    mat4 screenSpace;
263    computeScreenSpaceMatrix(screenSpace, modelView);
264    glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
265}
266
267///////////////////////////////////////////////////////////////////////////////
268// Circular gradient shader
269///////////////////////////////////////////////////////////////////////////////
270
271static void toCircularUnitMatrix(const float x, const float y, const float radius,
272        SkMatrix* matrix) {
273    const float inv = 1.0f / radius;
274    matrix->setTranslate(-x, -y);
275    matrix->postScale(inv, inv);
276}
277
278SkiaCircularGradientShader::SkiaCircularGradientShader(float x, float y, float radius,
279        uint32_t* colors, float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
280        SkMatrix* matrix, bool blend):
281        SkiaSweepGradientShader(kCircularGradient, x, y, colors, positions, count, key,
282                tileMode, matrix, blend) {
283    SkMatrix unitMatrix;
284    toCircularUnitMatrix(x, y, radius, &unitMatrix);
285    mUnitMatrix.load(unitMatrix);
286
287    updateLocalMatrix(matrix);
288}
289
290SkiaShader* SkiaCircularGradientShader::copy() {
291    SkiaCircularGradientShader* copy = new SkiaCircularGradientShader();
292    copy->copyFrom(*this);
293    copy->mColors = new uint32_t[mCount];
294    memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount);
295    copy->mPositions = new float[mCount];
296    memcpy(copy->mPositions, mPositions, sizeof(float) * mCount);
297    copy->mCount = mCount;
298    copy->mIsSimple = mIsSimple;
299    return copy;
300}
301
302void SkiaCircularGradientShader::describe(ProgramDescription& description,
303        const Extensions& extensions) {
304    description.hasGradient = true;
305    description.gradientType = ProgramDescription::kGradientCircular;
306    description.isSimpleGradient = mIsSimple;
307}
308
309///////////////////////////////////////////////////////////////////////////////
310// Sweep gradient shader
311///////////////////////////////////////////////////////////////////////////////
312
313static void toSweepUnitMatrix(const float x, const float y, SkMatrix* matrix) {
314    matrix->setTranslate(-x, -y);
315}
316
317SkiaSweepGradientShader::SkiaSweepGradientShader(float x, float y, uint32_t* colors,
318        float* positions, int count, SkShader* key, SkMatrix* matrix, bool blend):
319        SkiaShader(kSweepGradient, key, SkShader::kClamp_TileMode,
320                SkShader::kClamp_TileMode, matrix, blend),
321        mColors(colors), mPositions(positions), mCount(count) {
322    SkMatrix unitMatrix;
323    toSweepUnitMatrix(x, y, &unitMatrix);
324    mUnitMatrix.load(unitMatrix);
325
326    updateLocalMatrix(matrix);
327
328    mIsSimple = count == 2;
329}
330
331SkiaSweepGradientShader::SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors,
332        float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
333        SkMatrix* matrix, bool blend):
334        SkiaShader(type, key, tileMode, tileMode, matrix, blend),
335        mColors(colors), mPositions(positions), mCount(count) {
336
337    mIsSimple = count == 2 && tileMode == SkShader::kClamp_TileMode;
338}
339
340SkiaSweepGradientShader::~SkiaSweepGradientShader() {
341    delete[] mColors;
342    delete[] mPositions;
343}
344
345SkiaShader* SkiaSweepGradientShader::copy() {
346    SkiaSweepGradientShader* copy = new SkiaSweepGradientShader();
347    copy->copyFrom(*this);
348    copy->mColors = new uint32_t[mCount];
349    memcpy(copy->mColors, mColors, sizeof(uint32_t) * mCount);
350    copy->mPositions = new float[mCount];
351    memcpy(copy->mPositions, mPositions, sizeof(float) * mCount);
352    copy->mCount = mCount;
353    copy->mIsSimple = mIsSimple;
354    return copy;
355}
356
357void SkiaSweepGradientShader::describe(ProgramDescription& description,
358        const Extensions& extensions) {
359    description.hasGradient = true;
360    description.gradientType = ProgramDescription::kGradientSweep;
361    description.isSimpleGradient = mIsSimple;
362}
363
364void SkiaSweepGradientShader::setupProgram(Program* program, const mat4& modelView,
365        const Snapshot& snapshot, GLuint* textureUnit) {
366    if (CC_UNLIKELY(!mIsSimple)) {
367        GLuint textureSlot = (*textureUnit)++;
368        Caches::getInstance().activeTexture(textureSlot);
369
370        Texture* texture = mGradientCache->get(mColors, mPositions, mCount);
371
372        // Uniforms
373        bindTexture(texture, gTileModes[mTileX], gTileModes[mTileY]);
374        glUniform1i(program->getUniform("gradientSampler"), textureSlot);
375    } else {
376       bindUniformColor(program->getUniform("startColor"), mColors[0]);
377       bindUniformColor(program->getUniform("endColor"), mColors[1]);
378    }
379
380    Caches::getInstance().dither.setupProgram(program, textureUnit);
381
382    mat4 screenSpace;
383    computeScreenSpaceMatrix(screenSpace, modelView);
384    glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
385}
386
387void SkiaSweepGradientShader::updateTransforms(Program* program, const mat4& modelView,
388        const Snapshot& snapshot) {
389    mat4 screenSpace;
390    computeScreenSpaceMatrix(screenSpace, modelView);
391    glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
392}
393
394///////////////////////////////////////////////////////////////////////////////
395// Compose shader
396///////////////////////////////////////////////////////////////////////////////
397
398SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second,
399        SkXfermode::Mode mode, SkShader* key):
400        SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
401        NULL, first->blend() || second->blend()),
402        mFirst(first), mSecond(second), mMode(mode), mCleanup(false) {
403}
404
405SkiaComposeShader::~SkiaComposeShader() {
406    if (mCleanup) {
407        delete mFirst;
408        delete mSecond;
409    }
410}
411
412SkiaShader* SkiaComposeShader::copy() {
413    SkiaComposeShader* copy = new SkiaComposeShader();
414    copy->copyFrom(*this);
415    copy->mFirst = mFirst->copy();
416    copy->mSecond = mSecond->copy();
417    copy->mMode = mMode;
418    copy->cleanup();
419    return copy;
420}
421
422void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) {
423    SkiaShader::set(textureCache, gradientCache);
424    mFirst->set(textureCache, gradientCache);
425    mSecond->set(textureCache, gradientCache);
426}
427
428void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) {
429    mFirst->describe(description, extensions);
430    mSecond->describe(description, extensions);
431    if (mFirst->type() == kBitmap) {
432        description.isBitmapFirst = true;
433    }
434    description.shadersMode = mMode;
435}
436
437void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView,
438        const Snapshot& snapshot, GLuint* textureUnit) {
439    mFirst->setupProgram(program, modelView, snapshot, textureUnit);
440    mSecond->setupProgram(program, modelView, snapshot, textureUnit);
441}
442
443}; // namespace uirenderer
444}; // namespace android
445