SkiaShader.cpp revision e3095e0c1e2a4a4f34f741aa386eae56536ca5aa
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 156static void toUnitMatrix(const SkPoint pts[2], SkMatrix* matrix) { 157 SkVector vec = pts[1] - pts[0]; 158 const float mag = vec.length(); 159 const float inv = mag ? 1.0f / mag : 0; 160 161 vec.scale(inv); 162 matrix->setSinCos(-vec.fY, vec.fX, pts[0].fX, pts[0].fY); 163 matrix->postTranslate(-pts[0].fX, -pts[0].fY); 164 matrix->postScale(inv, inv); 165} 166 167SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors, 168 float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 169 SkMatrix* matrix, bool blend): 170 SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend), 171 mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) { 172 SkPoint points[2]; 173 points[0].set(bounds[0], bounds[1]); 174 points[1].set(bounds[2], bounds[3]); 175 176 SkMatrix unitMatrix; 177 toUnitMatrix(points, &unitMatrix); 178 mUnitMatrix.load(unitMatrix); 179 180 updateLocalMatrix(matrix); 181} 182 183SkiaLinearGradientShader::~SkiaLinearGradientShader() { 184 delete[] mBounds; 185 delete[] mColors; 186 delete[] mPositions; 187} 188 189void SkiaLinearGradientShader::describe(ProgramDescription& description, 190 const Extensions& extensions) { 191 description.hasGradient = true; 192 description.gradientType = ProgramDescription::kGradientLinear; 193} 194 195void SkiaLinearGradientShader::computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView) { 196 screenSpace.loadMultiply(mUnitMatrix, mShaderMatrix); 197 screenSpace.multiply(modelView); 198} 199 200void SkiaLinearGradientShader::updateLocalMatrix(const SkMatrix* matrix) { 201 if (matrix) { 202 mat4 localMatrix(*matrix); 203 mShaderMatrix.loadInverse(localMatrix); 204 } 205} 206 207void SkiaLinearGradientShader::setMatrix(SkMatrix* matrix) { 208 SkiaShader::setMatrix(matrix); 209 updateLocalMatrix(matrix); 210} 211 212void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView, 213 const Snapshot& snapshot, GLuint* textureUnit) { 214 GLuint textureSlot = (*textureUnit)++; 215 glActiveTexture(gTextureUnitsMap[textureSlot]); 216 217 Texture* texture = mGradientCache->get(mKey); 218 if (!texture) { 219 texture = mGradientCache->addLinearGradient(mKey, mColors, mPositions, mCount, mTileX); 220 } 221 222 mat4 screenSpace; 223 computeScreenSpaceMatrix(screenSpace, modelView); 224 225 // Uniforms 226 bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); 227 glUniform1i(program->getUniform("gradientSampler"), textureSlot); 228 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 229} 230 231void SkiaLinearGradientShader::updateTransforms(Program* program, const mat4& modelView, 232 const Snapshot& snapshot) { 233 mat4 screenSpace; 234 computeScreenSpaceMatrix(screenSpace, modelView); 235 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 236} 237 238/////////////////////////////////////////////////////////////////////////////// 239// Circular gradient shader 240/////////////////////////////////////////////////////////////////////////////// 241 242SkiaCircularGradientShader::SkiaCircularGradientShader(float x, float y, float radius, 243 uint32_t* colors, float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 244 SkMatrix* matrix, bool blend): 245 SkiaSweepGradientShader(kCircularGradient, x, y, colors, positions, count, key, 246 tileMode, matrix, blend), 247 mRadius(radius) { 248} 249 250void SkiaCircularGradientShader::describe(ProgramDescription& description, 251 const Extensions& extensions) { 252 description.hasGradient = true; 253 description.gradientType = ProgramDescription::kGradientCircular; 254} 255 256void SkiaCircularGradientShader::setupProgram(Program* program, const mat4& modelView, 257 const Snapshot& snapshot, GLuint* textureUnit) { 258 SkiaSweepGradientShader::setupProgram(program, modelView, snapshot, textureUnit); 259 glUniform1f(program->getUniform("gradientRadius"), 1.0f / mRadius); 260} 261 262/////////////////////////////////////////////////////////////////////////////// 263// Sweep gradient shader 264/////////////////////////////////////////////////////////////////////////////// 265 266SkiaSweepGradientShader::SkiaSweepGradientShader(float x, float y, uint32_t* colors, 267 float* positions, int count, SkShader* key, SkMatrix* matrix, bool blend): 268 SkiaShader(kSweepGradient, key, SkShader::kClamp_TileMode, 269 SkShader::kClamp_TileMode, matrix, blend), 270 mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) { 271} 272 273SkiaSweepGradientShader::SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors, 274 float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 275 SkMatrix* matrix, bool blend): 276 SkiaShader(type, key, tileMode, tileMode, matrix, blend), 277 mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) { 278} 279 280SkiaSweepGradientShader::~SkiaSweepGradientShader() { 281 delete[] mColors; 282 delete[] mPositions; 283} 284 285void SkiaSweepGradientShader::describe(ProgramDescription& description, 286 const Extensions& extensions) { 287 description.hasGradient = true; 288 description.gradientType = ProgramDescription::kGradientSweep; 289} 290 291void SkiaSweepGradientShader::setupProgram(Program* program, const mat4& modelView, 292 const Snapshot& snapshot, GLuint* textureUnit) { 293 GLuint textureSlot = (*textureUnit)++; 294 glActiveTexture(gTextureUnitsMap[textureSlot]); 295 296 Texture* texture = mGradientCache->get(mKey); 297 if (!texture) { 298 texture = mGradientCache->addLinearGradient(mKey, mColors, mPositions, mCount); 299 } 300 301 float left = mX; 302 float top = mY; 303 304 mat4 shaderMatrix; 305 if (mMatrix) { 306 shaderMatrix.load(*mMatrix); 307 shaderMatrix.mapPoint(left, top); 308 } 309 310 mat4 copy(shaderMatrix); 311 shaderMatrix.loadInverse(copy); 312 313 snapshot.transform->mapPoint(left, top); 314 315 mat4 screenSpace(*snapshot.transform); 316 screenSpace.multiply(modelView); 317 318 // Uniforms 319 bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); 320 glUniform1i(program->getUniform("gradientSampler"), textureSlot); 321 glUniformMatrix4fv(program->getUniform("gradientMatrix"), 1, GL_FALSE, &shaderMatrix.data[0]); 322 glUniform2f(program->getUniform("gradientStart"), left, top); 323 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 324} 325 326void SkiaSweepGradientShader::updateTransforms(Program* program, const mat4& modelView, 327 const Snapshot& snapshot) { 328 mat4 screenSpace(*snapshot.transform); 329 screenSpace.multiply(modelView); 330 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 331} 332 333/////////////////////////////////////////////////////////////////////////////// 334// Compose shader 335/////////////////////////////////////////////////////////////////////////////// 336 337SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second, 338 SkXfermode::Mode mode, SkShader* key): 339 SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, 340 NULL, first->blend() || second->blend()), mFirst(first), mSecond(second), mMode(mode) { 341} 342 343void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) { 344 SkiaShader::set(textureCache, gradientCache); 345 mFirst->set(textureCache, gradientCache); 346 mSecond->set(textureCache, gradientCache); 347} 348 349void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) { 350 mFirst->describe(description, extensions); 351 mSecond->describe(description, extensions); 352 if (mFirst->type() == kBitmap) { 353 description.isBitmapFirst = true; 354 } 355 description.shadersMode = mMode; 356} 357 358void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView, 359 const Snapshot& snapshot, GLuint* textureUnit) { 360 mFirst->setupProgram(program, modelView, snapshot, textureUnit); 361 mSecond->setupProgram(program, modelView, snapshot, textureUnit); 362} 363 364}; // namespace uirenderer 365}; // namespace android 366