SkiaShader.cpp revision ddb80bebb0776e6d852aab6e8bba5d5591847a55
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 } 98} 99 100void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView, 101 const Snapshot& snapshot, GLuint* textureUnit) { 102 GLuint textureSlot = (*textureUnit)++; 103 glActiveTexture(gTextureUnitsMap[textureSlot]); 104 105 const Texture* texture = mTexture; 106 mTexture = NULL; 107 if (!texture) return; 108 const AutoTexture autoCleanup(texture); 109 110 const float width = texture->width; 111 const float height = texture->height; 112 113 mat4 textureTransform; 114 if (mMatrix) { 115 SkMatrix inverse; 116 mMatrix->invert(&inverse); 117 textureTransform.load(inverse); 118 textureTransform.multiply(modelView); 119 } else { 120 textureTransform.load(modelView); 121 } 122 123 // Uniforms 124 bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); 125 glUniform1i(program->getUniform("bitmapSampler"), textureSlot); 126 glUniformMatrix4fv(program->getUniform("textureTransform"), 1, 127 GL_FALSE, &textureTransform.data[0]); 128 glUniform2f(program->getUniform("textureDimension"), 1.0f / width, 1.0f / height); 129} 130 131void SkiaBitmapShader::updateTransforms(Program* program, const mat4& modelView, 132 const Snapshot& snapshot) { 133 mat4 textureTransform; 134 if (mMatrix) { 135 SkMatrix inverse; 136 mMatrix->invert(&inverse); 137 textureTransform.load(inverse); 138 textureTransform.multiply(modelView); 139 } else { 140 textureTransform.load(modelView); 141 } 142 143 glUniformMatrix4fv(program->getUniform("textureTransform"), 1, 144 GL_FALSE, &textureTransform.data[0]); 145} 146 147/////////////////////////////////////////////////////////////////////////////// 148// Linear gradient shader 149/////////////////////////////////////////////////////////////////////////////// 150 151SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors, 152 float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 153 SkMatrix* matrix, bool blend): 154 SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend), 155 mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) { 156} 157 158SkiaLinearGradientShader::~SkiaLinearGradientShader() { 159 delete[] mBounds; 160 delete[] mColors; 161 delete[] mPositions; 162} 163 164void SkiaLinearGradientShader::describe(ProgramDescription& description, 165 const Extensions& extensions) { 166 description.hasGradient = true; 167 description.gradientType = ProgramDescription::kGradientLinear; 168} 169 170void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView, 171 const Snapshot& snapshot, GLuint* textureUnit) { 172 GLuint textureSlot = (*textureUnit)++; 173 glActiveTexture(gTextureUnitsMap[textureSlot]); 174 175 Texture* texture = mGradientCache->get(mKey); 176 if (!texture) { 177 texture = mGradientCache->addLinearGradient(mKey, mColors, mPositions, mCount, mTileX); 178 } 179 180 Rect start(mBounds[0], mBounds[1], mBounds[2], mBounds[3]); 181 if (mMatrix) { 182 mat4 shaderMatrix(*mMatrix); 183 shaderMatrix.mapPoint(start.left, start.top); 184 shaderMatrix.mapPoint(start.right, start.bottom); 185 } 186 snapshot.transform->mapRect(start); 187 188 const float gradientX = start.right - start.left; 189 const float gradientY = start.bottom - start.top; 190 191 mat4 screenSpace(*snapshot.transform); 192 screenSpace.multiply(modelView); 193 194 // Uniforms 195 bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); 196 glUniform1i(program->getUniform("gradientSampler"), textureSlot); 197 glUniform2f(program->getUniform("gradientStart"), start.left, start.top); 198 glUniform2f(program->getUniform("gradient"), gradientX, gradientY); 199 glUniform1f(program->getUniform("gradientLength"), 200 1.0f / (gradientX * gradientX + gradientY * gradientY)); 201 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 202} 203 204void SkiaLinearGradientShader::updateTransforms(Program* program, const mat4& modelView, 205 const Snapshot& snapshot) { 206 mat4 screenSpace(*snapshot.transform); 207 screenSpace.multiply(modelView); 208 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 209} 210 211/////////////////////////////////////////////////////////////////////////////// 212// Circular gradient shader 213/////////////////////////////////////////////////////////////////////////////// 214 215SkiaCircularGradientShader::SkiaCircularGradientShader(float x, float y, float radius, 216 uint32_t* colors, float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 217 SkMatrix* matrix, bool blend): 218 SkiaSweepGradientShader(kCircularGradient, x, y, colors, positions, count, key, 219 tileMode, matrix, blend), 220 mRadius(radius) { 221} 222 223void SkiaCircularGradientShader::describe(ProgramDescription& description, 224 const Extensions& extensions) { 225 description.hasGradient = true; 226 description.gradientType = ProgramDescription::kGradientCircular; 227} 228 229void SkiaCircularGradientShader::setupProgram(Program* program, const mat4& modelView, 230 const Snapshot& snapshot, GLuint* textureUnit) { 231 SkiaSweepGradientShader::setupProgram(program, modelView, snapshot, textureUnit); 232 glUniform1f(program->getUniform("gradientRadius"), 1.0f / mRadius); 233} 234 235/////////////////////////////////////////////////////////////////////////////// 236// Sweep gradient shader 237/////////////////////////////////////////////////////////////////////////////// 238 239SkiaSweepGradientShader::SkiaSweepGradientShader(float x, float y, uint32_t* colors, 240 float* positions, int count, SkShader* key, SkMatrix* matrix, bool blend): 241 SkiaShader(kSweepGradient, key, SkShader::kClamp_TileMode, 242 SkShader::kClamp_TileMode, matrix, blend), 243 mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) { 244} 245 246SkiaSweepGradientShader::SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors, 247 float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 248 SkMatrix* matrix, bool blend): 249 SkiaShader(type, key, tileMode, tileMode, matrix, blend), 250 mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) { 251} 252 253SkiaSweepGradientShader::~SkiaSweepGradientShader() { 254 delete[] mColors; 255 delete[] mPositions; 256} 257 258void SkiaSweepGradientShader::describe(ProgramDescription& description, 259 const Extensions& extensions) { 260 description.hasGradient = true; 261 description.gradientType = ProgramDescription::kGradientSweep; 262} 263 264void SkiaSweepGradientShader::setupProgram(Program* program, const mat4& modelView, 265 const Snapshot& snapshot, GLuint* textureUnit) { 266 GLuint textureSlot = (*textureUnit)++; 267 glActiveTexture(gTextureUnitsMap[textureSlot]); 268 269 Texture* texture = mGradientCache->get(mKey); 270 if (!texture) { 271 texture = mGradientCache->addLinearGradient(mKey, mColors, mPositions, mCount); 272 } 273 274 float left = mX; 275 float top = mY; 276 277 mat4 shaderMatrix; 278 if (mMatrix) { 279 shaderMatrix.load(*mMatrix); 280 shaderMatrix.mapPoint(left, top); 281 } 282 283 mat4 copy(shaderMatrix); 284 shaderMatrix.loadInverse(copy); 285 286 snapshot.transform->mapPoint(left, top); 287 288 mat4 screenSpace(*snapshot.transform); 289 screenSpace.multiply(modelView); 290 291 // Uniforms 292 bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); 293 glUniform1i(program->getUniform("gradientSampler"), textureSlot); 294 glUniformMatrix4fv(program->getUniform("gradientMatrix"), 1, GL_FALSE, &shaderMatrix.data[0]); 295 glUniform2f(program->getUniform("gradientStart"), left, top); 296 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 297} 298 299void SkiaSweepGradientShader::updateTransforms(Program* program, const mat4& modelView, 300 const Snapshot& snapshot) { 301 mat4 screenSpace(*snapshot.transform); 302 screenSpace.multiply(modelView); 303 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 304} 305 306/////////////////////////////////////////////////////////////////////////////// 307// Compose shader 308/////////////////////////////////////////////////////////////////////////////// 309 310SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second, 311 SkXfermode::Mode mode, SkShader* key): 312 SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, 313 NULL, first->blend() || second->blend()), mFirst(first), mSecond(second), mMode(mode) { 314} 315 316void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) { 317 SkiaShader::set(textureCache, gradientCache); 318 mFirst->set(textureCache, gradientCache); 319 mSecond->set(textureCache, gradientCache); 320} 321 322void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) { 323 mFirst->describe(description, extensions); 324 mSecond->describe(description, extensions); 325 if (mFirst->type() == kBitmap) { 326 description.isBitmapFirst = true; 327 } 328 description.shadersMode = mMode; 329} 330 331void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView, 332 const Snapshot& snapshot, GLuint* textureUnit) { 333 mFirst->setupProgram(program, modelView, snapshot, textureUnit); 334 mSecond->setupProgram(program, modelView, snapshot, textureUnit); 335} 336 337}; // namespace uirenderer 338}; // namespace android 339