SkiaShader.cpp revision 6c07daf86c0d3824e1cd88fea455e2dd7b88cbcd
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 81void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) { 82 const Texture* texture = mTextureCache->get(mBitmap); 83 84 const float width = texture->width; 85 const float height = texture->height; 86 87 description.hasBitmap = true; 88 // The driver does not support non-power of two mirrored/repeated 89 // textures, so do it ourselves 90 if (!extensions.hasNPot() && !isPowerOfTwo(width) && !isPowerOfTwo(height)) { 91 description.isBitmapNpot = true; 92 description.bitmapWrapS = gTileModes[mTileX]; 93 description.bitmapWrapT = gTileModes[mTileY]; 94 } 95} 96 97void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView, 98 const Snapshot& snapshot, GLuint* textureUnit) { 99 GLuint textureSlot = (*textureUnit)++; 100 glActiveTexture(gTextureUnitsMap[textureSlot]); 101 const Texture* texture = mTextureCache->get(mBitmap); 102 103 const float width = texture->width; 104 const float height = texture->height; 105 106 mat4 textureTransform; 107 if (mMatrix) { 108 SkMatrix inverse; 109 mMatrix->invert(&inverse); 110 textureTransform.load(inverse); 111 textureTransform.multiply(modelView); 112 } else { 113 textureTransform.load(modelView); 114 } 115 116 // Uniforms 117 bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); 118 glUniform1i(program->getUniform("bitmapSampler"), textureSlot); 119 glUniformMatrix4fv(program->getUniform("textureTransform"), 1, 120 GL_FALSE, &textureTransform.data[0]); 121 glUniform2f(program->getUniform("textureDimension"), 1.0f / width, 1.0f / height); 122} 123 124/////////////////////////////////////////////////////////////////////////////// 125// Linear gradient shader 126/////////////////////////////////////////////////////////////////////////////// 127 128SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors, 129 float* positions, int count, SkShader* key, SkShader::TileMode tileMode, 130 SkMatrix* matrix, bool blend): 131 SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend), 132 mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) { 133} 134 135SkiaLinearGradientShader::~SkiaLinearGradientShader() { 136 delete mBounds; 137 delete mColors; 138 delete mPositions; 139} 140 141void SkiaLinearGradientShader::describe(ProgramDescription& description, 142 const Extensions& extensions) { 143 description.hasGradient = true; 144} 145 146void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView, 147 const Snapshot& snapshot, GLuint* textureUnit) { 148 GLuint textureSlot = (*textureUnit)++; 149 glActiveTexture(gTextureUnitsMap[textureSlot]); 150 151 Texture* texture = mGradientCache->get(mKey); 152 if (!texture) { 153 texture = mGradientCache->addLinearGradient(mKey, mBounds, mColors, mPositions, 154 mCount, mTileX); 155 } 156 157 Rect start(mBounds[0], mBounds[1], mBounds[2], mBounds[3]); 158 if (mMatrix) { 159 mat4 shaderMatrix(*mMatrix); 160 shaderMatrix.mapRect(start); 161 } 162 snapshot.transform.mapRect(start); 163 164 const float gradientX = start.right - start.left; 165 const float gradientY = start.bottom - start.top; 166 167 mat4 screenSpace(snapshot.transform); 168 screenSpace.multiply(modelView); 169 170 // Uniforms 171 bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot); 172 glUniform1i(program->getUniform("gradientSampler"), textureSlot); 173 glUniform2f(program->getUniform("gradientStart"), start.left, start.top); 174 glUniform2f(program->getUniform("gradient"), gradientX, gradientY); 175 glUniform1f(program->getUniform("gradientLength"), 176 1.0f / (gradientX * gradientX + gradientY * gradientY)); 177 glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]); 178} 179 180/////////////////////////////////////////////////////////////////////////////// 181// Compose shader 182/////////////////////////////////////////////////////////////////////////////// 183 184SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second, 185 SkXfermode::Mode mode, SkShader* key): 186 SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode, 187 NULL, first->blend() || second->blend()), mFirst(first), mSecond(second), mMode(mode) { 188} 189 190void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) { 191 SkiaShader::set(textureCache, gradientCache); 192 mFirst->set(textureCache, gradientCache); 193 mSecond->set(textureCache, gradientCache); 194} 195 196void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) { 197 mFirst->describe(description, extensions); 198 mSecond->describe(description, extensions); 199 if (mFirst->type() == kBitmap) { 200 description.isBitmapFirst = true; 201 } 202 description.shadersMode = mMode; 203} 204 205void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView, 206 const Snapshot& snapshot, GLuint* textureUnit) { 207 mFirst->setupProgram(program, modelView, snapshot, textureUnit); 208 mSecond->setupProgram(program, modelView, snapshot, textureUnit); 209} 210 211}; // namespace uirenderer 212}; // namespace android 213