SkiaShader.cpp revision 759ea80dca64ad652110a129e0d8bf93fea79f61
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}
168
169void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView,
170        const Snapshot& snapshot, GLuint* textureUnit) {
171    GLuint textureSlot = (*textureUnit)++;
172    glActiveTexture(gTextureUnitsMap[textureSlot]);
173
174    Texture* texture = mGradientCache->get(mKey);
175    if (!texture) {
176        texture = mGradientCache->addLinearGradient(mKey, mBounds, mColors, mPositions,
177                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// Compose shader
213///////////////////////////////////////////////////////////////////////////////
214
215SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second,
216        SkXfermode::Mode mode, SkShader* key):
217        SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
218        NULL, first->blend() || second->blend()), mFirst(first), mSecond(second), mMode(mode) {
219}
220
221void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) {
222    SkiaShader::set(textureCache, gradientCache);
223    mFirst->set(textureCache, gradientCache);
224    mSecond->set(textureCache, gradientCache);
225}
226
227void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) {
228    mFirst->describe(description, extensions);
229    mSecond->describe(description, extensions);
230    if (mFirst->type() == kBitmap) {
231        description.isBitmapFirst = true;
232    }
233    description.shadersMode = mMode;
234}
235
236void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView,
237        const Snapshot& snapshot, GLuint* textureUnit) {
238    mFirst->setupProgram(program, modelView, snapshot, textureUnit);
239    mSecond->setupProgram(program, modelView, snapshot, textureUnit);
240}
241
242}; // namespace uirenderer
243}; // namespace android
244