| /* |
| * Copyright (C) 2015 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| #include "renderstate/TextureState.h" |
| |
| #include "Caches.h" |
| #include "utils/TraceUtils.h" |
| |
| #include <GLES3/gl3.h> |
| #include <memory> |
| #include <SkCanvas.h> |
| #include <SkBitmap.h> |
| |
| namespace android { |
| namespace uirenderer { |
| |
| // Width of mShadowLutTexture, defines how accurate the shadow alpha lookup table is |
| static const int SHADOW_LUT_SIZE = 128; |
| |
| // Must define as many texture units as specified by kTextureUnitsCount |
| const GLenum kTextureUnits[] = { |
| GL_TEXTURE0, |
| GL_TEXTURE1, |
| GL_TEXTURE2, |
| GL_TEXTURE3 |
| }; |
| |
| TextureState::TextureState() |
| : mTextureUnit(0) { |
| glActiveTexture(kTextureUnits[0]); |
| resetBoundTextures(); |
| |
| GLint maxTextureUnits; |
| glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); |
| LOG_ALWAYS_FATAL_IF(maxTextureUnits < kTextureUnitsCount, |
| "At least %d texture units are required!", kTextureUnitsCount); |
| glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| } |
| |
| TextureState::~TextureState() { |
| if (mShadowLutTexture != nullptr) { |
| mShadowLutTexture->deleteTexture(); |
| } |
| } |
| |
| /** |
| * Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to |
| * darkness at that spot. Input values of 0->1 should be mapped within the same |
| * range, but can affect the curve for a different visual falloff. |
| * |
| * This is used to populate the shadow LUT texture for quick lookup in the |
| * shadow shader. |
| */ |
| static float computeShadowOpacity(float ratio) { |
| // exponential falloff function provided by UX |
| float val = 1 - ratio; |
| return exp(-val * val * 4.0) - 0.018; |
| } |
| |
| void TextureState::constructTexture(Caches& caches) { |
| if (mShadowLutTexture == nullptr) { |
| mShadowLutTexture.reset(new Texture(caches)); |
| |
| unsigned char bytes[SHADOW_LUT_SIZE]; |
| for (int i = 0; i < SHADOW_LUT_SIZE; i++) { |
| float inputRatio = i / (SHADOW_LUT_SIZE - 1.0f); |
| bytes[i] = computeShadowOpacity(inputRatio) * 255; |
| } |
| mShadowLutTexture->upload(GL_ALPHA, SHADOW_LUT_SIZE, 1, GL_ALPHA, GL_UNSIGNED_BYTE, &bytes); |
| mShadowLutTexture->setFilter(GL_LINEAR); |
| mShadowLutTexture->setWrap(GL_CLAMP_TO_EDGE); |
| } |
| } |
| |
| void TextureState::activateTexture(GLuint textureUnit) { |
| LOG_ALWAYS_FATAL_IF(textureUnit >= kTextureUnitsCount, |
| "Tried to use texture unit index %d, only %d exist", |
| textureUnit, kTextureUnitsCount); |
| if (mTextureUnit != textureUnit) { |
| glActiveTexture(kTextureUnits[textureUnit]); |
| mTextureUnit = textureUnit; |
| } |
| } |
| |
| void TextureState::resetActiveTexture() { |
| mTextureUnit = -1; |
| } |
| |
| void TextureState::bindTexture(GLuint texture) { |
| if (mBoundTextures[mTextureUnit] != texture) { |
| glBindTexture(GL_TEXTURE_2D, texture); |
| mBoundTextures[mTextureUnit] = texture; |
| } |
| } |
| |
| void TextureState::bindTexture(GLenum target, GLuint texture) { |
| if (target == GL_TEXTURE_2D) { |
| bindTexture(texture); |
| } else { |
| // GLConsumer directly calls glBindTexture() with |
| // target=GL_TEXTURE_EXTERNAL_OES, don't cache this target |
| // since the cached state could be stale |
| glBindTexture(target, texture); |
| } |
| } |
| |
| void TextureState::deleteTexture(GLuint texture) { |
| // When glDeleteTextures() is called on a currently bound texture, |
| // OpenGL ES specifies that the texture is then considered unbound |
| // Consider the following series of calls: |
| // |
| // glGenTextures -> creates texture name 2 |
| // glBindTexture(2) |
| // glDeleteTextures(2) -> 2 is now unbound |
| // glGenTextures -> can return 2 again |
| // |
| // If we don't call glBindTexture(2) after the second glGenTextures |
| // call, any texture operation will be performed on the default |
| // texture (name=0) |
| |
| unbindTexture(texture); |
| |
| glDeleteTextures(1, &texture); |
| } |
| |
| void TextureState::resetBoundTextures() { |
| for (int i = 0; i < kTextureUnitsCount; i++) { |
| mBoundTextures[i] = 0; |
| } |
| } |
| |
| void TextureState::unbindTexture(GLuint texture) { |
| for (int i = 0; i < kTextureUnitsCount; i++) { |
| if (mBoundTextures[i] == texture) { |
| mBoundTextures[i] = 0; |
| } |
| } |
| } |
| |
| } /* namespace uirenderer */ |
| } /* namespace android */ |
| |