blob: ffdb3485b3c09c7b217ae768fce777a4fd1e6ead [file] [log] [blame]
/*
* Copyright (C) 2010 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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <utils/Log.h>
#include <SkMatrix.h>
#include "SkiaShader.h"
#include "Texture.h"
#include "Matrix.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Support
///////////////////////////////////////////////////////////////////////////////
static const GLenum gTextureUnitsMap[] = {
GL_TEXTURE0,
GL_TEXTURE1,
GL_TEXTURE2
};
static const GLint gTileModes[] = {
GL_CLAMP_TO_EDGE, // == SkShader::kClamp_TileMode
GL_REPEAT, // == SkShader::kRepeat_Mode
GL_MIRRORED_REPEAT // == SkShader::kMirror_TileMode
};
///////////////////////////////////////////////////////////////////////////////
// Base shader
///////////////////////////////////////////////////////////////////////////////
SkiaShader::SkiaShader(Type type, SkShader* key, SkShader::TileMode tileX,
SkShader::TileMode tileY, SkMatrix* matrix, bool blend):
mType(type), mKey(key), mTileX(tileX), mTileY(tileY), mMatrix(matrix), mBlend(blend) {
}
SkiaShader::~SkiaShader() {
}
void SkiaShader::describe(ProgramDescription& description, const Extensions& extensions) {
}
void SkiaShader::setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit) {
}
void SkiaShader::bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit) {
glActiveTexture(gTextureUnitsMap[textureUnit]);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapS);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
}
///////////////////////////////////////////////////////////////////////////////
// Bitmap shader
///////////////////////////////////////////////////////////////////////////////
SkiaBitmapShader::SkiaBitmapShader(SkBitmap* bitmap, SkShader* key, SkShader::TileMode tileX,
SkShader::TileMode tileY, SkMatrix* matrix, bool blend):
SkiaShader(kBitmap, key, tileX, tileY, matrix, blend), mBitmap(bitmap) {
}
void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) {
const Texture* texture = mTextureCache->get(mBitmap);
const float width = texture->width;
const float height = texture->height;
description.hasBitmap = true;
// The driver does not support non-power of two mirrored/repeated
// textures, so do it ourselves
if (!extensions.hasNPot() && !isPowerOfTwo(width) && !isPowerOfTwo(height)) {
description.isBitmapNpot = true;
description.bitmapWrapS = gTileModes[mTileX];
description.bitmapWrapT = gTileModes[mTileY];
}
}
void SkiaBitmapShader::setupProgram(Program* program, const mat4& modelView,
const Snapshot& snapshot, GLuint* textureUnit) {
GLuint textureSlot = (*textureUnit)++;
glActiveTexture(gTextureUnitsMap[textureSlot]);
const Texture* texture = mTextureCache->get(mBitmap);
const float width = texture->width;
const float height = texture->height;
mat4 textureTransform;
if (mMatrix) {
SkMatrix inverse;
mMatrix->invert(&inverse);
textureTransform.load(inverse);
textureTransform.multiply(modelView);
} else {
textureTransform.load(modelView);
}
// Uniforms
bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
glUniform1i(program->getUniform("bitmapSampler"), textureSlot);
glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
GL_FALSE, &textureTransform.data[0]);
glUniform2f(program->getUniform("textureDimension"), 1.0f / width, 1.0f / height);
}
///////////////////////////////////////////////////////////////////////////////
// Linear gradient shader
///////////////////////////////////////////////////////////////////////////////
SkiaLinearGradientShader::SkiaLinearGradientShader(float* bounds, uint32_t* colors,
float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
SkMatrix* matrix, bool blend):
SkiaShader(kLinearGradient, key, tileMode, tileMode, matrix, blend),
mBounds(bounds), mColors(colors), mPositions(positions), mCount(count) {
}
SkiaLinearGradientShader::~SkiaLinearGradientShader() {
delete[] mBounds;
delete[] mColors;
delete[] mPositions;
}
void SkiaLinearGradientShader::describe(ProgramDescription& description,
const Extensions& extensions) {
description.hasGradient = true;
}
void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView,
const Snapshot& snapshot, GLuint* textureUnit) {
GLuint textureSlot = (*textureUnit)++;
glActiveTexture(gTextureUnitsMap[textureSlot]);
Texture* texture = mGradientCache->get(mKey);
if (!texture) {
texture = mGradientCache->addLinearGradient(mKey, mBounds, mColors, mPositions,
mCount, mTileX);
}
Rect start(mBounds[0], mBounds[1], mBounds[2], mBounds[3]);
if (mMatrix) {
mat4 shaderMatrix(*mMatrix);
shaderMatrix.mapRect(start);
}
snapshot.transform.mapRect(start);
const float gradientX = start.right - start.left;
const float gradientY = start.bottom - start.top;
mat4 screenSpace(snapshot.transform);
screenSpace.multiply(modelView);
// Uniforms
bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
glUniform1i(program->getUniform("gradientSampler"), textureSlot);
glUniform2f(program->getUniform("gradientStart"), start.left, start.top);
glUniform2f(program->getUniform("gradient"), gradientX, gradientY);
glUniform1f(program->getUniform("gradientLength"),
1.0f / (gradientX * gradientX + gradientY * gradientY));
glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
}
///////////////////////////////////////////////////////////////////////////////
// Compose shader
///////////////////////////////////////////////////////////////////////////////
SkiaComposeShader::SkiaComposeShader(SkiaShader* first, SkiaShader* second,
SkXfermode::Mode mode, SkShader* key):
SkiaShader(kCompose, key, SkShader::kClamp_TileMode, SkShader::kClamp_TileMode,
NULL, first->blend() || second->blend()), mFirst(first), mSecond(second), mMode(mode) {
}
void SkiaComposeShader::set(TextureCache* textureCache, GradientCache* gradientCache) {
SkiaShader::set(textureCache, gradientCache);
mFirst->set(textureCache, gradientCache);
mSecond->set(textureCache, gradientCache);
}
void SkiaComposeShader::describe(ProgramDescription& description, const Extensions& extensions) {
mFirst->describe(description, extensions);
mSecond->describe(description, extensions);
if (mFirst->type() == kBitmap) {
description.isBitmapFirst = true;
}
description.shadersMode = mMode;
}
void SkiaComposeShader::setupProgram(Program* program, const mat4& modelView,
const Snapshot& snapshot, GLuint* textureUnit) {
mFirst->setupProgram(program, modelView, snapshot, textureUnit);
mSecond->setupProgram(program, modelView, snapshot, textureUnit);
}
}; // namespace uirenderer
}; // namespace android