364 lines
14 KiB
C++
364 lines
14 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "SkiaShader.h"
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#include "Caches.h"
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#include "Extensions.h"
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#include "Matrix.h"
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#include "Texture.h"
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#include "hwui/Bitmap.h"
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#include <SkMatrix.h>
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#include <utils/Log.h>
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Support
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///////////////////////////////////////////////////////////////////////////////
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static constexpr GLenum gTileModes[] = {
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GL_CLAMP_TO_EDGE, // == SkShader::kClamp_TileMode
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GL_REPEAT, // == SkShader::kRepeat_Mode
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GL_MIRRORED_REPEAT // == SkShader::kMirror_TileMode
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};
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static_assert(gTileModes[SkShader::kClamp_TileMode] == GL_CLAMP_TO_EDGE,
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"SkShader TileModes have changed");
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static_assert(gTileModes[SkShader::kRepeat_TileMode] == GL_REPEAT,
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"SkShader TileModes have changed");
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static_assert(gTileModes[SkShader::kMirror_TileMode] == GL_MIRRORED_REPEAT,
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"SkShader TileModes have changed");
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/**
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* This function does not work for n == 0.
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*/
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static inline bool isPowerOfTwo(unsigned int n) {
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return !(n & (n - 1));
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}
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static inline void bindUniformColor(int slot, FloatColor color) {
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glUniform4fv(slot, 1, reinterpret_cast<const float*>(&color));
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}
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static inline void bindTexture(Caches* caches, Texture* texture, GLenum wrapS, GLenum wrapT) {
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caches->textureState().bindTexture(texture->target(), texture->id());
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texture->setWrapST(wrapS, wrapT);
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}
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/**
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* Compute the matrix to transform to screen space.
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* @param screenSpace Output param for the computed matrix.
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* @param unitMatrix The unit matrix for gradient shaders, as returned by SkShader::asAGradient,
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* or identity.
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* @param localMatrix Local matrix, as returned by SkShader::getLocalMatrix().
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* @param modelViewMatrix Model view matrix, as supplied by the OpenGLRenderer.
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*/
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static void computeScreenSpaceMatrix(mat4& screenSpace, const SkMatrix& unitMatrix,
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const SkMatrix& localMatrix, const mat4& modelViewMatrix) {
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mat4 shaderMatrix;
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// uses implicit construction
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shaderMatrix.loadInverse(localMatrix);
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// again, uses implicit construction
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screenSpace.loadMultiply(unitMatrix, shaderMatrix);
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screenSpace.multiply(modelViewMatrix);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Gradient shader matrix helpers
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///////////////////////////////////////////////////////////////////////////////
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static void toLinearUnitMatrix(const SkPoint pts[2], SkMatrix* matrix) {
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SkVector vec = pts[1] - pts[0];
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const float mag = vec.length();
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const float inv = mag ? 1.0f / mag : 0;
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vec.scale(inv);
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matrix->setSinCos(-vec.fY, vec.fX, pts[0].fX, pts[0].fY);
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matrix->postTranslate(-pts[0].fX, -pts[0].fY);
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matrix->postScale(inv, inv);
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}
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static void toCircularUnitMatrix(const float x, const float y, const float radius,
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SkMatrix* matrix) {
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const float inv = 1.0f / radius;
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matrix->setTranslate(-x, -y);
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matrix->postScale(inv, inv);
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}
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static void toSweepUnitMatrix(const float x, const float y, SkMatrix* matrix) {
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matrix->setTranslate(-x, -y);
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}
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///////////////////////////////////////////////////////////////////////////////
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// Common gradient code
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///////////////////////////////////////////////////////////////////////////////
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static bool isSimpleGradient(const SkShader::GradientInfo& gradInfo) {
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return gradInfo.fColorCount == 2 && gradInfo.fTileMode == SkShader::kClamp_TileMode;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Store / apply
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///////////////////////////////////////////////////////////////////////////////
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bool tryStoreGradient(Caches& caches, const SkShader& shader, const Matrix4 modelViewMatrix,
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GLuint* textureUnit, ProgramDescription* description,
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SkiaShaderData::GradientShaderData* outData) {
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SkShader::GradientInfo gradInfo;
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gradInfo.fColorCount = 0;
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gradInfo.fColors = nullptr;
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gradInfo.fColorOffsets = nullptr;
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SkMatrix unitMatrix;
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switch (shader.asAGradient(&gradInfo)) {
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case SkShader::kLinear_GradientType:
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description->gradientType = ProgramDescription::kGradientLinear;
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toLinearUnitMatrix(gradInfo.fPoint, &unitMatrix);
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break;
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case SkShader::kRadial_GradientType:
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description->gradientType = ProgramDescription::kGradientCircular;
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toCircularUnitMatrix(gradInfo.fPoint[0].fX, gradInfo.fPoint[0].fY,
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gradInfo.fRadius[0], &unitMatrix);
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break;
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case SkShader::kSweep_GradientType:
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description->gradientType = ProgramDescription::kGradientSweep;
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toSweepUnitMatrix(gradInfo.fPoint[0].fX, gradInfo.fPoint[0].fY, &unitMatrix);
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break;
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default:
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// Do nothing. This shader is unsupported.
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return false;
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}
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description->hasGradient = true;
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description->isSimpleGradient = isSimpleGradient(gradInfo);
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computeScreenSpaceMatrix(outData->screenSpace, unitMatrix,
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shader.getLocalMatrix(), modelViewMatrix);
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// re-query shader to get full color / offset data
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std::unique_ptr<SkColor[]> colorStorage(new SkColor[gradInfo.fColorCount]);
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std::unique_ptr<SkScalar[]> colorOffsets(new SkScalar[gradInfo.fColorCount]);
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gradInfo.fColors = &colorStorage[0];
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gradInfo.fColorOffsets = &colorOffsets[0];
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shader.asAGradient(&gradInfo);
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if (CC_UNLIKELY(!description->isSimpleGradient)) {
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outData->gradientSampler = (*textureUnit)++;
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#ifndef SK_SCALAR_IS_FLOAT
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#error Need to convert gradInfo.fColorOffsets to float!
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#endif
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outData->gradientTexture = caches.gradientCache.get(
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gradInfo.fColors, gradInfo.fColorOffsets, gradInfo.fColorCount);
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outData->wrapST = gTileModes[gradInfo.fTileMode];
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} else {
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outData->gradientSampler = 0;
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outData->gradientTexture = nullptr;
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outData->startColor.set(gradInfo.fColors[0]);
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outData->endColor.set(gradInfo.fColors[1]);
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}
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return true;
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}
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void applyGradient(Caches& caches, const SkiaShaderData::GradientShaderData& data,
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const GLsizei width, const GLsizei height) {
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if (CC_UNLIKELY(data.gradientTexture)) {
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caches.textureState().activateTexture(data.gradientSampler);
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bindTexture(&caches, data.gradientTexture, data.wrapST, data.wrapST);
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glUniform1i(caches.program().getUniform("gradientSampler"), data.gradientSampler);
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} else {
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bindUniformColor(caches.program().getUniform("startColor"), data.startColor);
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bindUniformColor(caches.program().getUniform("endColor"), data.endColor);
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}
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glUniform2f(caches.program().getUniform("screenSize"), 1.0f / width, 1.0f / height);
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glUniformMatrix4fv(caches.program().getUniform("screenSpace"), 1,
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GL_FALSE, &data.screenSpace.data[0]);
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}
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bool tryStoreBitmap(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
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GLuint* textureUnit, ProgramDescription* description,
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SkiaShaderData::BitmapShaderData* outData) {
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SkBitmap bitmap;
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SkShader::TileMode xy[2];
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if (!shader.isABitmap(&bitmap, nullptr, xy)) {
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return false;
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}
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// TODO: create hwui-owned BitmapShader.
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Bitmap* hwuiBitmap = static_cast<Bitmap*>(bitmap.pixelRef());
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outData->bitmapTexture = caches.textureCache.get(hwuiBitmap);
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if (!outData->bitmapTexture) return false;
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outData->bitmapSampler = (*textureUnit)++;
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const float width = outData->bitmapTexture->width();
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const float height = outData->bitmapTexture->height();
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Texture* texture = outData->bitmapTexture;
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description->hasBitmap = true;
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description->hasLinearTexture = texture->isLinear();
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description->hasColorSpaceConversion = texture->hasColorSpaceConversion();
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description->transferFunction = texture->getTransferFunctionType();
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description->hasTranslucentConversion = texture->blend;
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description->isShaderBitmapExternal = hwuiBitmap->isHardware();
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// gralloc doesn't support non-clamp modes
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if (hwuiBitmap->isHardware() || (!caches.extensions().hasNPot()
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&& (!isPowerOfTwo(width) || !isPowerOfTwo(height))
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&& (xy[0] != SkShader::kClamp_TileMode || xy[1] != SkShader::kClamp_TileMode))) {
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// need non-clamp mode, but it's not supported for this draw,
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// so enable custom shader logic to mimic
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description->useShaderBasedWrap = true;
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description->bitmapWrapS = gTileModes[xy[0]];
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description->bitmapWrapT = gTileModes[xy[1]];
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outData->wrapS = GL_CLAMP_TO_EDGE;
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outData->wrapT = GL_CLAMP_TO_EDGE;
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} else {
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outData->wrapS = gTileModes[xy[0]];
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outData->wrapT = gTileModes[xy[1]];
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}
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computeScreenSpaceMatrix(outData->textureTransform, SkMatrix::I(), shader.getLocalMatrix(),
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modelViewMatrix);
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outData->textureDimension[0] = 1.0f / width;
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outData->textureDimension[1] = 1.0f / height;
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return true;
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}
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void applyBitmap(Caches& caches, const SkiaShaderData::BitmapShaderData& data) {
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caches.textureState().activateTexture(data.bitmapSampler);
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bindTexture(&caches, data.bitmapTexture, data.wrapS, data.wrapT);
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data.bitmapTexture->setFilter(GL_LINEAR);
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glUniform1i(caches.program().getUniform("bitmapSampler"), data.bitmapSampler);
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glUniformMatrix4fv(caches.program().getUniform("textureTransform"), 1, GL_FALSE,
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&data.textureTransform.data[0]);
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glUniform2fv(caches.program().getUniform("textureDimension"), 1, &data.textureDimension[0]);
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}
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SkiaShaderType getComposeSubType(const SkShader& shader) {
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// First check for a gradient shader.
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switch (shader.asAGradient(nullptr)) {
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case SkShader::kNone_GradientType:
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// Not a gradient shader. Fall through to check for other types.
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break;
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case SkShader::kLinear_GradientType:
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case SkShader::kRadial_GradientType:
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case SkShader::kSweep_GradientType:
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return kGradient_SkiaShaderType;
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default:
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// This is a Skia gradient that has no SkiaShader equivalent. Return None to skip.
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return kNone_SkiaShaderType;
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}
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// The shader is not a gradient. Check for a bitmap shader.
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if (shader.isABitmap()) {
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return kBitmap_SkiaShaderType;
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}
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return kNone_SkiaShaderType;
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}
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void storeCompose(Caches& caches, const SkShader& bitmapShader, const SkShader& gradientShader,
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const Matrix4& modelViewMatrix, GLuint* textureUnit,
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ProgramDescription* description, SkiaShaderData* outData) {
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LOG_ALWAYS_FATAL_IF(!tryStoreBitmap(caches, bitmapShader, modelViewMatrix,
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textureUnit, description, &outData->bitmapData),
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"failed storing bitmap shader data");
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LOG_ALWAYS_FATAL_IF(!tryStoreGradient(caches, gradientShader, modelViewMatrix,
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textureUnit, description, &outData->gradientData),
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"failing storing gradient shader data");
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}
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bool tryStoreCompose(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
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GLuint* textureUnit, ProgramDescription* description,
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SkiaShaderData* outData) {
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SkShader::ComposeRec rec;
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if (!shader.asACompose(&rec)) return false;
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const SkiaShaderType shaderAType = getComposeSubType(*rec.fShaderA);
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const SkiaShaderType shaderBType = getComposeSubType(*rec.fShaderB);
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// check that type enum values are the 2 flags that compose the kCompose value
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if ((shaderAType & shaderBType) != 0) return false;
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if ((shaderAType | shaderBType) != kCompose_SkiaShaderType) return false;
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mat4 transform;
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computeScreenSpaceMatrix(transform, SkMatrix::I(), shader.getLocalMatrix(), modelViewMatrix);
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if (shaderAType == kBitmap_SkiaShaderType) {
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description->isBitmapFirst = true;
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storeCompose(caches, *rec.fShaderA, *rec.fShaderB,
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transform, textureUnit, description, outData);
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} else {
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description->isBitmapFirst = false;
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storeCompose(caches, *rec.fShaderB, *rec.fShaderA,
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transform, textureUnit, description, outData);
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}
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description->shadersMode = rec.fBlendMode;
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return true;
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}
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void SkiaShader::store(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
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GLuint* textureUnit, ProgramDescription* description,
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SkiaShaderData* outData) {
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if (tryStoreGradient(caches, shader, modelViewMatrix,
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textureUnit, description, &outData->gradientData)) {
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outData->skiaShaderType = kGradient_SkiaShaderType;
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return;
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}
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if (tryStoreBitmap(caches, shader, modelViewMatrix,
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textureUnit, description, &outData->bitmapData)) {
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outData->skiaShaderType = kBitmap_SkiaShaderType;
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return;
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}
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if (tryStoreCompose(caches, shader, modelViewMatrix,
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textureUnit, description, outData)) {
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outData->skiaShaderType = kCompose_SkiaShaderType;
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return;
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}
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// Unknown/unsupported type, so explicitly ignore shader
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outData->skiaShaderType = kNone_SkiaShaderType;
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}
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void SkiaShader::apply(Caches& caches, const SkiaShaderData& data,
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const GLsizei width, const GLsizei height) {
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if (!data.skiaShaderType) return;
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if (data.skiaShaderType & kGradient_SkiaShaderType) {
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applyGradient(caches, data.gradientData, width, height);
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}
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if (data.skiaShaderType & kBitmap_SkiaShaderType) {
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applyBitmap(caches, data.bitmapData);
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}
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}
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}; // namespace uirenderer
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}; // namespace android
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