Refactor Skia shaders handling.
With this change, Skia shaders can easily be applied to any mesh. This change also
supports ComposeShader. For instance, this can be used to blend a gradient and a
bitmap togehter and paint a string of text with the result.
Change-Id: I701c2f9cf7f89b2ff58005e8a1d0d80ccf4a4aea
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index cc8e6bc..187e9d8 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -41,6 +41,8 @@
#define DEFAULT_PATCH_CACHE_SIZE 100
#define DEFAULT_GRADIENT_CACHE_SIZE 0.5f
+#define REQUIRED_TEXTURE_UNITS_COUNT 3
+
// Converts a number of mega-bytes into bytes
#define MB(s) s * 1024 * 1024
@@ -88,16 +90,10 @@
{ SkXfermode::kXor_Mode, GL_ONE_MINUS_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA }
};
-static const GLint gTileModes[] = {
- GL_CLAMP_TO_EDGE, // SkShader::kClamp_TileMode
- GL_REPEAT, // SkShader::kRepeat_Mode
- GL_MIRRORED_REPEAT // SkShader::kMirror_TileMode
-};
-
static const GLenum gTextureUnits[] = {
- GL_TEXTURE0, // Bitmap or text
- GL_TEXTURE1, // Gradient
- GL_TEXTURE2 // Bitmap shader
+ GL_TEXTURE0,
+ GL_TEXTURE1,
+ GL_TEXTURE2
};
///////////////////////////////////////////////////////////////////////////////
@@ -135,12 +131,7 @@
}
mCurrentProgram = NULL;
-
- mShader = kShaderNone;
- mShaderTileX = GL_CLAMP_TO_EDGE;
- mShaderTileY = GL_CLAMP_TO_EDGE;
- mShaderMatrix = NULL;
- mShaderBitmap = NULL;
+ mShader = NULL;
memcpy(mMeshVertices, gMeshVertices, sizeof(gMeshVertices));
@@ -560,16 +551,21 @@
mModelView.loadIdentity();
+ GLuint textureUnit = 0;
+
ProgramDescription description;
description.hasTexture = true;
description.hasAlpha8Texture = true;
+ if (mShader) {
+ mShader->describe(description, mExtensions);
+ }
useProgram(mProgramCache.get(description));
mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
chooseBlending(true, mode);
- bindTexture(mFontRenderer.getTexture(), GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
- glUniform1i(mCurrentProgram->getUniform("sampler"), 0);
+ bindTexture(mFontRenderer.getTexture(), GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, textureUnit);
+ glUniform1i(mCurrentProgram->getUniform("sampler"), textureUnit);
int texCoordsSlot = mCurrentProgram->getAttrib("texCoords");
glEnableVertexAttribArray(texCoordsSlot);
@@ -577,6 +573,12 @@
// Always premultiplied
glUniform4f(mCurrentProgram->color, r, g, b, a);
+ textureUnit++;
+ // Setup attributes and uniforms required by the shaders
+ if (mShader) {
+ mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit);
+ }
+
// TODO: Implement scale properly
const Rect& clip = mSnapshot->getLocalClip();
mFontRenderer.setFont(paint, SkTypeface::UniqueID(paint->getTypeface()), paint->getTextSize());
@@ -591,36 +593,14 @@
///////////////////////////////////////////////////////////////////////////////
void OpenGLRenderer::resetShader() {
- mShader = OpenGLRenderer::kShaderNone;
- mShaderKey = NULL;
- mShaderBlend = false;
- mShaderTileX = GL_CLAMP_TO_EDGE;
- mShaderTileY = GL_CLAMP_TO_EDGE;
+ mShader = NULL;
}
-void OpenGLRenderer::setupBitmapShader(SkBitmap* bitmap, SkShader::TileMode tileX,
- SkShader::TileMode tileY, SkMatrix* matrix, bool hasAlpha) {
- mShader = OpenGLRenderer::kShaderBitmap;
- mShaderBlend = hasAlpha;
- mShaderBitmap = bitmap;
- mShaderTileX = gTileModes[tileX];
- mShaderTileY = gTileModes[tileY];
- mShaderMatrix = matrix;
-}
-
-void OpenGLRenderer::setupLinearGradientShader(SkShader* shader, float* bounds, uint32_t* colors,
- float* positions, int count, SkShader::TileMode tileMode, SkMatrix* matrix, bool hasAlpha) {
- // TODO: We should use a struct to describe each shader
- mShader = OpenGLRenderer::kShaderLinearGradient;
- mShaderKey = shader;
- mShaderBlend = hasAlpha;
- mShaderTileX = gTileModes[tileMode];
- mShaderTileY = gTileModes[tileMode];
- mShaderMatrix = matrix;
- mShaderBounds = bounds;
- mShaderColors = colors;
- mShaderPositions = positions;
- mShaderCount = count;
+void OpenGLRenderer::setupShader(SkiaShader* shader) {
+ mShader = shader;
+ if (mShader) {
+ mShader->set(&mTextureCache, &mGradientCache);
+ }
}
///////////////////////////////////////////////////////////////////////////////
@@ -630,165 +610,52 @@
void OpenGLRenderer::drawColorRect(float left, float top, float right, float bottom,
int color, SkXfermode::Mode mode, bool ignoreTransform) {
// If a shader is set, preserve only the alpha
- if (mShader != kShaderNone) {
+ if (mShader) {
color |= 0x00ffffff;
}
// Render using pre-multiplied alpha
const int alpha = (color >> 24) & 0xFF;
const GLfloat a = alpha / 255.0f;
-
- switch (mShader) {
- case OpenGLRenderer::kShaderBitmap:
- drawBitmapShader(left, top, right, bottom, a, mode);
- return;
- case OpenGLRenderer::kShaderLinearGradient:
- drawLinearGradientShader(left, top, right, bottom, a, mode);
- return;
- default:
- break;
- }
-
const GLfloat r = a * ((color >> 16) & 0xFF) / 255.0f;
const GLfloat g = a * ((color >> 8) & 0xFF) / 255.0f;
const GLfloat b = a * ((color ) & 0xFF) / 255.0f;
- // Pre-multiplication happens when setting the shader color
- chooseBlending(alpha < 255 || mShaderBlend, mode);
+ GLuint textureUnit = 0;
- mModelView.loadTranslate(left, top, 0.0f);
- mModelView.scale(right - left, bottom - top, 1.0f);
+ // Setup the blending mode
+ chooseBlending(alpha < 255 || (mShader && mShader->blend()), mode);
+ // Describe the required shaders
ProgramDescription description;
- Program* program = mProgramCache.get(description);
- if (!useProgram(program)) {
- const GLvoid* vertices = &mMeshVertices[0].position[0];
- const GLvoid* texCoords = &mMeshVertices[0].texture[0];
-
- glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE,
- gMeshStride, vertices);
+ if (mShader) {
+ mShader->describe(description, mExtensions);
}
+ // Build and use the appropriate shader
+ useProgram(mProgramCache.get(description));
+
+ // Setup attributes
+ glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE,
+ gMeshStride, &mMeshVertices[0].position[0]);
+
+ // Setup uniforms
+ mModelView.loadTranslate(left, top, 0.0f);
+ mModelView.scale(right - left, bottom - top, 1.0f);
if (!ignoreTransform) {
mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
} else {
mat4 identity;
mCurrentProgram->set(mOrthoMatrix, mModelView, identity);
}
-
glUniform4f(mCurrentProgram->color, r, g, b, a);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
-}
-
-void OpenGLRenderer::drawLinearGradientShader(float left, float top, float right, float bottom,
- float alpha, SkXfermode::Mode mode) {
- Texture* texture = mGradientCache.get(mShaderKey);
- if (!texture) {
- SkShader::TileMode tileMode = SkShader::kClamp_TileMode;
- switch (mShaderTileX) {
- case GL_REPEAT:
- tileMode = SkShader::kRepeat_TileMode;
- break;
- case GL_MIRRORED_REPEAT:
- tileMode = SkShader::kMirror_TileMode;
- break;
- }
-
- texture = mGradientCache.addLinearGradient(mShaderKey, mShaderBounds, mShaderColors,
- mShaderPositions, mShaderCount, tileMode);
+ // Setup attributes and uniforms required by the shaders
+ if (mShader) {
+ mShader->setupProgram(mCurrentProgram, mModelView, *mSnapshot, &textureUnit);
}
- ProgramDescription description;
- description.hasGradient = true;
-
- mModelView.loadTranslate(left, top, 0.0f);
- mModelView.scale(right - left, bottom - top, 1.0f);
-
- useProgram(mProgramCache.get(description));
- mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
-
- chooseBlending(mShaderBlend || alpha < 1.0f, mode);
- bindTexture(texture->id, mShaderTileX, mShaderTileY, 0);
- glUniform1i(mCurrentProgram->getUniform("gradientSampler"), 0);
-
- Rect start(mShaderBounds[0], mShaderBounds[1], mShaderBounds[2], mShaderBounds[3]);
- if (mShaderMatrix) {
- mat4 shaderMatrix(*mShaderMatrix);
- shaderMatrix.mapRect(start);
- }
- mSnapshot->transform.mapRect(start);
-
- const float gradientX = start.right - start.left;
- const float gradientY = start.bottom - start.top;
-
- mat4 screenSpace(mSnapshot->transform);
- screenSpace.multiply(mModelView);
-
- // Always premultiplied
- glUniform4f(mCurrentProgram->color, alpha, alpha, alpha, alpha);
- glUniform2f(mCurrentProgram->getUniform("gradientStart"), start.left, start.top);
- glUniform2f(mCurrentProgram->getUniform("gradient"), gradientX, gradientY);
- glUniform1f(mCurrentProgram->getUniform("gradientLength"),
- 1.0f / (gradientX * gradientX + gradientY * gradientY));
- glUniformMatrix4fv(mCurrentProgram->getUniform("screenSpace"), 1, GL_FALSE,
- &screenSpace.data[0]);
-
- glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE,
- gMeshStride, &mMeshVertices[0].position[0]);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
-}
-
-void OpenGLRenderer::drawBitmapShader(float left, float top, float right, float bottom,
- float alpha, SkXfermode::Mode mode) {
- const Texture* texture = mTextureCache.get(mShaderBitmap);
-
- const float width = texture->width;
- const float height = texture->height;
-
- mModelView.loadTranslate(left, top, 0.0f);
- mModelView.scale(right - left, bottom - top, 1.0f);
-
- mat4 textureTransform;
- if (mShaderMatrix) {
- SkMatrix inverse;
- mShaderMatrix->invert(&inverse);
- textureTransform.load(inverse);
- textureTransform.multiply(mModelView);
- } else {
- textureTransform.load(mModelView);
- }
-
- ProgramDescription description;
- description.hasBitmap = true;
- // The driver does not support non-power of two mirrored/repeated
- // textures, so do it ourselves
- if (!mExtensions.hasNPot()) {
- description.isBitmapNpot = true;
- description.bitmapWrapS = mShaderTileX;
- description.bitmapWrapT = mShaderTileY;
- }
-
- useProgram(mProgramCache.get(description));
- mCurrentProgram->set(mOrthoMatrix, mModelView, mSnapshot->transform);
-
- chooseBlending(texture->blend || alpha < 1.0f, mode);
-
- // Texture
- bindTexture(texture->id, mShaderTileX, mShaderTileY, 0);
- glUniform1i(mCurrentProgram->getUniform("bitmapSampler"), 0);
- glUniformMatrix4fv(mCurrentProgram->getUniform("textureTransform"), 1,
- GL_FALSE, &textureTransform.data[0]);
- glUniform2f(mCurrentProgram->getUniform("textureDimension"), 1.0f / width, 1.0f / height);
-
- // Always premultiplied
- glUniform4f(mCurrentProgram->color, alpha, alpha, alpha, alpha);
-
- // Mesh
- glVertexAttribPointer(mCurrentProgram->position, 2, GL_FLOAT, GL_FALSE,
- gMeshStride, &mMeshVertices[0].position[0]);
-
+ // Draw the mesh
glDrawArrays(GL_TRIANGLE_STRIP, 0, gMeshCount);
}
@@ -823,7 +690,7 @@
chooseBlending(blend || alpha < 1.0f, mode);
// Texture
- bindTexture(texture, mShaderTileX, mShaderTileY, 0);
+ bindTexture(texture, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, 0);
glUniform1i(mCurrentProgram->getUniform("sampler"), 0);
// Always premultiplied