Add 3D transforms support to all gradients.
Change-Id: I61409edd00dab3a11684a3f5e4f7df0afc734758
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index d1a1b45..439e6fb 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -37,12 +37,8 @@
// Linear
"uniform mat4 screenSpace;\n",
// Circular
- "uniform vec2 gradientStart;\n"
- "uniform mat4 gradientMatrix;\n"
"uniform mat4 screenSpace;\n",
// Sweep
- "uniform vec2 gradientStart;\n"
- "uniform mat4 gradientMatrix;\n"
"uniform mat4 screenSpace;\n"
};
const char* gVS_Header_Uniforms_HasBitmap =
@@ -68,11 +64,9 @@
// Linear
" index = (screenSpace * position).x;\n",
// Circular
- " vec4 location = screenSpace * position;\n"
- " circular = (gradientMatrix * vec4(location.xy - gradientStart, 0.0, 0.0)).xy;\n",
+ " circular = (screenSpace * position).xy;\n",
// Sweep
- " vec4 location = screenSpace * position;\n"
- " sweep = (gradientMatrix * vec4(location.xy - gradientStart, 0.0, 0.0)).xy;\n"
+ " sweep = (screenSpace * position).xy;\n"
};
const char* gVS_Main_OutBitmapTexCoords =
" vec4 bitmapCoords = textureTransform * position;\n"
@@ -98,7 +92,6 @@
// Linear
"uniform sampler2D gradientSampler;\n",
// Circular
- "uniform float gradientRadius;\n"
"uniform sampler2D gradientSampler;\n",
// Sweep
"uniform sampler2D gradientSampler;\n"
@@ -130,7 +123,7 @@
// Linear
" vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
// Circular
- " float index = length(circular) * gradientRadius;\n"
+ " float index = length(circular);\n"
" vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
// Sweep
" float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
diff --git a/libs/hwui/SkiaShader.cpp b/libs/hwui/SkiaShader.cpp
index 83de2b2..fa85d20 100644
--- a/libs/hwui/SkiaShader.cpp
+++ b/libs/hwui/SkiaShader.cpp
@@ -49,7 +49,8 @@
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) {
+ mType(type), mKey(key), mTileX(tileX), mTileY(tileY), mBlend(blend) {
+ setMatrix(matrix);
}
SkiaShader::~SkiaShader() {
@@ -69,6 +70,11 @@
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapT);
}
+void SkiaShader::computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView) {
+ screenSpace.loadMultiply(mUnitMatrix, mShaderMatrix);
+ screenSpace.multiply(modelView);
+}
+
///////////////////////////////////////////////////////////////////////////////
// Bitmap shader
///////////////////////////////////////////////////////////////////////////////
@@ -76,6 +82,7 @@
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), mTexture(NULL) {
+ updateLocalMatrix(matrix);
}
void SkiaBitmapShader::describe(ProgramDescription& description, const Extensions& extensions) {
@@ -116,14 +123,7 @@
const float height = texture->height;
mat4 textureTransform;
- if (mMatrix) {
- SkMatrix inverse;
- mMatrix->invert(&inverse);
- textureTransform.load(inverse);
- textureTransform.multiply(modelView);
- } else {
- textureTransform.load(modelView);
- }
+ computeScreenSpaceMatrix(textureTransform, modelView);
// Uniforms
bindTexture(texture->id, mWrapS, mWrapT, textureSlot);
@@ -136,15 +136,7 @@
void SkiaBitmapShader::updateTransforms(Program* program, const mat4& modelView,
const Snapshot& snapshot) {
mat4 textureTransform;
- if (mMatrix) {
- SkMatrix inverse;
- mMatrix->invert(&inverse);
- textureTransform.load(inverse);
- textureTransform.multiply(modelView);
- } else {
- textureTransform.load(modelView);
- }
-
+ computeScreenSpaceMatrix(textureTransform, modelView);
glUniformMatrix4fv(program->getUniform("textureTransform"), 1,
GL_FALSE, &textureTransform.data[0]);
}
@@ -192,23 +184,6 @@
description.gradientType = ProgramDescription::kGradientLinear;
}
-void SkiaLinearGradientShader::computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView) {
- screenSpace.loadMultiply(mUnitMatrix, mShaderMatrix);
- screenSpace.multiply(modelView);
-}
-
-void SkiaLinearGradientShader::updateLocalMatrix(const SkMatrix* matrix) {
- if (matrix) {
- mat4 localMatrix(*matrix);
- mShaderMatrix.loadInverse(localMatrix);
- }
-}
-
-void SkiaLinearGradientShader::setMatrix(SkMatrix* matrix) {
- SkiaShader::setMatrix(matrix);
- updateLocalMatrix(matrix);
-}
-
void SkiaLinearGradientShader::setupProgram(Program* program, const mat4& modelView,
const Snapshot& snapshot, GLuint* textureUnit) {
GLuint textureSlot = (*textureUnit)++;
@@ -239,12 +214,23 @@
// Circular gradient shader
///////////////////////////////////////////////////////////////////////////////
+static void toCircularUnitMatrix(const float x, const float y, const float radius,
+ SkMatrix* matrix) {
+ const float inv = 1.0f / radius;
+ matrix->setTranslate(-x, -y);
+ matrix->postScale(inv, inv);
+}
+
SkiaCircularGradientShader::SkiaCircularGradientShader(float x, float y, float radius,
uint32_t* colors, float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
SkMatrix* matrix, bool blend):
SkiaSweepGradientShader(kCircularGradient, x, y, colors, positions, count, key,
- tileMode, matrix, blend),
- mRadius(radius) {
+ tileMode, matrix, blend) {
+ SkMatrix unitMatrix;
+ toCircularUnitMatrix(x, y, radius, &unitMatrix);
+ mUnitMatrix.load(unitMatrix);
+
+ updateLocalMatrix(matrix);
}
void SkiaCircularGradientShader::describe(ProgramDescription& description,
@@ -253,28 +239,31 @@
description.gradientType = ProgramDescription::kGradientCircular;
}
-void SkiaCircularGradientShader::setupProgram(Program* program, const mat4& modelView,
- const Snapshot& snapshot, GLuint* textureUnit) {
- SkiaSweepGradientShader::setupProgram(program, modelView, snapshot, textureUnit);
- glUniform1f(program->getUniform("gradientRadius"), 1.0f / mRadius);
-}
-
///////////////////////////////////////////////////////////////////////////////
// Sweep gradient shader
///////////////////////////////////////////////////////////////////////////////
+static void toSweepUnitMatrix(const float x, const float y, SkMatrix* matrix) {
+ matrix->setTranslate(-x, -y);
+}
+
SkiaSweepGradientShader::SkiaSweepGradientShader(float x, float y, uint32_t* colors,
float* positions, int count, SkShader* key, SkMatrix* matrix, bool blend):
SkiaShader(kSweepGradient, key, SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode, matrix, blend),
- mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) {
+ mColors(colors), mPositions(positions), mCount(count) {
+ SkMatrix unitMatrix;
+ toSweepUnitMatrix(x, y, &unitMatrix);
+ mUnitMatrix.load(unitMatrix);
+
+ updateLocalMatrix(matrix);
}
SkiaSweepGradientShader::SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors,
float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
SkMatrix* matrix, bool blend):
SkiaShader(type, key, tileMode, tileMode, matrix, blend),
- mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) {
+ mColors(colors), mPositions(positions), mCount(count) {
}
SkiaSweepGradientShader::~SkiaSweepGradientShader() {
@@ -298,35 +287,19 @@
texture = mGradientCache->addLinearGradient(mKey, mColors, mPositions, mCount);
}
- float left = mX;
- float top = mY;
-
- mat4 shaderMatrix;
- if (mMatrix) {
- shaderMatrix.load(*mMatrix);
- shaderMatrix.mapPoint(left, top);
- }
-
- mat4 copy(shaderMatrix);
- shaderMatrix.loadInverse(copy);
-
- snapshot.transform->mapPoint(left, top);
-
- mat4 screenSpace(*snapshot.transform);
- screenSpace.multiply(modelView);
+ mat4 screenSpace;
+ computeScreenSpaceMatrix(screenSpace, modelView);
// Uniforms
bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
glUniform1i(program->getUniform("gradientSampler"), textureSlot);
- glUniformMatrix4fv(program->getUniform("gradientMatrix"), 1, GL_FALSE, &shaderMatrix.data[0]);
- glUniform2f(program->getUniform("gradientStart"), left, top);
glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
}
void SkiaSweepGradientShader::updateTransforms(Program* program, const mat4& modelView,
const Snapshot& snapshot) {
- mat4 screenSpace(*snapshot.transform);
- screenSpace.multiply(modelView);
+ mat4 screenSpace;
+ computeScreenSpaceMatrix(screenSpace, modelView);
glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
}
diff --git a/libs/hwui/SkiaShader.h b/libs/hwui/SkiaShader.h
index 2c1eb35..2565e65 100644
--- a/libs/hwui/SkiaShader.h
+++ b/libs/hwui/SkiaShader.h
@@ -77,10 +77,21 @@
const Snapshot& snapshot) {
}
- virtual void setMatrix(SkMatrix* matrix) {
- mMatrix = matrix;
+ void setMatrix(SkMatrix* matrix) {
+ updateLocalMatrix(matrix);
}
+ void updateLocalMatrix(const SkMatrix* matrix) {
+ if (matrix) {
+ mat4 localMatrix(*matrix);
+ mShaderMatrix.loadInverse(localMatrix);
+ } else {
+ mShaderMatrix.loadIdentity();
+ }
+ }
+
+ void computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView);
+
protected:
inline void bindTexture(GLuint texture, GLenum wrapS, GLenum wrapT, GLuint textureUnit);
@@ -88,11 +99,13 @@
SkShader* mKey;
SkShader::TileMode mTileX;
SkShader::TileMode mTileY;
- SkMatrix* mMatrix;
bool mBlend;
TextureCache* mTextureCache;
GradientCache* mGradientCache;
+
+ mat4 mUnitMatrix;
+ mat4 mShaderMatrix;
}; // struct SkiaShader
@@ -139,15 +152,7 @@
GLuint* textureUnit);
void updateTransforms(Program* program, const mat4& modelView, const Snapshot& snapshot);
- void setMatrix(SkMatrix* matrix);
-
private:
- void updateLocalMatrix(const SkMatrix* matrix);
- void computeScreenSpaceMatrix(mat4& screenSpace, const mat4& modelView);
-
- mat4 mUnitMatrix;
- mat4 mShaderMatrix;
-
float* mBounds;
uint32_t* mColors;
float* mPositions;
@@ -163,7 +168,7 @@
~SkiaSweepGradientShader();
virtual void describe(ProgramDescription& description, const Extensions& extensions);
- virtual void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
+ void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
GLuint* textureUnit);
void updateTransforms(Program* program, const mat4& modelView, const Snapshot& snapshot);
@@ -171,7 +176,6 @@
SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors, float* positions,
int count, SkShader* key, SkShader::TileMode tileMode, SkMatrix* matrix, bool blend);
- float mX, mY;
uint32_t* mColors;
float* mPositions;
int mCount;
@@ -185,11 +189,6 @@
int count, SkShader* key,SkShader::TileMode tileMode, SkMatrix* matrix, bool blend);
void describe(ProgramDescription& description, const Extensions& extensions);
- void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
- GLuint* textureUnit);
-
-private:
- float mRadius;
}; // struct SkiaCircularGradientShader
/**