Revert "Revert "Revert "TextureView Vulkan support and optimized OpenGL draw"""
This reverts commit 85f9096b5272c9a39e592e2e97cbbe6cb0e767ab.
Reason for revert: lensblur broken.
Change-Id: I83ac163159fc537bc15936a0f8597a7512ca9d6e
diff --git a/libs/hwui/renderstate/TextureState.cpp b/libs/hwui/renderstate/TextureState.cpp
new file mode 100644
index 0000000..470b4f5
--- /dev/null
+++ b/libs/hwui/renderstate/TextureState.cpp
@@ -0,0 +1,147 @@
+/*
+ * 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 <SkBitmap.h>
+#include <SkCanvas.h>
+#include <memory>
+
+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 */