Add support for linear gradients.

Change-Id: Id15329da065045b3f06fdaed615f33cd57608496
diff --git a/libs/hwui/GradientCache.cpp b/libs/hwui/GradientCache.cpp
new file mode 100644
index 0000000..aeda416
--- /dev/null
+++ b/libs/hwui/GradientCache.cpp
@@ -0,0 +1,160 @@
+/*
+ * 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 <GLES2/gl2.h>
+
+#include <SkCanvas.h>
+#include <SkGradientShader.h>
+
+#include "GradientCache.h"
+
+namespace android {
+namespace uirenderer {
+
+///////////////////////////////////////////////////////////////////////////////
+// Constructors/destructor
+///////////////////////////////////////////////////////////////////////////////
+
+GradientCache::GradientCache(uint32_t maxByteSize):
+        mCache(GenerationCache<SkShader*, Texture*>::kUnlimitedCapacity),
+        mSize(0), mMaxSize(maxByteSize) {
+    mCache.setOnEntryRemovedListener(this);
+}
+
+GradientCache::~GradientCache() {
+    mCache.clear();
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Size management
+///////////////////////////////////////////////////////////////////////////////
+
+uint32_t GradientCache::getSize() {
+    return mSize;
+}
+
+uint32_t GradientCache::getMaxSize() {
+    return mMaxSize;
+}
+
+void GradientCache::setMaxSize(uint32_t maxSize) {
+    mMaxSize = maxSize;
+    while (mSize > mMaxSize) {
+        mCache.removeOldest();
+    }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Callbacks
+///////////////////////////////////////////////////////////////////////////////
+
+void GradientCache::operator()(SkShader*& shader, Texture*& texture) {
+    if (shader) {
+        const uint32_t size = texture->width * texture->height * 4;
+        mSize -= size;
+    }
+
+    if (texture) {
+        glDeleteTextures(1, &texture->id);
+        delete texture;
+    }
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Caching
+///////////////////////////////////////////////////////////////////////////////
+
+Texture* GradientCache::get(SkShader* shader) {
+    Texture* texture = mCache.get(shader);
+    return texture;
+}
+
+void GradientCache::remove(SkShader* shader) {
+    mCache.remove(shader);
+}
+
+void GradientCache::clear() {
+    mCache.clear();
+}
+
+Texture* GradientCache::addLinearGradient(SkShader* shader, float* bounds, uint32_t* colors,
+        float* positions, int count, SkShader::TileMode tileMode) {
+    SkBitmap bitmap;
+    bitmap.setConfig(SkBitmap::kARGB_8888_Config, 1024, 1);
+    bitmap.allocPixels();
+    bitmap.eraseColor(0);
+
+    SkCanvas canvas(bitmap);
+
+    SkPoint points[2];
+    points[0].set(0.0f, 0.0f);
+    points[1].set(bitmap.width(), 0.0f);
+
+    SkShader* localShader = SkGradientShader::CreateLinear(points,
+            reinterpret_cast<const SkColor*>(colors), positions, count, tileMode);
+
+    SkPaint p;
+    p.setStyle(SkPaint::kStrokeAndFill_Style);
+    p.setShader(localShader)->unref();
+
+    canvas.drawRectCoords(0.0f, 0.0f, bitmap.width(), 1.0f, p);
+
+    // Asume the cache is always big enough
+    const uint32_t size = bitmap.rowBytes() * bitmap.height();
+    while (mSize + size > mMaxSize) {
+        mCache.removeOldest();
+    }
+
+    Texture* texture = new Texture;
+    generateTexture(&bitmap, texture);
+
+    mSize += size;
+    mCache.put(shader, texture);
+
+    return texture;
+}
+
+void GradientCache::generateTexture(SkBitmap* bitmap, Texture* texture) {
+    SkAutoLockPixels autoLock(*bitmap);
+    if (!bitmap->readyToDraw()) {
+        LOGE("Cannot generate texture from shader");
+        return;
+    }
+
+    texture->generation = bitmap->getGenerationID();
+    texture->width = bitmap->width();
+    texture->height = bitmap->height();
+
+    glGenTextures(1, &texture->id);
+
+    glBindTexture(GL_TEXTURE_2D, texture->id);
+    glPixelStorei(GL_UNPACK_ALIGNMENT, bitmap->bytesPerPixel());
+
+    texture->blend = !bitmap->isOpaque();
+    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bitmap->rowBytesAsPixels(), texture->height, 0,
+            GL_RGBA, GL_UNSIGNED_BYTE, bitmap->getPixels());
+
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+}
+
+}; // namespace uirenderer
+}; // namespace android