Add support for circular gradients to the GL renderer.
This change also adds full support for local transformation matrices on
sweep and radial gradients.
Change-Id: Id8773bc0766575190e3f3d51984fc5e57b266c3f
diff --git a/libs/hwui/SkiaShader.cpp b/libs/hwui/SkiaShader.cpp
index c5d9767..9e1f6c2 100644
--- a/libs/hwui/SkiaShader.cpp
+++ b/libs/hwui/SkiaShader.cpp
@@ -209,6 +209,30 @@
}
///////////////////////////////////////////////////////////////////////////////
+// Circular gradient shader
+///////////////////////////////////////////////////////////////////////////////
+
+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) {
+}
+
+void SkiaCircularGradientShader::describe(ProgramDescription& description,
+ const Extensions& extensions) {
+ description.hasGradient = true;
+ 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
///////////////////////////////////////////////////////////////////////////////
@@ -219,6 +243,13 @@
mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) {
}
+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) {
+}
+
SkiaSweepGradientShader::~SkiaSweepGradientShader() {
delete[] mColors;
delete[] mPositions;
@@ -243,10 +274,15 @@
float left = mX;
float top = mY;
+ mat4 shaderMatrix;
if (mMatrix) {
- mat4 shaderMatrix(*mMatrix);
+ shaderMatrix.load(*mMatrix);
shaderMatrix.mapPoint(left, top);
}
+
+ mat4 copy(shaderMatrix);
+ shaderMatrix.loadInverse(copy);
+
snapshot.transform->mapPoint(left, top);
mat4 screenSpace(*snapshot.transform);
@@ -255,6 +291,7 @@
// 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]);
}