Stan Iliev | a683eb3 | 2018-09-04 15:42:18 +0000 | [diff] [blame] | 1 | /* |
| 2 | * Copyright (C) 2015 The Android Open Source Project |
| 3 | * |
| 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | * you may not use this file except in compliance with the License. |
| 6 | * You may obtain a copy of the License at |
| 7 | * |
| 8 | * http://www.apache.org/licenses/LICENSE-2.0 |
| 9 | * |
| 10 | * Unless required by applicable law or agreed to in writing, software |
| 11 | * distributed under the License is distributed on an "AS IS" BASIS, |
| 12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 13 | * See the License for the specific language governing permissions and |
| 14 | * limitations under the License. |
| 15 | */ |
| 16 | #include "renderstate/TextureState.h" |
| 17 | |
| 18 | #include "Caches.h" |
| 19 | #include "utils/TraceUtils.h" |
| 20 | |
| 21 | #include <GLES3/gl3.h> |
| 22 | #include <SkBitmap.h> |
| 23 | #include <SkCanvas.h> |
| 24 | #include <memory> |
| 25 | |
| 26 | namespace android { |
| 27 | namespace uirenderer { |
| 28 | |
| 29 | // Width of mShadowLutTexture, defines how accurate the shadow alpha lookup table is |
| 30 | static const int SHADOW_LUT_SIZE = 128; |
| 31 | |
| 32 | // Must define as many texture units as specified by kTextureUnitsCount |
| 33 | const GLenum kTextureUnits[] = {GL_TEXTURE0, GL_TEXTURE1, GL_TEXTURE2, GL_TEXTURE3}; |
| 34 | |
| 35 | TextureState::TextureState() : mTextureUnit(0) { |
| 36 | glActiveTexture(kTextureUnits[0]); |
| 37 | resetBoundTextures(); |
| 38 | |
| 39 | GLint maxTextureUnits; |
| 40 | glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); |
| 41 | LOG_ALWAYS_FATAL_IF(maxTextureUnits < kTextureUnitsCount, |
| 42 | "At least %d texture units are required!", kTextureUnitsCount); |
| 43 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
| 44 | } |
| 45 | |
| 46 | TextureState::~TextureState() { |
| 47 | if (mShadowLutTexture != nullptr) { |
| 48 | mShadowLutTexture->deleteTexture(); |
| 49 | } |
| 50 | } |
| 51 | |
| 52 | /** |
| 53 | * Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to |
| 54 | * darkness at that spot. Input values of 0->1 should be mapped within the same |
| 55 | * range, but can affect the curve for a different visual falloff. |
| 56 | * |
| 57 | * This is used to populate the shadow LUT texture for quick lookup in the |
| 58 | * shadow shader. |
| 59 | */ |
| 60 | static float computeShadowOpacity(float ratio) { |
| 61 | // exponential falloff function provided by UX |
| 62 | float val = 1 - ratio; |
| 63 | return exp(-val * val * 4.0) - 0.018; |
| 64 | } |
| 65 | |
| 66 | void TextureState::constructTexture(Caches& caches) { |
| 67 | if (mShadowLutTexture == nullptr) { |
| 68 | mShadowLutTexture.reset(new Texture(caches)); |
| 69 | |
| 70 | unsigned char bytes[SHADOW_LUT_SIZE]; |
| 71 | for (int i = 0; i < SHADOW_LUT_SIZE; i++) { |
| 72 | float inputRatio = i / (SHADOW_LUT_SIZE - 1.0f); |
| 73 | bytes[i] = computeShadowOpacity(inputRatio) * 255; |
| 74 | } |
| 75 | mShadowLutTexture->upload(GL_ALPHA, SHADOW_LUT_SIZE, 1, GL_ALPHA, GL_UNSIGNED_BYTE, &bytes); |
| 76 | mShadowLutTexture->setFilter(GL_LINEAR); |
| 77 | mShadowLutTexture->setWrap(GL_CLAMP_TO_EDGE); |
| 78 | } |
| 79 | } |
| 80 | |
| 81 | void TextureState::activateTexture(GLuint textureUnit) { |
| 82 | LOG_ALWAYS_FATAL_IF(textureUnit >= kTextureUnitsCount, |
| 83 | "Tried to use texture unit index %d, only %d exist", textureUnit, |
| 84 | kTextureUnitsCount); |
| 85 | if (mTextureUnit != textureUnit) { |
| 86 | glActiveTexture(kTextureUnits[textureUnit]); |
| 87 | mTextureUnit = textureUnit; |
| 88 | } |
| 89 | } |
| 90 | |
| 91 | void TextureState::resetActiveTexture() { |
| 92 | mTextureUnit = -1; |
| 93 | } |
| 94 | |
| 95 | void TextureState::bindTexture(GLuint texture) { |
| 96 | if (mBoundTextures[mTextureUnit] != texture) { |
| 97 | glBindTexture(GL_TEXTURE_2D, texture); |
| 98 | mBoundTextures[mTextureUnit] = texture; |
| 99 | } |
| 100 | } |
| 101 | |
| 102 | void TextureState::bindTexture(GLenum target, GLuint texture) { |
| 103 | if (target == GL_TEXTURE_2D) { |
| 104 | bindTexture(texture); |
| 105 | } else { |
| 106 | // GLConsumer directly calls glBindTexture() with |
| 107 | // target=GL_TEXTURE_EXTERNAL_OES, don't cache this target |
| 108 | // since the cached state could be stale |
| 109 | glBindTexture(target, texture); |
| 110 | } |
| 111 | } |
| 112 | |
| 113 | void TextureState::deleteTexture(GLuint texture) { |
| 114 | // When glDeleteTextures() is called on a currently bound texture, |
| 115 | // OpenGL ES specifies that the texture is then considered unbound |
| 116 | // Consider the following series of calls: |
| 117 | // |
| 118 | // glGenTextures -> creates texture name 2 |
| 119 | // glBindTexture(2) |
| 120 | // glDeleteTextures(2) -> 2 is now unbound |
| 121 | // glGenTextures -> can return 2 again |
| 122 | // |
| 123 | // If we don't call glBindTexture(2) after the second glGenTextures |
| 124 | // call, any texture operation will be performed on the default |
| 125 | // texture (name=0) |
| 126 | |
| 127 | unbindTexture(texture); |
| 128 | |
| 129 | glDeleteTextures(1, &texture); |
| 130 | } |
| 131 | |
| 132 | void TextureState::resetBoundTextures() { |
| 133 | for (int i = 0; i < kTextureUnitsCount; i++) { |
| 134 | mBoundTextures[i] = 0; |
| 135 | } |
| 136 | } |
| 137 | |
| 138 | void TextureState::unbindTexture(GLuint texture) { |
| 139 | for (int i = 0; i < kTextureUnitsCount; i++) { |
| 140 | if (mBoundTextures[i] == texture) { |
| 141 | mBoundTextures[i] = 0; |
| 142 | } |
| 143 | } |
| 144 | } |
| 145 | |
| 146 | } /* namespace uirenderer */ |
| 147 | } /* namespace android */ |