1 /*
2  * Copyright (C) 2012 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 
17 #include "Caches.h"
18 #include "Dither.h"
19 
20 namespace android {
21 namespace uirenderer {
22 
23 ///////////////////////////////////////////////////////////////////////////////
24 // Lifecycle
25 ///////////////////////////////////////////////////////////////////////////////
26 
Dither()27 Dither::Dither(): mCaches(NULL), mInitialized(false), mDitherTexture(0) {
28 }
29 
bindDitherTexture()30 void Dither::bindDitherTexture() {
31     if (!mInitialized) {
32         bool useFloatTexture = Extensions::getInstance().hasFloatTextures();
33 
34         glGenTextures(1, &mDitherTexture);
35         mCaches->bindTexture(mDitherTexture);
36 
37         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
38         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
39 
40         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
41         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
42 
43         if (useFloatTexture) {
44             // We use a R16F texture, let's remap the alpha channel to the
45             // red channel to avoid changing the shader sampling code on GL ES 3.0+
46             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_RED);
47 
48             float dither = 1.0f / (255.0f * DITHER_KERNEL_SIZE * DITHER_KERNEL_SIZE);
49             const GLfloat pattern[] = {
50                  0 * dither,  8 * dither,  2 * dither, 10 * dither,
51                 12 * dither,  4 * dither, 14 * dither,  6 * dither,
52                  3 * dither, 11 * dither,  1 * dither,  9 * dither,
53                 15 * dither,  7 * dither, 13 * dither,  5 * dither
54             };
55 
56             glPixelStorei(GL_UNPACK_ALIGNMENT, sizeof(GLfloat));
57             glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, DITHER_KERNEL_SIZE, DITHER_KERNEL_SIZE, 0,
58                     GL_RED, GL_FLOAT, &pattern);
59         } else {
60             const uint8_t pattern[] = {
61                  0,  8,  2, 10,
62                 12,  4, 14,  6,
63                  3, 11,  1,  9,
64                 15,  7, 13,  5
65             };
66 
67             glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
68             glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, DITHER_KERNEL_SIZE, DITHER_KERNEL_SIZE, 0,
69                     GL_ALPHA, GL_UNSIGNED_BYTE, &pattern);
70         }
71 
72         mInitialized = true;
73     } else {
74         mCaches->bindTexture(mDitherTexture);
75     }
76 }
77 
clear()78 void Dither::clear() {
79     if (mInitialized) {
80         mCaches->deleteTexture(mDitherTexture);
81         mInitialized = false;
82     }
83 }
84 
85 ///////////////////////////////////////////////////////////////////////////////
86 // Program management
87 ///////////////////////////////////////////////////////////////////////////////
88 
setupProgram(Program * program,GLuint * textureUnit)89 void Dither::setupProgram(Program* program, GLuint* textureUnit) {
90     if (!mCaches) mCaches = &Caches::getInstance();
91 
92     GLuint textureSlot = (*textureUnit)++;
93     mCaches->activeTexture(textureSlot);
94 
95     bindDitherTexture();
96 
97     glUniform1i(program->getUniform("ditherSampler"), textureSlot);
98 }
99 
100 }; // namespace uirenderer
101 }; // namespace android
102