1 /*
2 * Copyright (C) 2010 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 #define LOG_TAG "OpenGLRenderer"
18
19 #include "SkiaShader.h"
20
21 #include "Caches.h"
22 #include "Extensions.h"
23 #include "Layer.h"
24 #include "Matrix.h"
25 #include "Texture.h"
26
27 #include <SkMatrix.h>
28 #include <utils/Log.h>
29
30 namespace android {
31 namespace uirenderer {
32
33 ///////////////////////////////////////////////////////////////////////////////
34 // Support
35 ///////////////////////////////////////////////////////////////////////////////
36
37 static const GLenum gTileModes[] = {
38 GL_CLAMP_TO_EDGE, // == SkShader::kClamp_TileMode
39 GL_REPEAT, // == SkShader::kRepeat_Mode
40 GL_MIRRORED_REPEAT // == SkShader::kMirror_TileMode
41 };
42
43 /**
44 * This function does not work for n == 0.
45 */
isPowerOfTwo(unsigned int n)46 static inline bool isPowerOfTwo(unsigned int n) {
47 return !(n & (n - 1));
48 }
49
bindUniformColor(int slot,FloatColor color)50 static inline void bindUniformColor(int slot, FloatColor color) {
51 glUniform4fv(slot, 1, reinterpret_cast<const float*>(&color));
52 }
53
bindTexture(Caches * caches,Texture * texture,GLenum wrapS,GLenum wrapT)54 static inline void bindTexture(Caches* caches, Texture* texture, GLenum wrapS, GLenum wrapT) {
55 caches->textureState().bindTexture(texture->id);
56 texture->setWrapST(wrapS, wrapT);
57 }
58
59 /**
60 * Compute the matrix to transform to screen space.
61 * @param screenSpace Output param for the computed matrix.
62 * @param unitMatrix The unit matrix for gradient shaders, as returned by SkShader::asAGradient,
63 * or identity.
64 * @param localMatrix Local matrix, as returned by SkShader::getLocalMatrix().
65 * @param modelViewMatrix Model view matrix, as supplied by the OpenGLRenderer.
66 */
computeScreenSpaceMatrix(mat4 & screenSpace,const SkMatrix & unitMatrix,const SkMatrix & localMatrix,const mat4 & modelViewMatrix)67 static void computeScreenSpaceMatrix(mat4& screenSpace, const SkMatrix& unitMatrix,
68 const SkMatrix& localMatrix, const mat4& modelViewMatrix) {
69 mat4 shaderMatrix;
70 // uses implicit construction
71 shaderMatrix.loadInverse(localMatrix);
72 // again, uses implicit construction
73 screenSpace.loadMultiply(unitMatrix, shaderMatrix);
74 screenSpace.multiply(modelViewMatrix);
75 }
76
77 ///////////////////////////////////////////////////////////////////////////////
78 // gradient shader matrix helpers
79 ///////////////////////////////////////////////////////////////////////////////
80
toLinearUnitMatrix(const SkPoint pts[2],SkMatrix * matrix)81 static void toLinearUnitMatrix(const SkPoint pts[2], SkMatrix* matrix) {
82 SkVector vec = pts[1] - pts[0];
83 const float mag = vec.length();
84 const float inv = mag ? 1.0f / mag : 0;
85
86 vec.scale(inv);
87 matrix->setSinCos(-vec.fY, vec.fX, pts[0].fX, pts[0].fY);
88 matrix->postTranslate(-pts[0].fX, -pts[0].fY);
89 matrix->postScale(inv, inv);
90 }
91
toCircularUnitMatrix(const float x,const float y,const float radius,SkMatrix * matrix)92 static void toCircularUnitMatrix(const float x, const float y, const float radius,
93 SkMatrix* matrix) {
94 const float inv = 1.0f / radius;
95 matrix->setTranslate(-x, -y);
96 matrix->postScale(inv, inv);
97 }
98
toSweepUnitMatrix(const float x,const float y,SkMatrix * matrix)99 static void toSweepUnitMatrix(const float x, const float y, SkMatrix* matrix) {
100 matrix->setTranslate(-x, -y);
101 }
102
103 ///////////////////////////////////////////////////////////////////////////////
104 // Common gradient code
105 ///////////////////////////////////////////////////////////////////////////////
106
isSimpleGradient(const SkShader::GradientInfo & gradInfo)107 static bool isSimpleGradient(const SkShader::GradientInfo& gradInfo) {
108 return gradInfo.fColorCount == 2 && gradInfo.fTileMode == SkShader::kClamp_TileMode;
109 }
110
111 ///////////////////////////////////////////////////////////////////////////////
112 // Store / apply
113 ///////////////////////////////////////////////////////////////////////////////
114
tryStoreGradient(Caches & caches,const SkShader & shader,const Matrix4 modelViewMatrix,GLuint * textureUnit,ProgramDescription * description,SkiaShaderData::GradientShaderData * outData)115 bool tryStoreGradient(Caches& caches, const SkShader& shader, const Matrix4 modelViewMatrix,
116 GLuint* textureUnit, ProgramDescription* description,
117 SkiaShaderData::GradientShaderData* outData) {
118 SkShader::GradientInfo gradInfo;
119 gradInfo.fColorCount = 0;
120 gradInfo.fColors = nullptr;
121 gradInfo.fColorOffsets = nullptr;
122
123 SkMatrix unitMatrix;
124 switch (shader.asAGradient(&gradInfo)) {
125 case SkShader::kLinear_GradientType:
126 description->gradientType = ProgramDescription::kGradientLinear;
127
128 toLinearUnitMatrix(gradInfo.fPoint, &unitMatrix);
129 break;
130 case SkShader::kRadial_GradientType:
131 description->gradientType = ProgramDescription::kGradientCircular;
132
133 toCircularUnitMatrix(gradInfo.fPoint[0].fX, gradInfo.fPoint[0].fY,
134 gradInfo.fRadius[0], &unitMatrix);
135 break;
136 case SkShader::kSweep_GradientType:
137 description->gradientType = ProgramDescription::kGradientSweep;
138
139 toSweepUnitMatrix(gradInfo.fPoint[0].fX, gradInfo.fPoint[0].fY, &unitMatrix);
140 break;
141 default:
142 // Do nothing. This shader is unsupported.
143 return false;
144 }
145 description->hasGradient = true;
146 description->isSimpleGradient = isSimpleGradient(gradInfo);
147
148 computeScreenSpaceMatrix(outData->screenSpace, unitMatrix,
149 shader.getLocalMatrix(), modelViewMatrix);
150
151 // re-query shader to get full color / offset data
152 std::unique_ptr<SkColor[]> colorStorage(new SkColor[gradInfo.fColorCount]);
153 std::unique_ptr<SkScalar[]> colorOffsets(new SkScalar[gradInfo.fColorCount]);
154 gradInfo.fColors = &colorStorage[0];
155 gradInfo.fColorOffsets = &colorOffsets[0];
156 shader.asAGradient(&gradInfo);
157
158 if (CC_UNLIKELY(!isSimpleGradient(gradInfo))) {
159 outData->gradientSampler = (*textureUnit)++;
160
161 #ifndef SK_SCALAR_IS_FLOAT
162 #error Need to convert gradInfo.fColorOffsets to float!
163 #endif
164 outData->gradientTexture = caches.gradientCache.get(
165 gradInfo.fColors, gradInfo.fColorOffsets, gradInfo.fColorCount);
166 outData->wrapST = gTileModes[gradInfo.fTileMode];
167 } else {
168 outData->gradientSampler = 0;
169 outData->gradientTexture = nullptr;
170
171 outData->startColor.set(gradInfo.fColors[0]);
172 outData->endColor.set(gradInfo.fColors[1]);
173 }
174
175 outData->ditherSampler = (*textureUnit)++;
176 return true;
177 }
178
applyGradient(Caches & caches,const SkiaShaderData::GradientShaderData & data)179 void applyGradient(Caches& caches, const SkiaShaderData::GradientShaderData& data) {
180 if (CC_UNLIKELY(data.gradientTexture)) {
181 caches.textureState().activateTexture(data.gradientSampler);
182 bindTexture(&caches, data.gradientTexture, data.wrapST, data.wrapST);
183 glUniform1i(caches.program().getUniform("gradientSampler"), data.gradientSampler);
184 } else {
185 bindUniformColor(caches.program().getUniform("startColor"), data.startColor);
186 bindUniformColor(caches.program().getUniform("endColor"), data.endColor);
187 }
188
189 // TODO: remove sampler slot incrementing from dither.setupProgram,
190 // since this assignment of slots is done at store, not apply time
191 GLuint ditherSampler = data.ditherSampler;
192 caches.dither.setupProgram(caches.program(), &ditherSampler);
193 glUniformMatrix4fv(caches.program().getUniform("screenSpace"), 1,
194 GL_FALSE, &data.screenSpace.data[0]);
195 }
196
tryStoreBitmap(Caches & caches,const SkShader & shader,const Matrix4 & modelViewMatrix,GLuint * textureUnit,ProgramDescription * description,SkiaShaderData::BitmapShaderData * outData)197 bool tryStoreBitmap(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
198 GLuint* textureUnit, ProgramDescription* description,
199 SkiaShaderData::BitmapShaderData* outData) {
200 SkBitmap bitmap;
201 SkShader::TileMode xy[2];
202 if (shader.asABitmap(&bitmap, nullptr, xy) != SkShader::kDefault_BitmapType) {
203 return false;
204 }
205
206 /*
207 * Bypass the AssetAtlas, since those textures:
208 * 1) require UV mapping, which isn't implemented in matrix computation below
209 * 2) can't handle REPEAT simply
210 * 3) are safe to upload here (outside of sync stage), since they're static
211 */
212 outData->bitmapTexture = caches.textureCache.getAndBypassAtlas(&bitmap);
213 if (!outData->bitmapTexture) return false;
214
215 outData->bitmapSampler = (*textureUnit)++;
216
217 const float width = outData->bitmapTexture->width;
218 const float height = outData->bitmapTexture->height;
219
220 description->hasBitmap = true;
221 if (!caches.extensions().hasNPot()
222 && (!isPowerOfTwo(width) || !isPowerOfTwo(height))
223 && (xy[0] != SkShader::kClamp_TileMode || xy[1] != SkShader::kClamp_TileMode)) {
224 description->isBitmapNpot = true;
225 description->bitmapWrapS = gTileModes[xy[0]];
226 description->bitmapWrapT = gTileModes[xy[1]];
227
228 outData->wrapS = GL_CLAMP_TO_EDGE;
229 outData->wrapT = GL_CLAMP_TO_EDGE;
230 } else {
231 outData->wrapS = gTileModes[xy[0]];
232 outData->wrapT = gTileModes[xy[1]];
233 }
234
235 computeScreenSpaceMatrix(outData->textureTransform, SkMatrix::I(), shader.getLocalMatrix(),
236 modelViewMatrix);
237 outData->textureDimension[0] = 1.0f / width;
238 outData->textureDimension[1] = 1.0f / height;
239
240 return true;
241 }
242
applyBitmap(Caches & caches,const SkiaShaderData::BitmapShaderData & data)243 void applyBitmap(Caches& caches, const SkiaShaderData::BitmapShaderData& data) {
244 caches.textureState().activateTexture(data.bitmapSampler);
245 bindTexture(&caches, data.bitmapTexture, data.wrapS, data.wrapT);
246 data.bitmapTexture->setFilter(GL_LINEAR);
247
248 glUniform1i(caches.program().getUniform("bitmapSampler"), data.bitmapSampler);
249 glUniformMatrix4fv(caches.program().getUniform("textureTransform"), 1, GL_FALSE,
250 &data.textureTransform.data[0]);
251 glUniform2fv(caches.program().getUniform("textureDimension"), 1, &data.textureDimension[0]);
252 }
253
getComposeSubType(const SkShader & shader)254 SkiaShaderType getComposeSubType(const SkShader& shader) {
255 // First check for a gradient shader.
256 switch (shader.asAGradient(nullptr)) {
257 case SkShader::kNone_GradientType:
258 // Not a gradient shader. Fall through to check for other types.
259 break;
260 case SkShader::kLinear_GradientType:
261 case SkShader::kRadial_GradientType:
262 case SkShader::kSweep_GradientType:
263 return kGradient_SkiaShaderType;
264 default:
265 // This is a Skia gradient that has no SkiaShader equivalent. Return None to skip.
266 return kNone_SkiaShaderType;
267 }
268
269 // The shader is not a gradient. Check for a bitmap shader.
270 if (shader.asABitmap(nullptr, nullptr, nullptr) == SkShader::kDefault_BitmapType) {
271 return kBitmap_SkiaShaderType;
272 }
273 return kNone_SkiaShaderType;
274 }
275
storeCompose(Caches & caches,const SkShader & bitmapShader,const SkShader & gradientShader,const Matrix4 & modelViewMatrix,GLuint * textureUnit,ProgramDescription * description,SkiaShaderData * outData)276 void storeCompose(Caches& caches, const SkShader& bitmapShader, const SkShader& gradientShader,
277 const Matrix4& modelViewMatrix, GLuint* textureUnit,
278 ProgramDescription* description, SkiaShaderData* outData) {
279 LOG_ALWAYS_FATAL_IF(!tryStoreBitmap(caches, bitmapShader, modelViewMatrix,
280 textureUnit, description, &outData->bitmapData),
281 "failed storing bitmap shader data");
282 LOG_ALWAYS_FATAL_IF(!tryStoreGradient(caches, gradientShader, modelViewMatrix,
283 textureUnit, description, &outData->gradientData),
284 "failing storing gradient shader data");
285 }
286
tryStoreCompose(Caches & caches,const SkShader & shader,const Matrix4 & modelViewMatrix,GLuint * textureUnit,ProgramDescription * description,SkiaShaderData * outData)287 bool tryStoreCompose(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
288 GLuint* textureUnit, ProgramDescription* description,
289 SkiaShaderData* outData) {
290
291 SkShader::ComposeRec rec;
292 if (!shader.asACompose(&rec)) return false;
293
294 const SkiaShaderType shaderAType = getComposeSubType(*rec.fShaderA);
295 const SkiaShaderType shaderBType = getComposeSubType(*rec.fShaderB);
296
297 // check that type enum values are the 2 flags that compose the kCompose value
298 if ((shaderAType & shaderBType) != 0) return false;
299 if ((shaderAType | shaderBType) != kCompose_SkiaShaderType) return false;
300
301 mat4 transform;
302 computeScreenSpaceMatrix(transform, SkMatrix::I(), shader.getLocalMatrix(), modelViewMatrix);
303 if (shaderAType == kBitmap_SkiaShaderType) {
304 description->isBitmapFirst = true;
305 storeCompose(caches, *rec.fShaderA, *rec.fShaderB,
306 transform, textureUnit, description, outData);
307 } else {
308 description->isBitmapFirst = false;
309 storeCompose(caches, *rec.fShaderB, *rec.fShaderA,
310 transform, textureUnit, description, outData);
311 }
312 if (!SkXfermode::AsMode(rec.fMode, &description->shadersMode)) {
313 // TODO: Support other modes.
314 description->shadersMode = SkXfermode::kSrcOver_Mode;
315 }
316 return true;
317 }
318
tryStoreLayer(Caches & caches,const SkShader & shader,const Matrix4 & modelViewMatrix,GLuint * textureUnit,ProgramDescription * description,SkiaShaderData::LayerShaderData * outData)319 bool tryStoreLayer(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
320 GLuint* textureUnit, ProgramDescription* description,
321 SkiaShaderData::LayerShaderData* outData) {
322 Layer* layer;
323 if (!shader.asACustomShader(reinterpret_cast<void**>(&layer))) {
324 return false;
325 }
326
327 description->hasBitmap = true;
328 outData->layer = layer;
329 outData->bitmapSampler = (*textureUnit)++;
330
331 const float width = layer->getWidth();
332 const float height = layer->getHeight();
333
334 computeScreenSpaceMatrix(outData->textureTransform, SkMatrix::I(), shader.getLocalMatrix(),
335 modelViewMatrix);
336
337 outData->textureDimension[0] = 1.0f / width;
338 outData->textureDimension[1] = 1.0f / height;
339 return true;
340 }
341
applyLayer(Caches & caches,const SkiaShaderData::LayerShaderData & data)342 void applyLayer(Caches& caches, const SkiaShaderData::LayerShaderData& data) {
343 caches.textureState().activateTexture(data.bitmapSampler);
344
345 data.layer->bindTexture();
346 data.layer->setWrap(GL_CLAMP_TO_EDGE);
347 data.layer->setFilter(GL_LINEAR);
348
349 glUniform1i(caches.program().getUniform("bitmapSampler"), data.bitmapSampler);
350 glUniformMatrix4fv(caches.program().getUniform("textureTransform"), 1,
351 GL_FALSE, &data.textureTransform.data[0]);
352 glUniform2fv(caches.program().getUniform("textureDimension"), 1, &data.textureDimension[0]);
353 }
354
store(Caches & caches,const SkShader & shader,const Matrix4 & modelViewMatrix,GLuint * textureUnit,ProgramDescription * description,SkiaShaderData * outData)355 void SkiaShader::store(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
356 GLuint* textureUnit, ProgramDescription* description,
357 SkiaShaderData* outData) {
358 if (tryStoreGradient(caches, shader, modelViewMatrix,
359 textureUnit, description, &outData->gradientData)) {
360 outData->skiaShaderType = kGradient_SkiaShaderType;
361 return;
362 }
363
364 if (tryStoreBitmap(caches, shader, modelViewMatrix,
365 textureUnit, description, &outData->bitmapData)) {
366 outData->skiaShaderType = kBitmap_SkiaShaderType;
367 return;
368 }
369
370 if (tryStoreCompose(caches, shader, modelViewMatrix,
371 textureUnit, description, outData)) {
372 outData->skiaShaderType = kCompose_SkiaShaderType;
373 return;
374 }
375
376 if (tryStoreLayer(caches, shader, modelViewMatrix,
377 textureUnit, description, &outData->layerData)) {
378 outData->skiaShaderType = kLayer_SkiaShaderType;
379 return;
380 }
381
382 // Unknown/unsupported type, so explicitly ignore shader
383 outData->skiaShaderType = kNone_SkiaShaderType;
384 }
385
apply(Caches & caches,const SkiaShaderData & data)386 void SkiaShader::apply(Caches& caches, const SkiaShaderData& data) {
387 if (!data.skiaShaderType) return;
388
389 if (data.skiaShaderType & kGradient_SkiaShaderType) {
390 applyGradient(caches, data.gradientData);
391 }
392 if (data.skiaShaderType & kBitmap_SkiaShaderType) {
393 applyBitmap(caches, data.bitmapData);
394 }
395
396 if (data.skiaShaderType == kLayer_SkiaShaderType) {
397 applyLayer(caches, data.layerData);
398 }
399 }
400
401 }; // namespace uirenderer
402 }; // namespace android
403