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 
TextureState()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 
~TextureState()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  */
computeShadowOpacity(float ratio)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 
constructTexture(Caches & caches)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 
activateTexture(GLuint textureUnit)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 
resetActiveTexture()91 void TextureState::resetActiveTexture() {
92     mTextureUnit = -1;
93 }
94 
bindTexture(GLuint texture)95 void TextureState::bindTexture(GLuint texture) {
96     if (mBoundTextures[mTextureUnit] != texture) {
97         glBindTexture(GL_TEXTURE_2D, texture);
98         mBoundTextures[mTextureUnit] = texture;
99     }
100 }
101 
bindTexture(GLenum target,GLuint texture)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 
deleteTexture(GLuint texture)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 
resetBoundTextures()132 void TextureState::resetBoundTextures() {
133     for (int i = 0; i < kTextureUnitsCount; i++) {
134         mBoundTextures[i] = 0;
135     }
136 }
137 
unbindTexture(GLuint texture)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 */
148