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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 <memory>
23 #include <SkCanvas.h>
24 #include <SkBitmap.h>
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[] = {
34     GL_TEXTURE0,
35     GL_TEXTURE1,
36     GL_TEXTURE2,
37     GL_TEXTURE3
38 };
39 
TextureState()40 TextureState::TextureState()
41         : mTextureUnit(0) {
42     glActiveTexture(kTextureUnits[0]);
43     resetBoundTextures();
44 
45     GLint maxTextureUnits;
46     glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
47     LOG_ALWAYS_FATAL_IF(maxTextureUnits < kTextureUnitsCount,
48             "At least %d texture units are required!", kTextureUnitsCount);
49     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
50 }
51 
~TextureState()52 TextureState::~TextureState() {
53     if (mShadowLutTexture != nullptr) {
54         mShadowLutTexture->deleteTexture();
55     }
56 }
57 
58 /**
59  * Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to
60  * darkness at that spot. Input values of 0->1 should be mapped within the same
61  * range, but can affect the curve for a different visual falloff.
62  *
63  * This is used to populate the shadow LUT texture for quick lookup in the
64  * shadow shader.
65  */
computeShadowOpacity(float ratio)66 static float computeShadowOpacity(float ratio) {
67     // exponential falloff function provided by UX
68     float val = 1 - ratio;
69     return exp(-val * val * 4.0) - 0.018;
70 }
71 
constructTexture(Caches & caches)72 void TextureState::constructTexture(Caches& caches) {
73     if (mShadowLutTexture == nullptr) {
74         mShadowLutTexture.reset(new Texture(caches));
75 
76         unsigned char bytes[SHADOW_LUT_SIZE];
77         for (int i = 0; i < SHADOW_LUT_SIZE; i++) {
78             float inputRatio = i / (SHADOW_LUT_SIZE - 1.0f);
79             bytes[i] = computeShadowOpacity(inputRatio) * 255;
80         }
81         mShadowLutTexture->upload(GL_ALPHA, SHADOW_LUT_SIZE, 1, GL_ALPHA, GL_UNSIGNED_BYTE, &bytes);
82         mShadowLutTexture->setFilter(GL_LINEAR);
83         mShadowLutTexture->setWrap(GL_CLAMP_TO_EDGE);
84     }
85 }
86 
activateTexture(GLuint textureUnit)87 void TextureState::activateTexture(GLuint textureUnit) {
88     LOG_ALWAYS_FATAL_IF(textureUnit >= kTextureUnitsCount,
89             "Tried to use texture unit index %d, only %d exist",
90             textureUnit, kTextureUnitsCount);
91     if (mTextureUnit != textureUnit) {
92         glActiveTexture(kTextureUnits[textureUnit]);
93         mTextureUnit = textureUnit;
94     }
95 }
96 
resetActiveTexture()97 void TextureState::resetActiveTexture() {
98     mTextureUnit = -1;
99 }
100 
bindTexture(GLuint texture)101 void TextureState::bindTexture(GLuint texture) {
102     if (mBoundTextures[mTextureUnit] != texture) {
103         glBindTexture(GL_TEXTURE_2D, texture);
104         mBoundTextures[mTextureUnit] = texture;
105     }
106 }
107 
bindTexture(GLenum target,GLuint texture)108 void TextureState::bindTexture(GLenum target, GLuint texture) {
109     if (target == GL_TEXTURE_2D) {
110         bindTexture(texture);
111     } else {
112         // GLConsumer directly calls glBindTexture() with
113         // target=GL_TEXTURE_EXTERNAL_OES, don't cache this target
114         // since the cached state could be stale
115         glBindTexture(target, texture);
116     }
117 }
118 
deleteTexture(GLuint texture)119 void TextureState::deleteTexture(GLuint texture) {
120     // When glDeleteTextures() is called on a currently bound texture,
121     // OpenGL ES specifies that the texture is then considered unbound
122     // Consider the following series of calls:
123     //
124     // glGenTextures -> creates texture name 2
125     // glBindTexture(2)
126     // glDeleteTextures(2) -> 2 is now unbound
127     // glGenTextures -> can return 2 again
128     //
129     // If we don't call glBindTexture(2) after the second glGenTextures
130     // call, any texture operation will be performed on the default
131     // texture (name=0)
132 
133     unbindTexture(texture);
134 
135     glDeleteTextures(1, &texture);
136 }
137 
resetBoundTextures()138 void TextureState::resetBoundTextures() {
139     for (int i = 0; i < kTextureUnitsCount; i++) {
140         mBoundTextures[i] = 0;
141     }
142 }
143 
unbindTexture(GLuint texture)144 void TextureState::unbindTexture(GLuint texture) {
145     for (int i = 0; i < kTextureUnitsCount; i++) {
146         if (mBoundTextures[i] == texture) {
147             mBoundTextures[i] = 0;
148         }
149     }
150 }
151 
152 } /* namespace uirenderer */
153 } /* namespace android */
154 
155