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authorStan Iliev <stani@google.com>2019-11-22 18:00:01 -0500
committerStan Iliev <stani@google.com>2019-12-03 11:38:29 -0500
commit6867fc8778dff60f68f9cff1f82d5fd0f899ba55 (patch)
tree9414aff13916b7c0af6048d266621e49f3a5eeba /graphics/java
parent5605a0fe1190ceb9d7070b59f3b4e2d3a730808c (diff)
Implement a new Shader API, which can run custom code on GPU
Add RuntimeShader hidden API, which calculates pixel output with a fragment shader running on GPU. Extend ColorFiltersMutateActivity HWUI test to use new API and show how to animate uniforms on UI thread. Test: Updated HwAccelerationTest Change-Id: Ia26e44259b12099924facba250880cbbd9be21c7
Diffstat (limited to 'graphics/java')
-rw-r--r--graphics/java/android/graphics/RuntimeShader.java88
1 files changed, 88 insertions, 0 deletions
diff --git a/graphics/java/android/graphics/RuntimeShader.java b/graphics/java/android/graphics/RuntimeShader.java
new file mode 100644
index 000000000000..613ce9042056
--- /dev/null
+++ b/graphics/java/android/graphics/RuntimeShader.java
@@ -0,0 +1,88 @@
+/*
+ * Copyright 2019 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+package android.graphics;
+
+import android.annotation.NonNull;
+import android.annotation.Nullable;
+
+import libcore.util.NativeAllocationRegistry;
+
+/**
+ * Shader that calculates pixel output with a program (fragment shader) running on a GPU.
+ * @hide
+ */
+public class RuntimeShader extends Shader {
+
+ private static class NoImagePreloadHolder {
+ public static final NativeAllocationRegistry sRegistry =
+ NativeAllocationRegistry.createMalloced(
+ RuntimeShader.class.getClassLoader(), nativeGetFinalizer());
+ }
+
+ private byte[] mUniforms;
+
+ /**
+ * Current native shader factory instance.
+ */
+ private long mNativeInstanceRuntimeShaderFactory;
+
+ /**
+ * Creates a new RuntimeShader.
+ *
+ * @param sksl The text of SKSL program to run on the GPU.
+ * @param uniforms Array of parameters passed by the SKSL shader. Array size depends
+ * on number of uniforms declared by sksl.
+ * @param isOpaque True if all pixels have alpha 1.0f.
+ */
+ public RuntimeShader(@NonNull String sksl, @Nullable byte[] uniforms, boolean isOpaque) {
+ this(sksl, uniforms, isOpaque, ColorSpace.get(ColorSpace.Named.SRGB));
+ }
+
+ private RuntimeShader(@NonNull String sksl, @Nullable byte[] uniforms, boolean isOpaque,
+ ColorSpace colorSpace) {
+ super(colorSpace);
+ mUniforms = uniforms;
+ mNativeInstanceRuntimeShaderFactory = nativeCreateShaderFactory(sksl, isOpaque);
+ NoImagePreloadHolder.sRegistry.registerNativeAllocation(this,
+ mNativeInstanceRuntimeShaderFactory);
+ }
+
+ /**
+ * Sets new value for shader parameters.
+ *
+ * @param uniforms Array of parameters passed by the SKSL shader. Array size depends
+ * on number of uniforms declared by mSksl.
+ */
+ public void updateUniforms(@Nullable byte[] uniforms) {
+ mUniforms = uniforms;
+ discardNativeInstance();
+ }
+
+ @Override
+ long createNativeInstance(long nativeMatrix) {
+ return nativeCreate(mNativeInstanceRuntimeShaderFactory, nativeMatrix, mUniforms,
+ colorSpace().getNativeInstance());
+ }
+
+ private static native long nativeCreate(long shaderFactory, long matrix, byte[] inputs,
+ long colorSpaceHandle);
+
+ private static native long nativeCreateShaderFactory(String sksl, boolean isOpaque);
+
+ private static native long nativeGetFinalizer();
+}
+