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Diffstat (limited to 'libs/hwui/renderstate/TextureState.cpp')
-rw-r--r-- | libs/hwui/renderstate/TextureState.cpp | 147 |
1 files changed, 0 insertions, 147 deletions
diff --git a/libs/hwui/renderstate/TextureState.cpp b/libs/hwui/renderstate/TextureState.cpp deleted file mode 100644 index 470b4f5de97f..000000000000 --- a/libs/hwui/renderstate/TextureState.cpp +++ /dev/null @@ -1,147 +0,0 @@ -/* - * Copyright (C) 2015 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. - */ -#include "renderstate/TextureState.h" - -#include "Caches.h" -#include "utils/TraceUtils.h" - -#include <GLES3/gl3.h> -#include <SkBitmap.h> -#include <SkCanvas.h> -#include <memory> - -namespace android { -namespace uirenderer { - -// Width of mShadowLutTexture, defines how accurate the shadow alpha lookup table is -static const int SHADOW_LUT_SIZE = 128; - -// Must define as many texture units as specified by kTextureUnitsCount -const GLenum kTextureUnits[] = {GL_TEXTURE0, GL_TEXTURE1, GL_TEXTURE2, GL_TEXTURE3}; - -TextureState::TextureState() : mTextureUnit(0) { - glActiveTexture(kTextureUnits[0]); - resetBoundTextures(); - - GLint maxTextureUnits; - glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits); - LOG_ALWAYS_FATAL_IF(maxTextureUnits < kTextureUnitsCount, - "At least %d texture units are required!", kTextureUnitsCount); - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); -} - -TextureState::~TextureState() { - if (mShadowLutTexture != nullptr) { - mShadowLutTexture->deleteTexture(); - } -} - -/** - * Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to - * darkness at that spot. Input values of 0->1 should be mapped within the same - * range, but can affect the curve for a different visual falloff. - * - * This is used to populate the shadow LUT texture for quick lookup in the - * shadow shader. - */ -static float computeShadowOpacity(float ratio) { - // exponential falloff function provided by UX - float val = 1 - ratio; - return exp(-val * val * 4.0) - 0.018; -} - -void TextureState::constructTexture(Caches& caches) { - if (mShadowLutTexture == nullptr) { - mShadowLutTexture.reset(new Texture(caches)); - - unsigned char bytes[SHADOW_LUT_SIZE]; - for (int i = 0; i < SHADOW_LUT_SIZE; i++) { - float inputRatio = i / (SHADOW_LUT_SIZE - 1.0f); - bytes[i] = computeShadowOpacity(inputRatio) * 255; - } - mShadowLutTexture->upload(GL_ALPHA, SHADOW_LUT_SIZE, 1, GL_ALPHA, GL_UNSIGNED_BYTE, &bytes); - mShadowLutTexture->setFilter(GL_LINEAR); - mShadowLutTexture->setWrap(GL_CLAMP_TO_EDGE); - } -} - -void TextureState::activateTexture(GLuint textureUnit) { - LOG_ALWAYS_FATAL_IF(textureUnit >= kTextureUnitsCount, - "Tried to use texture unit index %d, only %d exist", textureUnit, - kTextureUnitsCount); - if (mTextureUnit != textureUnit) { - glActiveTexture(kTextureUnits[textureUnit]); - mTextureUnit = textureUnit; - } -} - -void TextureState::resetActiveTexture() { - mTextureUnit = -1; -} - -void TextureState::bindTexture(GLuint texture) { - if (mBoundTextures[mTextureUnit] != texture) { - glBindTexture(GL_TEXTURE_2D, texture); - mBoundTextures[mTextureUnit] = texture; - } -} - -void TextureState::bindTexture(GLenum target, GLuint texture) { - if (target == GL_TEXTURE_2D) { - bindTexture(texture); - } else { - // GLConsumer directly calls glBindTexture() with - // target=GL_TEXTURE_EXTERNAL_OES, don't cache this target - // since the cached state could be stale - glBindTexture(target, texture); - } -} - -void TextureState::deleteTexture(GLuint texture) { - // When glDeleteTextures() is called on a currently bound texture, - // OpenGL ES specifies that the texture is then considered unbound - // Consider the following series of calls: - // - // glGenTextures -> creates texture name 2 - // glBindTexture(2) - // glDeleteTextures(2) -> 2 is now unbound - // glGenTextures -> can return 2 again - // - // If we don't call glBindTexture(2) after the second glGenTextures - // call, any texture operation will be performed on the default - // texture (name=0) - - unbindTexture(texture); - - glDeleteTextures(1, &texture); -} - -void TextureState::resetBoundTextures() { - for (int i = 0; i < kTextureUnitsCount; i++) { - mBoundTextures[i] = 0; - } -} - -void TextureState::unbindTexture(GLuint texture) { - for (int i = 0; i < kTextureUnitsCount; i++) { - if (mBoundTextures[i] == texture) { - mBoundTextures[i] = 0; - } - } -} - -} /* namespace uirenderer */ -} /* namespace android */ |