Add class level JavaDocs for RuntimeShader.

Bug: 213869522
Test: N/A
Change-Id: I66e52575023839f70fa05048e4c08a4c6fc5faeb
This commit is contained in:
Derek Sollenberger
2022-02-25 21:04:10 +00:00
parent 99497f45bb
commit 1d229b0890

View File

@@ -19,12 +19,228 @@ package android.graphics;
import android.annotation.ColorInt;
import android.annotation.ColorLong;
import android.annotation.NonNull;
import android.view.Window;
import libcore.util.NativeAllocationRegistry;
/**
* Shader that calculates per-pixel color via a user defined Android Graphics Shading Language
* (AGSL) function.
* <p>A {@link RuntimeShader} calculates a per-pixel color based on the output of a user defined
* Android Graphics Shading Language (AGSL) function.</p>
*
* <h3>Android Graphics Shading Language</h3>
* <p>The AGSL syntax is very similar to OpenGL ES Shading Language, but there are some important
* differences that are highlighted here. Most of these differences are summed up in one basic fact:
* <b>With GPU shading languages, you are programming a stage of the GPU pipeline. With AGSL, you
* are programming a stage of the {@link Canvas} or {@link RenderNode} drawing pipeline.</b></p>
*
* <p>In particular, a GLSL fragment shader controls the entire behavior of the GPU between the
* rasterizer and the blending hardware. That shader does all of the work to compute a color, and
* the color it generates is exactly what is fed to the blending stage of the pipeline.</p>
*
* <p>In contrast, AGSL functions exist as part of a larger pipeline. When you issue a
* {@link Canvas} drawing operation, Android (generally) assembles a single GPU fragment shader to
* do all of the required work. This shader typically includes several pieces. For example, it might
* include:</p>
* <ul>
* <li>Evaluating whether a pixel falls inside or outside of the shape being drawn (or on the
* border, where it might apply antialiasing).</li>
* <li>Evaluating whether a pixel falls inside or outside of the clipping region (again, with
* possible antialiasing logic for border pixels).</li>
* <li>Logic for the {@link Shader}, {@link ColorFilter}, and {@link BlendMode} on the
* {@link Paint}.</li>
* <li>Color space conversion code, as part of Android’s color management.</li>
* </ul>
*
* <p>A {@link RuntimeShader}, like other {@link Shader} types, effectively contributes a function
* to the GPU’s fragment shader.</p>
*
* <h3>AGSL Shader Execution</h3>
* <p>Just like a GLSL shader, an AGSL shader begins execution in a main function. Unlike GLSL, the
* function receives as an input parameter the position of the pixel within the {@link Canvas} or
* {@link RenderNode} coordinate space (similar to gl_fragCoord) and returns the color to be shaded
* as a vec4 (similar to out vec4 color or gl_FragColor in GLSL).</p>
*
* <pre class="prettyprint">
* vec4 main(vec2 canvas_coordinates);
* </pre>
*
* <p>AGSL and GLSL use different coordinate spaces by default. In GLSL, the fragment coordinate
* (fragCoord) is relative to the lower left. AGSL matches the screen coordinate system of the
* Android {@link Canvas} which has its origin as the upper left corner. This means that the
* coordinates provided as a parameter in the main function are local to the canvas with the
* exception of any {@link Shader#getLocalMatrix(Matrix)} transformations applied to this shader.
* Additionally, if the shader is invoked by another using {@link #setInputShader(String, Shader)},
* then that parent shader may modify the input coordinates arbitrarily.</p>
*
* <h3>AGSL and Color Spaces</h3>
* <p>Android Graphics and by extension {@link RuntimeShader} are color managed. The working
* {@link ColorSpace} for an AGSL shader is defined to be the color space of the destination, which
* in most cases is determined by {@link Window#setColorMode(int)}.</p>
*
* <p>When authoring an AGSL shader, you won’t know what the working color space is. For many
* effects, this is fine because by default color inputs are automatically converted into the
* working color space. For certain effects, it may be important to do some math in a fixed, known
* color space. A common example is lighting – to get physically accurate lighting, math should be
* done in a linear color space. To help with this, AGSL provides two intrinsic functions that
* convert colors between the working color space and the
* {@link ColorSpace.Named#LINEAR_EXTENDED_SRGB} color space:
*
* <pre class="prettyprint">
* vec3 toLinearSrgb(vec3 color);
* vec3 fromLinearSrgb(vec3 color);</pre>
*
* <h3>AGSL and Premultiplied Alpha</h3>
* <p>When dealing with transparent colors, there are two (common) possible representations:
* straight (unassociated) alpha and premultiplied (associated) alpha. In ASGL the color returned
* by the main function is expected to be premultiplied. AGSL’s use of premultiplied alpha
* implies:
* </p>
*
* <ul>
* <li>If your AGSL shader will return transparent colors, be sure to multiply the RGB by A. The
* resulting color should be [R*A, G*A, B*A, A], not [R, G, B, A].</li>
* <li>For more complex shaders, you must understand which of your colors are premultiplied vs.
* straight. Many operations don’t make sense if you mix both kinds of color together.</li>
* </ul>
*
* <h3>Uniforms</h3>
* <p>AGSL, like GLSL, exposes the concept of uniforms. An AGSL uniform is defined as a read-only,
* global variable that is accessible by the AGSL code and is initialized by a number of setter
* methods on {@link RuntimeShader}. AGSL exposes two primitive uniform data types (float, int) and
* two specialized types (colors, shaders) that are outlined below.</p>
*
* <h4>Primitive Uniforms</h4>
* <p>There are two primitive uniform types supported by AGSL, float and int. For these types and
* uniforms representing a grouping of these types, like arrays and matrices, there are
* corresponding {@link RuntimeShader} methods to initialize them.
* <table border="2" width="85%" align="center" cellpadding="5">
* <thead>
* <tr><th>Java Type</th> <th>AGSL Type</th> <th>Method</th> </tr>
* </thead>
*
* <tbody>
* <tr>
* <td rowspan="4">Floats</td>
* <td>float</td>
* <td>{@link RuntimeShader#setFloatUniform(String, float)}</td>
* </tr>
* <tr>
* <td>vec2</td>
* <td>{@link RuntimeShader#setFloatUniform(String, float, float)}</td>
* </tr>
* <tr>
* <td>vec3</td>
* <td>{@link RuntimeShader#setFloatUniform(String, float, float, float)}</td>
* </tr>
* <tr>
* <td>vec4</td>
* <td>{@link RuntimeShader#setFloatUniform(String, float, float, float, float)}</td>
* </tr>
* <tr>
* <td rowspan="4">Integers</td>
* <td>int</td>
* <td>{@link RuntimeShader#setIntUniform(String, int)}</td>
* </tr>
* <tr>
* <td>ivec2</td>
* <td>{@link RuntimeShader#setIntUniform(String, int, int)}</td>
* </tr>
* <tr>
* <td>ivec3</td>
* <td>{@link RuntimeShader#setIntUniform(String, int, int, int)}</td>
* </tr>
* <tr>
* <td>ivec4</td>
* <td>{@link RuntimeShader#setIntUniform(String, int, int, int, int)}</td>
* </tr>
* <tr>
* <td rowspan="2">Matrices and Arrays</td>
* <td>mat2, mat3, and mat4, and float[]</td>
* <td>{@link RuntimeShader#setFloatUniform(String, float[])}</td>
* </tr>
* <tr>
* <td>int[]</td>
* <td>{@link RuntimeShader#setIntUniform(String, int[])}</td>
* </tr>
* </tbody>
* </table>
*
* For example, a simple AGSL shader making use of a float uniform to modulate the transparency
* of the output color would look like:</p>
*
* <pre class="prettyprint">
* uniform float alpha;
* vec4 main(vec2 canvas_coordinates) {
* vec3 red = vec3(1.0, 0.0, 0.0);
* return vec4(red * alpha, alpha);
* }</pre>
*
* <p>After creating a {@link RuntimeShader} with that program the uniform can then be initialized
* and updated per frame by calling {@link RuntimeShader#setFloatUniform(String, float)} with the
* value of alpha. The value of a primitive uniform defaults to 0 if it is declared in the AGSL
* shader but not initialized.</p>
*
* <h4>Color Uniforms</h4>
* <p>AGSL doesn't know if uniform variables contain colors, it won't automatically convert them to
* the working colorspace of the shader at runtime. However, you can label your vec4 uniform with
* the "layout(color)" qualifier which lets Android know that the uniform will be used as a color.
* Doing so allows AGSL to transform the uniform value to the working color space. In AGSL, declare
* the uniform like this:
*
* <pre class="prettyprint">
* layout(color) uniform vec4 inputColorA;
* layout(color) uniform vec4 inputColorB;
* vec4 main(vec2 canvas_coordinates) {
* // blend the two colors together and return the resulting color
* return mix(inputColorA, inputColorB, 0.5);
* }</pre>
*
* <p>After creating a {@link RuntimeShader} with that program the uniforms can
* then be initialized and updated per frame by calling
* {@link RuntimeShader#setColorUniform(String, int)},
* {@link RuntimeShader#setColorUniform(String, long)}, or
* {@link RuntimeShader#setColorUniform(String, Color)} with the desired colors. The value of a
* color uniform is undefined if it is declared in the AGSL shader but not initialized.</p>
*
* <h4>Shader Uniforms</h4>
* In GLSL, a fragment shader can sample a texture. For AGSL instead of sampling textures you can
* sample from any {@link Shader}, which includes but is not limited to {@link BitmapShader}. To
* make it clear that you are operating on an {@link Shader} object there is no "sample"
* method. Instead, the shader uniform has an "eval()" method. This distinction enables AGSL shaders
* to sample from existing bitmap and gradient shaders as well as other {@link RuntimeShader}
* objects. In AGSL, declare the uniform like this:
*
* <pre class="prettyprint">
* uniform shader myShader;
* vec4 main(vec2 canvas_coordinates) {
* // swap the red and blue color channels when sampling from myShader
* return myShader.sample(canvas_coordinates).bgra;
* }</pre>
*
* <p>After creating a {@link RuntimeShader} with that program the shader uniform can
* then be initialized and updated per frame by calling
* {@link RuntimeShader#setInputShader(String, Shader)} with the desired shader. The value of a
* shader uniform is undefined if it is declared in the AGSL shader but not initialized.</p>
*
* <p>Although most {@link BitmapShader}s contain colors that should be color managed, some contain
* data that isn’t actually colors. This includes bitmaps storing normals, material properties
* (e.g. roughness), heightmaps, or any other purely mathematical data that happens to be stored in
* a bitmap. When using these kinds of shaders in AGSL, you probably want to initialize them with
* {@link #setInputBuffer(String, BitmapShader)}. Shaders initialized this way work much like
* a regular {@link BitmapShader} (including filtering and tiling), with a few major differences:
* <ul>
* <li>No color space transformation is applied (the color space of the bitmap is ignored).</li>
* <li>Bitmaps that return false for {@link Bitmap#isPremultiplied()} are not automatically
* premultiplied.</li>
* </ul>
*
* <p>In addition, when sampling from a {@link BitmapShader} be aware that the shader does not use
* normalized coordinates (like a texture in GLSL). It uses (0, 0) in the upper-left corner, and
* (width, height) in the bottom-right corner. Normally, this is exactly what you want. If you’re
* evaluating the shader with coordinates based on the ones passed to your AGSL program, the scale
* is correct. However, if you want to adjust those coordinates (to do some kind of re-mapping of
* the bitmap), remember that the coordinates are local to the canvas.</p>
*
*/
public class RuntimeShader extends Shader {