/* * 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 #include #include #include namespace android { namespace uirenderer { // Must define as many texture units as specified by kTextureUnitsCount const GLenum kTextureUnits[] = { GL_TEXTURE0, GL_TEXTURE1, GL_TEXTURE2, GL_TEXTURE3 }; static void uploadToTexture(bool resize, GLenum format, GLenum type, GLsizei stride, GLsizei bpp, GLsizei width, GLsizei height, const GLvoid * data) { glPixelStorei(GL_UNPACK_ALIGNMENT, bpp); const bool useStride = stride != width && Caches::getInstance().extensions().hasUnpackRowLength(); if ((stride == width) || useStride) { if (useStride) { glPixelStorei(GL_UNPACK_ROW_LENGTH, stride); } if (resize) { glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, type, data); } else { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, data); } if (useStride) { glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); } } else { // With OpenGL ES 2.0 we need to copy the bitmap in a temporary buffer // if the stride doesn't match the width GLvoid * temp = (GLvoid *) malloc(width * height * bpp); if (!temp) return; uint8_t * pDst = (uint8_t *)temp; uint8_t * pSrc = (uint8_t *)data; for (GLsizei i = 0; i < height; i++) { memcpy(pDst, pSrc, width * bpp); pDst += width * bpp; pSrc += stride * bpp; } if (resize) { glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, type, temp); } else { glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, temp); } free(temp); } } static void uploadSkBitmapToTexture(const SkBitmap& bitmap, bool resize, GLenum format, GLenum type) { uploadToTexture(resize, format, type, bitmap.rowBytesAsPixels(), bitmap.bytesPerPixel(), bitmap.width(), bitmap.height(), bitmap.getPixels()); } void TextureState::generateTexture(const SkBitmap* bitmap, Texture* texture, bool regenerate) { SkAutoLockPixels alp(*bitmap); if (!bitmap->readyToDraw()) { ALOGE("Cannot generate texture from bitmap"); return; } ATRACE_FORMAT("Upload %ux%u Texture", bitmap->width(), bitmap->height()); // We could also enable mipmapping if both bitmap dimensions are powers // of 2 but we'd have to deal with size changes. Let's keep this simple const bool canMipMap = Caches::getInstance().extensions().hasNPot(); // If the texture had mipmap enabled but not anymore, // force a glTexImage2D to discard the mipmap levels const bool resize = !regenerate || bitmap->width() != int(texture->width) || bitmap->height() != int(texture->height) || (regenerate && canMipMap && texture->mipMap && !bitmap->hasHardwareMipMap()); if (!regenerate) { glGenTextures(1, &texture->id); } texture->generation = bitmap->getGenerationID(); texture->width = bitmap->width(); texture->height = bitmap->height(); bindTexture(texture->id); switch (bitmap->colorType()) { case kAlpha_8_SkColorType: uploadSkBitmapToTexture(*bitmap, resize, GL_ALPHA, GL_UNSIGNED_BYTE); texture->blend = true; break; case kRGB_565_SkColorType: uploadSkBitmapToTexture(*bitmap, resize, GL_RGB, GL_UNSIGNED_SHORT_5_6_5); texture->blend = false; break; case kN32_SkColorType: uploadSkBitmapToTexture(*bitmap, resize, GL_RGBA, GL_UNSIGNED_BYTE); // Do this after calling getPixels() to make sure Skia's deferred // decoding happened texture->blend = !bitmap->isOpaque(); break; case kARGB_4444_SkColorType: case kIndex_8_SkColorType: { SkBitmap rgbaBitmap; rgbaBitmap.allocPixels(SkImageInfo::MakeN32(texture->width, texture->height, bitmap->alphaType())); rgbaBitmap.eraseColor(0); SkCanvas canvas(rgbaBitmap); canvas.drawBitmap(*bitmap, 0.0f, 0.0f, nullptr); uploadSkBitmapToTexture(rgbaBitmap, resize, GL_RGBA, GL_UNSIGNED_BYTE); texture->blend = !bitmap->isOpaque(); break; } default: ALOGW("Unsupported bitmap colorType: %d", bitmap->colorType()); break; } if (canMipMap) { texture->mipMap = bitmap->hasHardwareMipMap(); if (texture->mipMap) { glGenerateMipmap(GL_TEXTURE_2D); } } if (!regenerate) { texture->setFilter(GL_NEAREST); texture->setWrap(GL_CLAMP_TO_EDGE); } } 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); } 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 */