Files
frameworks_base/graphics/java/android/graphics/RuntimeShader.java
Derek Sollenberger 7843e51a80 Remove isOpaque from RuntimeShader
Skia can now detect this performance optimization
automatically so there is no need to increase the
exposure of the public API.

Test: atest CtsUiRenderingTestCases
Bug: 201546136
Change-Id: I5f80259530a08506f54cef59b4b1940e940bfe91
2022-02-04 14:11:15 +00:00

332 lines
14 KiB
Java

/*
* 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.ColorInt;
import android.annotation.ColorLong;
import android.annotation.NonNull;
import libcore.util.NativeAllocationRegistry;
/**
* Shader that calculates per-pixel color via a user defined Android Graphics Shading Language
* (AGSL) function.
*/
public class RuntimeShader extends Shader {
private static class NoImagePreloadHolder {
public static final NativeAllocationRegistry sRegistry =
NativeAllocationRegistry.createMalloced(
RuntimeShader.class.getClassLoader(), nativeGetFinalizer());
}
/**
* Current native shader builder instance.
*/
private long mNativeInstanceRuntimeShaderBuilder;
/**
* Creates a new RuntimeShader.
*
* @param shader The text of AGSL shader program to run.
*/
public RuntimeShader(@NonNull String shader) {
// colorspace is required, but the RuntimeShader always produces colors in the destination
// buffer's colorspace regardless of the value specified here.
super(ColorSpace.get(ColorSpace.Named.SRGB));
if (shader == null) {
throw new NullPointerException("RuntimeShader requires a non-null AGSL string");
}
mNativeInstanceRuntimeShaderBuilder = nativeCreateBuilder(shader);
NoImagePreloadHolder.sRegistry.registerNativeAllocation(
this, mNativeInstanceRuntimeShaderBuilder);
}
/**
* Sets the uniform color value corresponding to this shader. If the shader does not have a
* uniform with that name or if the uniform is declared with a type other than vec3 or vec4 and
* corresponding layout(color) annotation then an IllegalArgumentException is thrown.
*
* @param uniformName name matching the color uniform declared in the AGSL shader program
* @param color the provided sRGB color will be transformed into the shader program's output
* colorspace and will be available as a vec4 uniform in the program.
*/
public void setColorUniform(@NonNull String uniformName, @ColorInt int color) {
setUniform(uniformName, Color.valueOf(color).getComponents(), true);
}
/**
* Sets the uniform color value corresponding to this shader. If the shader does not have a
* uniform with that name or if the uniform is declared with a type other than vec3 or vec4 and
* corresponding layout(color) annotation then an IllegalArgumentException is thrown.
*
* @param uniformName name matching the color uniform declared in the AGSL shader program
* @param color the provided sRGB color will be transformed into the shader program's output
* colorspace and will be available as a vec4 uniform in the program.
*/
public void setColorUniform(@NonNull String uniformName, @ColorLong long color) {
Color exSRGB = Color.valueOf(color).convert(ColorSpace.get(ColorSpace.Named.EXTENDED_SRGB));
setUniform(uniformName, exSRGB.getComponents(), true);
}
/**
* Sets the uniform color value corresponding to this shader. If the shader does not have a
* uniform with that name or if the uniform is declared with a type other than vec3 or vec4 and
* corresponding layout(color) annotation then an IllegalArgumentException is thrown.
*
* @param uniformName name matching the color uniform declared in the AGSL shader program
* @param color the provided sRGB color will be transformed into the shader program's output
* colorspace and will be available as a vec4 uniform in the program.
*/
public void setColorUniform(@NonNull String uniformName, @NonNull Color color) {
if (color == null) {
throw new NullPointerException("The color parameter must not be null");
}
Color exSRGB = color.convert(ColorSpace.get(ColorSpace.Named.EXTENDED_SRGB));
setUniform(uniformName, exSRGB.getComponents(), true);
}
/**
* Sets the uniform value corresponding to this shader. If the shader does not have a uniform
* with that name or if the uniform is declared with a type other than a float or float[1]
* then an IllegalArgumentException is thrown.
*
* @param uniformName name matching the uniform declared in the AGSL shader program
*/
public void setFloatUniform(@NonNull String uniformName, float value) {
setFloatUniform(uniformName, value, 0.0f, 0.0f, 0.0f, 1);
}
/**
* Sets the uniform value corresponding to this shader. If the shader does not have a uniform
* with that name or if the uniform is declared with a type other than vec2 or float[2] then an
* IllegalArgumentException is thrown.
*
* @param uniformName name matching the uniform declared in the AGSL shader program
*/
public void setFloatUniform(@NonNull String uniformName, float value1, float value2) {
setFloatUniform(uniformName, value1, value2, 0.0f, 0.0f, 2);
}
/**
* Sets the uniform value corresponding to this shader. If the shader does not have a uniform
* with that name or if the uniform is declared with a type other than vec3 or float[3] then an
* IllegalArgumentException is thrown.
*
* @param uniformName name matching the uniform declared in the AGSL shader program
*/
public void setFloatUniform(@NonNull String uniformName, float value1, float value2,
float value3) {
setFloatUniform(uniformName, value1, value2, value3, 0.0f, 3);
}
/**
* Sets the uniform value corresponding to this shader. If the shader does not have a uniform
* with that name or if the uniform is declared with a type other than vec4 or float[4] then an
* IllegalArgumentException is thrown.
*
* @param uniformName name matching the uniform declared in the AGSL shader program
*/
public void setFloatUniform(@NonNull String uniformName, float value1, float value2,
float value3, float value4) {
setFloatUniform(uniformName, value1, value2, value3, value4, 4);
}
/**
* Sets the uniform value corresponding to this shader. If the shader does not have a uniform
* with that name or if the uniform is declared with a type other than a float (for N=1), vecN,
* or float[N] where N is the length of the values param then an IllegalArgumentException is
* thrown.
*
* @param uniformName name matching the uniform declared in the AGSL shader program
*/
public void setFloatUniform(@NonNull String uniformName, @NonNull float[] values) {
setUniform(uniformName, values, false);
}
private void setFloatUniform(@NonNull String uniformName, float value1, float value2,
float value3, float value4, int count) {
if (uniformName == null) {
throw new NullPointerException("The uniformName parameter must not be null");
}
nativeUpdateUniforms(mNativeInstanceRuntimeShaderBuilder, uniformName, value1, value2,
value3, value4, count);
discardNativeInstance();
}
private void setUniform(@NonNull String uniformName, @NonNull float[] values, boolean isColor) {
if (uniformName == null) {
throw new NullPointerException("The uniformName parameter must not be null");
}
if (values == null) {
throw new NullPointerException("The uniform values parameter must not be null");
}
nativeUpdateUniforms(mNativeInstanceRuntimeShaderBuilder, uniformName, values, isColor);
discardNativeInstance();
}
/**
* Sets the uniform value corresponding to this shader. If the shader does not have a uniform
* with that name or if the uniform is declared with a type other than an int or int[1]
* then an IllegalArgumentException is thrown.
*
* @param uniformName name matching the uniform declared in the AGSL shader program
*/
public void setIntUniform(@NonNull String uniformName, int value) {
setIntUniform(uniformName, value, 0, 0, 0, 1);
}
/**
* Sets the uniform value corresponding to this shader. If the shader does not have a uniform
* with that name or if the uniform is declared with a type other than ivec2 or int[2] then an
* IllegalArgumentException is thrown.
*
* @param uniformName name matching the uniform declared in the AGSL shader program
*/
public void setIntUniform(@NonNull String uniformName, int value1, int value2) {
setIntUniform(uniformName, value1, value2, 0, 0, 2);
}
/**
* Sets the uniform value corresponding to this shader. If the shader does not have a uniform
* with that name or if the uniform is declared with a type other than ivec3 or int[3] then an
* IllegalArgumentException is thrown.
*
* @param uniformName name matching the uniform declared in the AGSL shader program
*/
public void setIntUniform(@NonNull String uniformName, int value1, int value2, int value3) {
setIntUniform(uniformName, value1, value2, value3, 0, 3);
}
/**
* Sets the uniform value corresponding to this shader. If the shader does not have a uniform
* with that name or if the uniform is declared with a type other than ivec4 or int[4] then an
* IllegalArgumentException is thrown.
*
* @param uniformName name matching the uniform declared in the AGSL shader program
*/
public void setIntUniform(@NonNull String uniformName, int value1, int value2,
int value3, int value4) {
setIntUniform(uniformName, value1, value2, value3, value4, 4);
}
/**
* Sets the uniform value corresponding to this shader. If the shader does not have a uniform
* with that name or if the uniform is declared with a type other than an int (for N=1), ivecN,
* or int[N] where N is the length of the values param then an IllegalArgumentException is
* thrown.
*
* @param uniformName name matching the uniform declared in the AGSL shader program
*/
public void setIntUniform(@NonNull String uniformName, @NonNull int[] values) {
if (uniformName == null) {
throw new NullPointerException("The uniformName parameter must not be null");
}
if (values == null) {
throw new NullPointerException("The uniform values parameter must not be null");
}
nativeUpdateUniforms(mNativeInstanceRuntimeShaderBuilder, uniformName, values);
discardNativeInstance();
}
private void setIntUniform(@NonNull String uniformName, int value1, int value2, int value3,
int value4, int count) {
if (uniformName == null) {
throw new NullPointerException("The uniformName parameter must not be null");
}
nativeUpdateUniforms(mNativeInstanceRuntimeShaderBuilder, uniformName, value1, value2,
value3, value4, count);
discardNativeInstance();
}
/**
* Assigns the uniform shader to the provided shader parameter. If the shader program does not
* have a uniform shader with that name then an IllegalArgumentException is thrown.
*
* @param shaderName name matching the uniform declared in the AGSL shader program
* @param shader shader passed into the AGSL shader program for sampling
*/
public void setInputShader(@NonNull String shaderName, @NonNull Shader shader) {
if (shaderName == null) {
throw new NullPointerException("The shaderName parameter must not be null");
}
if (shader == null) {
throw new NullPointerException("The shader parameter must not be null");
}
nativeUpdateShader(
mNativeInstanceRuntimeShaderBuilder, shaderName, shader.getNativeInstance());
discardNativeInstance();
}
/**
* Assigns the uniform shader to the provided shader parameter. If the shader program does not
* have a uniform shader with that name then an IllegalArgumentException is thrown.
*
* Unlike setInputShader this method returns samples directly from the bitmap's buffer. This
* means that there will be no transformation of the sampled pixels, such as colorspace
* conversion or alpha premultiplication.
*/
public void setInputBuffer(@NonNull String shaderName, @NonNull BitmapShader shader) {
if (shaderName == null) {
throw new NullPointerException("The shaderName parameter must not be null");
}
if (shader == null) {
throw new NullPointerException("The shader parameter must not be null");
}
nativeUpdateShader(mNativeInstanceRuntimeShaderBuilder, shaderName,
shader.getNativeInstanceWithDirectSampling());
discardNativeInstance();
}
/** @hide */
@Override
protected long createNativeInstance(long nativeMatrix, boolean filterFromPaint) {
return nativeCreateShader(mNativeInstanceRuntimeShaderBuilder, nativeMatrix);
}
/** @hide */
protected long getNativeShaderBuilder() {
return mNativeInstanceRuntimeShaderBuilder;
}
private static native long nativeGetFinalizer();
private static native long nativeCreateBuilder(String agsl);
private static native long nativeCreateShader(long shaderBuilder, long matrix);
private static native void nativeUpdateUniforms(
long shaderBuilder, String uniformName, float[] uniforms, boolean isColor);
private static native void nativeUpdateUniforms(
long shaderBuilder, String uniformName, float value1, float value2, float value3,
float value4, int count);
private static native void nativeUpdateUniforms(
long shaderBuilder, String uniformName, int[] uniforms);
private static native void nativeUpdateUniforms(
long shaderBuilder, String uniformName, int value1, int value2, int value3,
int value4, int count);
private static native void nativeUpdateShader(
long shaderBuilder, String shaderName, long shader);
}