The old API was a shim over the new API, and will be deleted soon. The new API is actually public, simpler, and more powerful. Test: Everything still builds. Change-Id: I11af8da9132e23a070e87dd5a7401c4854dd102a
91 lines
3.1 KiB
Java
91 lines
3.1 KiB
Java
/*
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* Copyright 2019 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.graphics;
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import android.annotation.NonNull;
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import android.annotation.Nullable;
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import libcore.util.NativeAllocationRegistry;
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/**
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* Shader that calculates pixel output with a program (fragment shader) running on a GPU.
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* @hide
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*/
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public class RuntimeShader extends Shader {
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private static class NoImagePreloadHolder {
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public static final NativeAllocationRegistry sRegistry =
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NativeAllocationRegistry.createMalloced(
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RuntimeShader.class.getClassLoader(), nativeGetFinalizer());
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}
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private byte[] mUniforms;
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private boolean mIsOpaque;
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/**
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* Current native shader factory instance.
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*/
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private long mNativeInstanceRuntimeShaderFactory;
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/**
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* Creates a new RuntimeShader.
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*
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* @param sksl The text of SKSL program to run on the GPU.
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* @param uniforms Array of parameters passed by the SKSL shader. Array size depends
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* on number of uniforms declared by sksl.
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* @param isOpaque True if all pixels have alpha 1.0f.
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*/
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public RuntimeShader(@NonNull String sksl, @Nullable byte[] uniforms, boolean isOpaque) {
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this(sksl, uniforms, isOpaque, ColorSpace.get(ColorSpace.Named.SRGB));
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}
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private RuntimeShader(@NonNull String sksl, @Nullable byte[] uniforms, boolean isOpaque,
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ColorSpace colorSpace) {
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super(colorSpace);
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mUniforms = uniforms;
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mIsOpaque = isOpaque;
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mNativeInstanceRuntimeShaderFactory = nativeCreateShaderFactory(sksl);
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NoImagePreloadHolder.sRegistry.registerNativeAllocation(this,
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mNativeInstanceRuntimeShaderFactory);
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}
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/**
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* Sets new value for shader parameters.
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*
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* @param uniforms Array of parameters passed by the SKSL shader. Array size depends
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* on number of uniforms declared by mSksl.
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*/
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public void updateUniforms(@Nullable byte[] uniforms) {
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mUniforms = uniforms;
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discardNativeInstance();
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}
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@Override
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long createNativeInstance(long nativeMatrix) {
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return nativeCreate(mNativeInstanceRuntimeShaderFactory, nativeMatrix, mUniforms,
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colorSpace().getNativeInstance(), mIsOpaque);
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}
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private static native long nativeCreate(long shaderFactory, long matrix, byte[] inputs,
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long colorSpaceHandle, boolean isOpaque);
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private static native long nativeCreateShaderFactory(String sksl);
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private static native long nativeGetFinalizer();
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}
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