/* * 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 { // 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 */