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      1 /*
      2  * Copyright (C) 2012 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #include "Caches.h"
     18 #include "Dither.h"
     19 
     20 namespace android {
     21 namespace uirenderer {
     22 
     23 ///////////////////////////////////////////////////////////////////////////////
     24 // Lifecycle
     25 ///////////////////////////////////////////////////////////////////////////////
     26 
     27 void Dither::bindDitherTexture() {
     28     if (!mInitialized) {
     29         bool useFloatTexture = Extensions::getInstance().getMajorGlVersion() >= 3;
     30 
     31         glGenTextures(1, &mDitherTexture);
     32         glBindTexture(GL_TEXTURE_2D, mDitherTexture);
     33 
     34         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
     35         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
     36 
     37         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
     38         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
     39 
     40         if (useFloatTexture) {
     41             // We use a R16F texture, let's remap the alpha channel to the
     42             // red channel to avoid changing the shader sampling code on GL ES 3.0+
     43             glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_RED);
     44 
     45             float dither = 1.0f / (255.0f * DITHER_KERNEL_SIZE * DITHER_KERNEL_SIZE);
     46             const GLfloat pattern[] = {
     47                  0 * dither,  8 * dither,  2 * dither, 10 * dither,
     48                 12 * dither,  4 * dither, 14 * dither,  6 * dither,
     49                  3 * dither, 11 * dither,  1 * dither,  9 * dither,
     50                 15 * dither,  7 * dither, 13 * dither,  5 * dither
     51             };
     52 
     53             glPixelStorei(GL_UNPACK_ALIGNMENT, sizeof(GLfloat));
     54             glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, DITHER_KERNEL_SIZE, DITHER_KERNEL_SIZE, 0,
     55                     GL_RED, GL_FLOAT, &pattern);
     56         } else {
     57             const uint8_t pattern[] = {
     58                  0,  8,  2, 10,
     59                 12,  4, 14,  6,
     60                  3, 11,  1,  9,
     61                 15,  7, 13,  5
     62             };
     63 
     64             glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
     65             glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, DITHER_KERNEL_SIZE, DITHER_KERNEL_SIZE, 0,
     66                     GL_ALPHA, GL_UNSIGNED_BYTE, &pattern);
     67         }
     68 
     69         mInitialized = true;
     70     } else {
     71         glBindTexture(GL_TEXTURE_2D, mDitherTexture);
     72     }
     73 }
     74 
     75 void Dither::clear() {
     76     if (mInitialized) {
     77         glDeleteTextures(1, &mDitherTexture);
     78         mInitialized = false;
     79     }
     80 }
     81 
     82 ///////////////////////////////////////////////////////////////////////////////
     83 // Program management
     84 ///////////////////////////////////////////////////////////////////////////////
     85 
     86 void Dither::setupProgram(Program* program, GLuint* textureUnit) {
     87     GLuint textureSlot = (*textureUnit)++;
     88     Caches::getInstance().activeTexture(textureSlot);
     89 
     90     bindDitherTexture();
     91 
     92     glUniform1i(program->getUniform("ditherSampler"), textureSlot);
     93 }
     94 
     95 }; // namespace uirenderer
     96 }; // namespace android
     97