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A library jar that provides APIs for Applications written for the Google Android Platform.
/*
* 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.NonNull;
import libcore.util.NativeAllocationRegistry;
/**
* Shader that calculates pixel output with a program (fragment shader) running on a GPU.
* @hide
*/
public class RuntimeShader extends Shader {
private static class NoImagePreloadHolder {
public static final NativeAllocationRegistry sRegistry =
NativeAllocationRegistry.createMalloced(
RuntimeShader.class.getClassLoader(), nativeGetFinalizer());
}
private boolean mIsOpaque;
/**
* Current native shader builder instance.
*/
private long mNativeInstanceRuntimeShaderBuilder;
/**
* Creates a new RuntimeShader.
*
* @param sksl The text of SKSL program to run on the GPU.
* @param uniforms Array of parameters passed by the SKSL shader. Array size depends
* on number of uniforms declared by sksl.
* @param isOpaque True if all pixels have alpha 1.0f.
*/
public RuntimeShader(@NonNull String sksl, boolean isOpaque) {
super(ColorSpace.get(ColorSpace.Named.SRGB));
mIsOpaque = isOpaque;
mNativeInstanceRuntimeShaderBuilder = nativeCreateBuilder(sksl);
NoImagePreloadHolder.sRegistry.registerNativeAllocation(
this, mNativeInstanceRuntimeShaderBuilder);
}
/**
* 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 float then an
* IllegalArgumentException is thrown.
*
* @param uniformName name matching the uniform declared in the SKSL shader
* @param value
*/
public void setUniform(@NonNull String uniformName, float value) {
setUniform(uniformName, new float[] {value});
}
/**
* 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 float2/vec2 then an
* IllegalArgumentException is thrown.
*
* @param uniformName name matching the uniform declared in the SKSL shader
* @param value1
* @param value2
*/
public void setUniform(@NonNull String uniformName, float value1, float value2) {
setUniform(uniformName, new float[] {value1, value2});
}
/**
* 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 vecN/floatN where N is
* the size of the values array then an IllegalArgumentException is thrown.
*
* @param uniformName name matching the uniform declared in the SKSL shader
* @param values
*/
public void setUniform(@NonNull String uniformName, float[] values) {
nativeUpdateUniforms(mNativeInstanceRuntimeShaderBuilder, uniformName, values);
discardNativeInstance();
}
/**
* Sets the uniform shader that is declares as input to this shader. If the shader does not
* have a uniform shader with that name then an IllegalArgumentException is thrown.
*
* @param shaderName name matching the uniform declared in the SKSL shader
* @param shader shader passed into the SKSL shader for sampling
*/
public void setInputShader(@NonNull String shaderName, @NonNull Shader shader) {
nativeUpdateShader(
mNativeInstanceRuntimeShaderBuilder, shaderName, shader.getNativeInstance());
discardNativeInstance();
}
/** @hide */
@Override
protected long createNativeInstance(long nativeMatrix, boolean filterFromPaint) {
return nativeCreateShader(mNativeInstanceRuntimeShaderBuilder, nativeMatrix, mIsOpaque);
}
public long getNativeShaderBuilder() {
return mNativeInstanceRuntimeShaderBuilder;
}
public boolean isOpaque() {
return mIsOpaque;
}
private static native long nativeGetFinalizer();
private static native long nativeCreateBuilder(String sksl);
private static native long nativeCreateShader(
long shaderBuilder, long matrix, boolean isOpaque);
private static native void nativeUpdateUniforms(
long shaderBuilder, String uniformName, float[] uniforms);
private static native void nativeUpdateShader(
long shaderBuilder, String shaderName, long shader);
}