Wire SKSL based stretch shader to HWUI
--Ported SKSL based stretch shader from OpenGL prototype
--Hooked up the stretch APIs in RenderNode to the stretch
shader.
--Updated RenderNode layer logic to promote the RenderNode to
a layer if there is a stretch to be applied to it in order
to feed the layer as input to the stretch shader
Bug: 179047472
Test: builds + sample overscroll stretches + updated CTS test
Change-Id: I744ff70099fe251ce07f23d067bf13444a468c08
diff --git a/libs/hwui/effects/StretchEffect.cpp b/libs/hwui/effects/StretchEffect.cpp
index 51cbc75..d4fd105 100644
--- a/libs/hwui/effects/StretchEffect.cpp
+++ b/libs/hwui/effects/StretchEffect.cpp
@@ -15,13 +15,195 @@
*/
#include "StretchEffect.h"
+#include <SkImageFilter.h>
+#include <SkRefCnt.h>
+#include <SkRuntimeEffect.h>
+#include <SkString.h>
+#include <SkSurface.h>
+#include <include/effects/SkImageFilters.h>
+
+#include <memory>
namespace android::uirenderer {
-sk_sp<SkImageFilter> StretchEffect::getImageFilter() const {
- // TODO: Implement & Cache
- // Probably need to use mutable to achieve caching
- return nullptr;
+static const SkString stretchShader = SkString(R"(
+ uniform shader uContentTexture;
+
+ // multiplier to apply to scale effect
+ uniform float uMaxStretchIntensity;
+
+ // Maximum percentage to stretch beyond bounds of target
+ uniform float uStretchAffectedDist;
+
+ // Distance stretched as a function of the normalized overscroll times
+ // scale intensity
+ uniform float uDistanceStretchedX;
+ uniform float uDistanceStretchedY;
+ uniform float uDistDiffX;
+
+ // Difference between the peak stretch amount and overscroll amount normalized
+ uniform float uDistDiffY;
+
+ // Horizontal offset represented as a ratio of pixels divided by the target width
+ uniform float uScrollX;
+ // Vertical offset represented as a ratio of pixels divided by the target height
+ uniform float uScrollY;
+
+ // Normalized overscroll amount in the horizontal direction
+ uniform float uOverscrollX;
+
+ // Normalized overscroll amount in the vertical direction
+ uniform float uOverscrollY;
+ uniform float viewportWidth; // target height in pixels
+ uniform float viewportHeight; // target width in pixels
+
+ void computeOverscrollStart(
+ out float outPos,
+ float inPos,
+ float overscroll,
+ float uStretchAffectedDist,
+ float distanceStretched
+ ) {
+ float offsetPos = uStretchAffectedDist - inPos;
+ float posBasedVariation = smoothstep(0., uStretchAffectedDist, offsetPos);
+ float stretchIntensity = overscroll * posBasedVariation;
+ outPos = distanceStretched - (offsetPos / (1. + stretchIntensity));
+ }
+
+ void computeOverscrollEnd(
+ out float outPos,
+ float inPos,
+ float overscroll,
+ float reverseStretchDist,
+ float uStretchAffectedDist,
+ float distanceStretched
+ ) {
+ float offsetPos = inPos - reverseStretchDist;
+ float posBasedVariation = (smoothstep(0., uStretchAffectedDist, offsetPos));
+ float stretchIntensity = (-overscroll) * posBasedVariation;
+ outPos = 1 - (distanceStretched - (offsetPos / (1. + stretchIntensity)));
+ }
+
+ void computeOverscroll(
+ out float outPos,
+ float inPos,
+ float overscroll,
+ float uStretchAffectedDist,
+ float distanceStretched,
+ float distanceDiff
+ ) {
+ if (overscroll > 0) {
+ if (inPos <= uStretchAffectedDist) {
+ computeOverscrollStart(
+ outPos,
+ inPos,
+ overscroll,
+ uStretchAffectedDist,
+ distanceStretched
+ );
+ } else if (inPos >= distanceStretched) {
+ outPos = distanceDiff + inPos;
+ }
+ }
+ if (overscroll < 0) {
+ float stretchAffectedDist = 1. - uStretchAffectedDist;
+ if (inPos >= stretchAffectedDist) {
+ computeOverscrollEnd(
+ outPos,
+ inPos,
+ overscroll,
+ stretchAffectedDist,
+ uStretchAffectedDist,
+ distanceStretched
+ );
+ } else if (inPos < stretchAffectedDist) {
+ outPos = -distanceDiff + inPos;
+ }
+ }
+ }
+
+ vec4 main(vec2 coord) {
+ // Normalize SKSL pixel coordinate into a unit vector
+ float inU = coord.x / viewportWidth;
+ float inV = coord.y / viewportHeight;
+ float outU;
+ float outV;
+ float stretchIntensity;
+ // Add the normalized scroll position within scrolling list
+ inU += uScrollX;
+ inV += uScrollY;
+ outU = inU;
+ outV = inV;
+ computeOverscroll(
+ outU,
+ inU,
+ uOverscrollX,
+ uStretchAffectedDist,
+ uDistanceStretchedX,
+ uDistDiffX
+ );
+ computeOverscroll(
+ outV,
+ inV,
+ uOverscrollY,
+ uStretchAffectedDist,
+ uDistanceStretchedY,
+ uDistDiffY
+ );
+ coord.x = outU * viewportWidth;
+ coord.y = outV * viewportHeight;
+ return sample(uContentTexture, coord);
+ })");
+
+static const float ZERO = 0.f;
+
+sk_sp<SkImageFilter> StretchEffect::getImageFilter(const sk_sp<SkImage>& snapshotImage) const {
+ if (isEmpty()) {
+ return nullptr;
+ }
+
+ if (mStretchFilter != nullptr) {
+ return mStretchFilter;
+ }
+
+ float distanceNotStretchedX = maxStretchAmount / stretchArea.width();
+ float distanceNotStretchedY = maxStretchAmount / stretchArea.height();
+ float normOverScrollDistX = mStretchDirection.x();
+ float normOverScrollDistY = mStretchDirection.y();
+ float distanceStretchedX = maxStretchAmount / (1 + abs(normOverScrollDistX));
+ float distanceStretchedY = maxStretchAmount / (1 + abs(normOverScrollDistY));
+ float diffX = distanceStretchedX - distanceNotStretchedX;
+ float diffY = distanceStretchedY - distanceNotStretchedY;
+ float viewportWidth = stretchArea.width();
+ float viewportHeight = stretchArea.height();
+
+ if (mBuilder == nullptr) {
+ mBuilder = std::make_unique<SkRuntimeShaderBuilder>(getStretchEffect());
+ }
+
+ mBuilder->child("uContentTexture") = snapshotImage->makeShader(
+ SkTileMode::kClamp, SkTileMode::kClamp, SkSamplingOptions(SkFilterMode::kLinear));
+ mBuilder->uniform("uStretchAffectedDist").set(&maxStretchAmount, 1);
+ mBuilder->uniform("uDistanceStretchedX").set(&distanceStretchedX, 1);
+ mBuilder->uniform("uDistanceStretchedY").set(&distanceStretchedY, 1);
+ mBuilder->uniform("uDistDiffX").set(&diffX, 1);
+ mBuilder->uniform("uDistDiffY").set(&diffY, 1);
+ mBuilder->uniform("uOverscrollX").set(&normOverScrollDistX, 1);
+ mBuilder->uniform("uOverscrollY").set(&normOverScrollDistY, 1);
+ mBuilder->uniform("uScrollX").set(&ZERO, 1);
+ mBuilder->uniform("uScrollY").set(&ZERO, 1);
+ mBuilder->uniform("viewportWidth").set(&viewportWidth, 1);
+ mBuilder->uniform("viewportHeight").set(&viewportHeight, 1);
+
+ mStretchFilter = SkImageFilters::Shader(mBuilder->makeShader(nullptr, false),
+ SkRect{0, 0, viewportWidth, viewportHeight});
+
+ return mStretchFilter;
+}
+
+sk_sp<SkRuntimeEffect> StretchEffect::getStretchEffect() {
+ const static SkRuntimeEffect::Result instance = SkRuntimeEffect::Make(stretchShader);
+ return instance.effect;
}
} // namespace android::uirenderer
\ No newline at end of file