Add support for circular gradients to the GL renderer.

This change also adds full support for local transformation matrices on
sweep and radial gradients.

Change-Id: Id8773bc0766575190e3f3d51984fc5e57b266c3f
diff --git a/libs/hwui/Matrix.cpp b/libs/hwui/Matrix.cpp
index 264ad3d..c698b5a 100644
--- a/libs/hwui/Matrix.cpp
+++ b/libs/hwui/Matrix.cpp
@@ -144,6 +144,12 @@
     return data[kTranslateY];
 }
 
+void Matrix4::multiply(float v) {
+    for (int i = 0; i < 16; i++) {
+        data[i] *= v;
+    }
+}
+
 void Matrix4::loadTranslate(float x, float y, float z) {
     loadIdentity();
     data[kTranslateX] = x;
diff --git a/libs/hwui/Matrix.h b/libs/hwui/Matrix.h
index c247a67..0608efe 100644
--- a/libs/hwui/Matrix.h
+++ b/libs/hwui/Matrix.h
@@ -83,6 +83,8 @@
         load(u);
     }
 
+    void multiply(float v);
+
     void translate(float x, float y, float z) {
         Matrix4 u;
         u.loadTranslate(x, y, z);
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index bcc1edf..3e9412c 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -40,9 +40,12 @@
         "uniform vec2 gradientStart;\n"
         "uniform mat4 screenSpace;\n",
         // Circular
-        "",
+        "uniform vec2 gradientStart;\n"
+        "uniform mat4 gradientMatrix;\n"
+        "uniform mat4 screenSpace;\n",
         // Sweep
         "uniform vec2 gradientStart;\n"
+        "uniform mat4 gradientMatrix;\n"
         "uniform mat4 screenSpace;\n"
 };
 const char* gVS_Header_Uniforms_HasBitmap =
@@ -56,7 +59,7 @@
         // Linear
         "varying float index;\n",
         // Circular
-        "",
+        "varying vec2 circular;\n",
         // Sweep
         "varying vec2 sweep;\n"
 };
@@ -69,10 +72,11 @@
         "    vec4 location = screenSpace * position;\n"
         "    index = dot(location.xy - gradientStart, gradient) * gradientLength;\n",
         // Circular
-        "",
+        "    vec4 location = screenSpace * position;\n"
+        "    circular = (gradientMatrix * vec4(location.xy - gradientStart, 0.0, 0.0)).xy;\n",
         // Sweep
         "    vec4 location = screenSpace * position;\n"
-        "    sweep = location.xy - gradientStart;\n"
+        "    sweep = (gradientMatrix * vec4(location.xy - gradientStart, 0.0, 0.0)).xy;\n"
 };
 const char* gVS_Main_OutBitmapTexCoords =
         "    vec4 bitmapCoords = textureTransform * position;\n"
@@ -98,6 +102,7 @@
         // Linear
         "uniform sampler2D gradientSampler;\n",
         // Circular
+        "uniform float gradientRadius;\n"
         "uniform sampler2D gradientSampler;\n",
         // Sweep
         "uniform sampler2D gradientSampler;\n"
@@ -129,7 +134,8 @@
         // Linear
         "    vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
         // Circular
-        "",
+        "    float index = length(circular) * gradientRadius;\n"
+        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
         // Sweep
         "    float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
         "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n"
diff --git a/libs/hwui/SkiaShader.cpp b/libs/hwui/SkiaShader.cpp
index c5d9767..9e1f6c2 100644
--- a/libs/hwui/SkiaShader.cpp
+++ b/libs/hwui/SkiaShader.cpp
@@ -209,6 +209,30 @@
 }
 
 ///////////////////////////////////////////////////////////////////////////////
+// Circular gradient shader
+///////////////////////////////////////////////////////////////////////////////
+
+SkiaCircularGradientShader::SkiaCircularGradientShader(float x, float y, float radius,
+        uint32_t* colors, float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
+        SkMatrix* matrix, bool blend):
+        SkiaSweepGradientShader(kCircularGradient, x, y, colors, positions, count, key,
+                tileMode, matrix, blend),
+        mRadius(radius) {
+}
+
+void SkiaCircularGradientShader::describe(ProgramDescription& description,
+        const Extensions& extensions) {
+    description.hasGradient = true;
+    description.gradientType = ProgramDescription::kGradientCircular;
+}
+
+void SkiaCircularGradientShader::setupProgram(Program* program, const mat4& modelView,
+        const Snapshot& snapshot, GLuint* textureUnit) {
+    SkiaSweepGradientShader::setupProgram(program, modelView, snapshot, textureUnit);
+    glUniform1f(program->getUniform("gradientRadius"), 1.0f / mRadius);
+}
+
+///////////////////////////////////////////////////////////////////////////////
 // Sweep gradient shader
 ///////////////////////////////////////////////////////////////////////////////
 
@@ -219,6 +243,13 @@
         mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) {
 }
 
+SkiaSweepGradientShader::SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors,
+        float* positions, int count, SkShader* key, SkShader::TileMode tileMode,
+        SkMatrix* matrix, bool blend):
+        SkiaShader(type, key, tileMode, tileMode, matrix, blend),
+        mX(x), mY(y), mColors(colors), mPositions(positions), mCount(count) {
+}
+
 SkiaSweepGradientShader::~SkiaSweepGradientShader() {
     delete[] mColors;
     delete[] mPositions;
@@ -243,10 +274,15 @@
     float left = mX;
     float top = mY;
 
+    mat4 shaderMatrix;
     if (mMatrix) {
-        mat4 shaderMatrix(*mMatrix);
+        shaderMatrix.load(*mMatrix);
         shaderMatrix.mapPoint(left, top);
     }
+
+    mat4 copy(shaderMatrix);
+    shaderMatrix.loadInverse(copy);
+
     snapshot.transform->mapPoint(left, top);
 
     mat4 screenSpace(*snapshot.transform);
@@ -255,6 +291,7 @@
     // Uniforms
     bindTexture(texture->id, gTileModes[mTileX], gTileModes[mTileY], textureSlot);
     glUniform1i(program->getUniform("gradientSampler"), textureSlot);
+    glUniformMatrix4fv(program->getUniform("gradientMatrix"), 1, GL_FALSE, &shaderMatrix.data[0]);
     glUniform2f(program->getUniform("gradientStart"), left, top);
     glUniformMatrix4fv(program->getUniform("screenSpace"), 1, GL_FALSE, &screenSpace.data[0]);
 }
diff --git a/libs/hwui/SkiaShader.h b/libs/hwui/SkiaShader.h
index b67bfee..0023c46 100644
--- a/libs/hwui/SkiaShader.h
+++ b/libs/hwui/SkiaShader.h
@@ -152,12 +152,15 @@
             SkShader* key, SkMatrix* matrix, bool blend);
     ~SkiaSweepGradientShader();
 
-    void describe(ProgramDescription& description, const Extensions& extensions);
-    void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
+    virtual void describe(ProgramDescription& description, const Extensions& extensions);
+    virtual void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
             GLuint* textureUnit);
     void updateTransforms(Program* program, const mat4& modelView, const Snapshot& snapshot);
 
-private:
+protected:
+    SkiaSweepGradientShader(Type type, float x, float y, uint32_t* colors, float* positions,
+            int count, SkShader* key, SkShader::TileMode tileMode, SkMatrix* matrix, bool blend);
+
     float mX, mY;
     uint32_t* mColors;
     float* mPositions;
@@ -165,6 +168,21 @@
 }; // struct SkiaSweepGradientShader
 
 /**
+ * A shader that draws a circular gradient.
+ */
+struct SkiaCircularGradientShader: public SkiaSweepGradientShader {
+    SkiaCircularGradientShader(float x, float y, float radius, uint32_t* colors, float* positions,
+            int count, SkShader* key,SkShader::TileMode tileMode, SkMatrix* matrix, bool blend);
+
+    void describe(ProgramDescription& description, const Extensions& extensions);
+    void setupProgram(Program* program, const mat4& modelView, const Snapshot& snapshot,
+            GLuint* textureUnit);
+
+private:
+    float mRadius;
+}; // struct SkiaCircularGradientShader
+
+/**
  * A shader that draws two shaders, composited with an xfermode.
  */
 struct SkiaComposeShader: public SkiaShader {