1/*
2 * Copyright (C) 2010 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#define LOG_TAG "OpenGLRenderer"
18
19#include <utils/String8.h>
20
21#include "Caches.h"
22#include "ProgramCache.h"
23
24namespace android {
25namespace uirenderer {
26
27///////////////////////////////////////////////////////////////////////////////
28// Defines
29///////////////////////////////////////////////////////////////////////////////
30
31#define MODULATE_OP_NO_MODULATE 0
32#define MODULATE_OP_MODULATE 1
33#define MODULATE_OP_MODULATE_A8 2
34
35///////////////////////////////////////////////////////////////////////////////
36// Vertex shaders snippets
37///////////////////////////////////////////////////////////////////////////////
38
39const char* gVS_Header_Attributes =
40        "attribute vec4 position;\n";
41const char* gVS_Header_Attributes_TexCoords =
42        "attribute vec2 texCoords;\n";
43const char* gVS_Header_Attributes_AALineParameters =
44        "attribute float vtxWidth;\n"
45        "attribute float vtxLength;\n";
46const char* gVS_Header_Attributes_AAVertexShapeParameters =
47        "attribute float vtxAlpha;\n";
48const char* gVS_Header_Uniforms_TextureTransform =
49        "uniform mat4 mainTextureTransform;\n";
50const char* gVS_Header_Uniforms =
51        "uniform mat4 projection;\n" \
52        "uniform mat4 transform;\n";
53const char* gVS_Header_Uniforms_IsPoint =
54        "uniform mediump float pointSize;\n";
55const char* gVS_Header_Uniforms_HasGradient[3] = {
56        // Linear
57        "uniform mat4 screenSpace;\n"
58        "uniform float ditherSize;\n",
59        // Circular
60        "uniform mat4 screenSpace;\n"
61        "uniform float ditherSize;\n",
62        // Sweep
63        "uniform mat4 screenSpace;\n"
64        "uniform float ditherSize;\n"
65};
66const char* gVS_Header_Uniforms_HasBitmap =
67        "uniform mat4 textureTransform;\n"
68        "uniform mediump vec2 textureDimension;\n";
69const char* gVS_Header_Varyings_HasTexture =
70        "varying vec2 outTexCoords;\n";
71const char* gVS_Header_Varyings_IsAALine =
72        "varying float widthProportion;\n"
73        "varying float lengthProportion;\n";
74const char* gVS_Header_Varyings_IsAAVertexShape =
75        "varying float alpha;\n";
76const char* gVS_Header_Varyings_HasBitmap =
77        "varying highp vec2 outBitmapTexCoords;\n";
78const char* gVS_Header_Varyings_PointHasBitmap =
79        "varying highp vec2 outPointBitmapTexCoords;\n";
80const char* gVS_Header_Varyings_HasGradient[6] = {
81        // Linear
82        "varying highp vec2 linear;\n"
83        "varying vec2 ditherTexCoords;\n",
84        "varying float linear;\n"
85        "varying vec2 ditherTexCoords;\n",
86
87        // Circular
88        "varying highp vec2 circular;\n"
89        "varying vec2 ditherTexCoords;\n",
90        "varying highp vec2 circular;\n"
91        "varying vec2 ditherTexCoords;\n",
92
93        // Sweep
94        "varying highp vec2 sweep;\n"
95        "varying vec2 ditherTexCoords;\n",
96        "varying highp vec2 sweep;\n"
97        "varying vec2 ditherTexCoords;\n",
98};
99const char* gVS_Main =
100        "\nvoid main(void) {\n";
101const char* gVS_Main_OutTexCoords =
102        "    outTexCoords = texCoords;\n";
103const char* gVS_Main_OutTransformedTexCoords =
104        "    outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
105const char* gVS_Main_OutGradient[6] = {
106        // Linear
107        "    linear = vec2((screenSpace * position).x, 0.5);\n"
108        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
109        "    linear = (screenSpace * position).x;\n"
110        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
111
112        // Circular
113        "    circular = (screenSpace * position).xy;\n"
114        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
115        "    circular = (screenSpace * position).xy;\n"
116        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
117
118        // Sweep
119        "    sweep = (screenSpace * position).xy;\n"
120        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
121        "    sweep = (screenSpace * position).xy;\n"
122        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
123};
124const char* gVS_Main_OutBitmapTexCoords =
125        "    outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
126const char* gVS_Main_OutPointBitmapTexCoords =
127        "    outPointBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
128const char* gVS_Main_Position =
129        "    gl_Position = projection * transform * position;\n";
130const char* gVS_Main_PointSize =
131        "    gl_PointSize = pointSize;\n";
132const char* gVS_Main_AALine =
133        "    widthProportion = vtxWidth;\n"
134        "    lengthProportion = vtxLength;\n";
135const char* gVS_Main_AAVertexShape =
136        "    alpha = vtxAlpha;\n";
137const char* gVS_Footer =
138        "}\n\n";
139
140///////////////////////////////////////////////////////////////////////////////
141// Fragment shaders snippets
142///////////////////////////////////////////////////////////////////////////////
143
144const char* gFS_Header_Extension_FramebufferFetch =
145        "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
146const char* gFS_Header_Extension_ExternalTexture =
147        "#extension GL_OES_EGL_image_external : require\n\n";
148const char* gFS_Header =
149        "precision mediump float;\n\n";
150const char* gFS_Uniforms_Color =
151        "uniform vec4 color;\n";
152const char* gFS_Uniforms_AALine =
153        "uniform float boundaryWidth;\n"
154        "uniform float boundaryLength;\n";
155const char* gFS_Header_Uniforms_PointHasBitmap =
156        "uniform vec2 textureDimension;\n"
157        "uniform float pointSize;\n";
158const char* gFS_Uniforms_TextureSampler =
159        "uniform sampler2D baseSampler;\n";
160const char* gFS_Uniforms_ExternalTextureSampler =
161        "uniform samplerExternalOES baseSampler;\n";
162#define FS_UNIFORMS_DITHER \
163        "uniform float ditherSizeSquared;\n" \
164        "uniform sampler2D ditherSampler;\n"
165#define FS_UNIFORMS_GRADIENT \
166        "uniform vec4 startColor;\n" \
167        "uniform vec4 endColor;\n"
168const char* gFS_Uniforms_GradientSampler[6] = {
169        // Linear
170        FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n",
171        FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT,
172
173        // Circular
174        FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n",
175        FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT,
176
177        // Sweep
178        FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n",
179        FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT
180};
181const char* gFS_Uniforms_BitmapSampler =
182        "uniform sampler2D bitmapSampler;\n";
183const char* gFS_Uniforms_ColorOp[4] = {
184        // None
185        "",
186        // Matrix
187        "uniform mat4 colorMatrix;\n"
188        "uniform vec4 colorMatrixVector;\n",
189        // Lighting
190        "uniform vec4 lightingMul;\n"
191        "uniform vec4 lightingAdd;\n",
192        // PorterDuff
193        "uniform vec4 colorBlend;\n"
194};
195const char* gFS_Uniforms_Gamma =
196        "uniform float gamma;\n";
197
198const char* gFS_Main =
199        "\nvoid main(void) {\n"
200        "    lowp vec4 fragColor;\n";
201
202const char* gFS_Main_PointBitmapTexCoords =
203        "    highp vec2 outBitmapTexCoords = outPointBitmapTexCoords + "
204        "((gl_PointCoord - vec2(0.5, 0.5)) * textureDimension * vec2(pointSize, pointSize));\n";
205
206#define FS_MAIN_DITHER \
207        "texture2D(ditherSampler, ditherTexCoords).a * ditherSizeSquared"
208const char* gFS_Main_AddDitherToGradient =
209        "    gradientColor += " FS_MAIN_DITHER ";\n";
210
211// Fast cases
212const char* gFS_Fast_SingleColor =
213        "\nvoid main(void) {\n"
214        "    gl_FragColor = color;\n"
215        "}\n\n";
216const char* gFS_Fast_SingleTexture =
217        "\nvoid main(void) {\n"
218        "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
219        "}\n\n";
220const char* gFS_Fast_SingleModulateTexture =
221        "\nvoid main(void) {\n"
222        "    gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n"
223        "}\n\n";
224const char* gFS_Fast_SingleA8Texture =
225        "\nvoid main(void) {\n"
226        "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
227        "}\n\n";
228const char* gFS_Fast_SingleA8Texture_ApplyGamma =
229        "\nvoid main(void) {\n"
230        "    gl_FragColor = vec4(0.0, 0.0, 0.0, pow(texture2D(baseSampler, outTexCoords).a, gamma));\n"
231        "}\n\n";
232const char* gFS_Fast_SingleModulateA8Texture =
233        "\nvoid main(void) {\n"
234        "    gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n"
235        "}\n\n";
236const char* gFS_Fast_SingleModulateA8Texture_ApplyGamma =
237        "\nvoid main(void) {\n"
238        "    gl_FragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
239        "}\n\n";
240const char* gFS_Fast_SingleGradient[2] = {
241        "\nvoid main(void) {\n"
242        "    gl_FragColor = " FS_MAIN_DITHER " + texture2D(gradientSampler, linear);\n"
243        "}\n\n",
244        "\nvoid main(void) {\n"
245        "    gl_FragColor = " FS_MAIN_DITHER " + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
246        "}\n\n"
247};
248const char* gFS_Fast_SingleModulateGradient[2] = {
249        "\nvoid main(void) {\n"
250        "    gl_FragColor = " FS_MAIN_DITHER " + color.a * texture2D(gradientSampler, linear);\n"
251        "}\n\n",
252        "\nvoid main(void) {\n"
253        "    gl_FragColor = " FS_MAIN_DITHER " + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
254        "}\n\n"
255};
256
257// General case
258const char* gFS_Main_FetchColor =
259        "    fragColor = color;\n";
260const char* gFS_Main_ModulateColor =
261        "    fragColor *= color.a;\n";
262const char* gFS_Main_AccountForAALine =
263        "    fragColor *= (1.0 - smoothstep(boundaryWidth, 0.5, abs(0.5 - widthProportion)))\n"
264        "               * (1.0 - smoothstep(boundaryLength, 0.5, abs(0.5 - lengthProportion)));\n";
265const char* gFS_Main_AccountForAAVertexShape =
266        "    fragColor *= alpha;\n";
267
268const char* gFS_Main_FetchTexture[2] = {
269        // Don't modulate
270        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
271        // Modulate
272        "    fragColor = color * texture2D(baseSampler, outTexCoords);\n"
273};
274const char* gFS_Main_FetchA8Texture[4] = {
275        // Don't modulate
276        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
277        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
278        // Modulate
279        "    fragColor = color * texture2D(baseSampler, outTexCoords).a;\n",
280        "    fragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
281};
282const char* gFS_Main_FetchGradient[6] = {
283        // Linear
284        "    vec4 gradientColor = texture2D(gradientSampler, linear);\n",
285
286        "    vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
287
288        // Circular
289        "    vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
290
291        "    vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
292
293        // Sweep
294        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
295        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
296
297        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
298        "    vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
299};
300const char* gFS_Main_FetchBitmap =
301        "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
302const char* gFS_Main_FetchBitmapNpot =
303        "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
304const char* gFS_Main_BlendShadersBG =
305        "    fragColor = blendShaders(gradientColor, bitmapColor)";
306const char* gFS_Main_BlendShadersGB =
307        "    fragColor = blendShaders(bitmapColor, gradientColor)";
308const char* gFS_Main_BlendShaders_Modulate[6] = {
309        // Don't modulate
310        ";\n",
311        ";\n",
312        // Modulate
313        " * color.a;\n",
314        " * color.a;\n",
315        // Modulate with alpha 8 texture
316        " * texture2D(baseSampler, outTexCoords).a;\n",
317        " * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
318};
319const char* gFS_Main_GradientShader_Modulate[6] = {
320        // Don't modulate
321        "    fragColor = gradientColor;\n",
322        "    fragColor = gradientColor;\n",
323        // Modulate
324        "    fragColor = gradientColor * color.a;\n",
325        "    fragColor = gradientColor * color.a;\n",
326        // Modulate with alpha 8 texture
327        "    fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
328        "    fragColor = gradientColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
329    };
330const char* gFS_Main_BitmapShader_Modulate[6] = {
331        // Don't modulate
332        "    fragColor = bitmapColor;\n",
333        "    fragColor = bitmapColor;\n",
334        // Modulate
335        "    fragColor = bitmapColor * color.a;\n",
336        "    fragColor = bitmapColor * color.a;\n",
337        // Modulate with alpha 8 texture
338        "    fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
339        "    fragColor = bitmapColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
340    };
341const char* gFS_Main_FragColor =
342        "    gl_FragColor = fragColor;\n";
343const char* gFS_Main_FragColor_Blend =
344        "    gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
345const char* gFS_Main_FragColor_Blend_Swap =
346        "    gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
347const char* gFS_Main_ApplyColorOp[4] = {
348        // None
349        "",
350        // Matrix
351        "    fragColor *= colorMatrix;\n"
352        "    fragColor += colorMatrixVector;\n"
353        "    fragColor.rgb *= fragColor.a;\n",
354        // Lighting
355        "    float lightingAlpha = fragColor.a;\n"
356        "    fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n"
357        "    fragColor.a = lightingAlpha;\n",
358        // PorterDuff
359        "    fragColor = blendColors(colorBlend, fragColor);\n"
360};
361const char* gFS_Footer =
362        "}\n\n";
363
364///////////////////////////////////////////////////////////////////////////////
365// PorterDuff snippets
366///////////////////////////////////////////////////////////////////////////////
367
368const char* gBlendOps[18] = {
369        // Clear
370        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
371        // Src
372        "return src;\n",
373        // Dst
374        "return dst;\n",
375        // SrcOver
376        "return src + dst * (1.0 - src.a);\n",
377        // DstOver
378        "return dst + src * (1.0 - dst.a);\n",
379        // SrcIn
380        "return src * dst.a;\n",
381        // DstIn
382        "return dst * src.a;\n",
383        // SrcOut
384        "return src * (1.0 - dst.a);\n",
385        // DstOut
386        "return dst * (1.0 - src.a);\n",
387        // SrcAtop
388        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
389        // DstAtop
390        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
391        // Xor
392        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
393                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
394        // Add
395        "return min(src + dst, 1.0);\n",
396        // Multiply
397        "return src * dst;\n",
398        // Screen
399        "return src + dst - src * dst;\n",
400        // Overlay
401        "return clamp(vec4(mix("
402                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
403                "src.a * dst.a - 2.0 * (dst.a - dst.rgb) * (src.a - src.rgb) + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
404                "step(dst.a, 2.0 * dst.rgb)), "
405                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
406        // Darken
407        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
408                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
409        // Lighten
410        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
411                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
412};
413
414///////////////////////////////////////////////////////////////////////////////
415// Constructors/destructors
416///////////////////////////////////////////////////////////////////////////////
417
418ProgramCache::ProgramCache() {
419}
420
421ProgramCache::~ProgramCache() {
422    clear();
423}
424
425///////////////////////////////////////////////////////////////////////////////
426// Cache management
427///////////////////////////////////////////////////////////////////////////////
428
429void ProgramCache::clear() {
430    PROGRAM_LOGD("Clearing program cache");
431
432    size_t count = mCache.size();
433    for (size_t i = 0; i < count; i++) {
434        delete mCache.valueAt(i);
435    }
436    mCache.clear();
437}
438
439Program* ProgramCache::get(const ProgramDescription& description) {
440    programid key = description.key();
441    ssize_t index = mCache.indexOfKey(key);
442    Program* program = NULL;
443    if (index < 0) {
444        description.log("Could not find program");
445        program = generateProgram(description, key);
446        mCache.add(key, program);
447    } else {
448        program = mCache.valueAt(index);
449    }
450    return program;
451}
452
453///////////////////////////////////////////////////////////////////////////////
454// Program generation
455///////////////////////////////////////////////////////////////////////////////
456
457Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
458    String8 vertexShader = generateVertexShader(description);
459    String8 fragmentShader = generateFragmentShader(description);
460
461    return new Program(description, vertexShader.string(), fragmentShader.string());
462}
463
464static inline size_t gradientIndex(const ProgramDescription& description) {
465    return description.gradientType * 2 + description.isSimpleGradient;
466}
467
468String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
469    // Add attributes
470    String8 shader(gVS_Header_Attributes);
471    if (description.hasTexture || description.hasExternalTexture) {
472        shader.append(gVS_Header_Attributes_TexCoords);
473    }
474    if (description.isAA) {
475        if (description.isVertexShape) {
476            shader.append(gVS_Header_Attributes_AAVertexShapeParameters);
477        } else {
478            shader.append(gVS_Header_Attributes_AALineParameters);
479        }
480    }
481    // Uniforms
482    shader.append(gVS_Header_Uniforms);
483    if (description.hasTextureTransform) {
484        shader.append(gVS_Header_Uniforms_TextureTransform);
485    }
486    if (description.hasGradient) {
487        shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]);
488    }
489    if (description.hasBitmap) {
490        shader.append(gVS_Header_Uniforms_HasBitmap);
491    }
492    if (description.isPoint) {
493        shader.append(gVS_Header_Uniforms_IsPoint);
494    }
495    // Varyings
496    if (description.hasTexture || description.hasExternalTexture) {
497        shader.append(gVS_Header_Varyings_HasTexture);
498    }
499    if (description.isAA) {
500        if (description.isVertexShape) {
501            shader.append(gVS_Header_Varyings_IsAAVertexShape);
502        } else {
503            shader.append(gVS_Header_Varyings_IsAALine);
504        }
505    }
506    if (description.hasGradient) {
507        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
508    }
509    if (description.hasBitmap) {
510        shader.append(description.isPoint ?
511                gVS_Header_Varyings_PointHasBitmap :
512                gVS_Header_Varyings_HasBitmap);
513    }
514
515    // Begin the shader
516    shader.append(gVS_Main); {
517        if (description.hasTextureTransform) {
518            shader.append(gVS_Main_OutTransformedTexCoords);
519        } else if (description.hasTexture || description.hasExternalTexture) {
520            shader.append(gVS_Main_OutTexCoords);
521        }
522        if (description.isAA) {
523            if (description.isVertexShape) {
524                shader.append(gVS_Main_AAVertexShape);
525            } else {
526                shader.append(gVS_Main_AALine);
527            }
528        }
529        if (description.hasBitmap) {
530            shader.append(description.isPoint ?
531                    gVS_Main_OutPointBitmapTexCoords :
532                    gVS_Main_OutBitmapTexCoords);
533        }
534        if (description.isPoint) {
535            shader.append(gVS_Main_PointSize);
536        }
537        // Output transformed position
538        shader.append(gVS_Main_Position);
539        if (description.hasGradient) {
540            shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
541        }
542    }
543    // End the shader
544    shader.append(gVS_Footer);
545
546    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
547
548    return shader;
549}
550
551static bool shaderOp(const ProgramDescription& description, String8& shader,
552        const int modulateOp, const char** snippets) {
553    int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
554    op = op * 2 + description.hasGammaCorrection;
555    shader.append(snippets[op]);
556    return description.hasAlpha8Texture;
557}
558
559String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
560    String8 shader;
561
562    const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
563    if (blendFramebuffer) {
564        shader.append(gFS_Header_Extension_FramebufferFetch);
565    }
566    if (description.hasExternalTexture) {
567        shader.append(gFS_Header_Extension_ExternalTexture);
568    }
569
570    shader.append(gFS_Header);
571
572    // Varyings
573    if (description.hasTexture || description.hasExternalTexture) {
574        shader.append(gVS_Header_Varyings_HasTexture);
575    }
576    if (description.isAA) {
577        if (description.isVertexShape) {
578            shader.append(gVS_Header_Varyings_IsAAVertexShape);
579        } else {
580            shader.append(gVS_Header_Varyings_IsAALine);
581        }
582    }
583    if (description.hasGradient) {
584        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
585    }
586    if (description.hasBitmap) {
587        shader.append(description.isPoint ?
588                gVS_Header_Varyings_PointHasBitmap :
589                gVS_Header_Varyings_HasBitmap);
590    }
591
592    // Uniforms
593    int modulateOp = MODULATE_OP_NO_MODULATE;
594    const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
595            !description.hasGradient && !description.hasBitmap;
596
597    if (description.modulate || singleColor) {
598        shader.append(gFS_Uniforms_Color);
599        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
600    }
601    if (description.hasTexture) {
602        shader.append(gFS_Uniforms_TextureSampler);
603    } else if (description.hasExternalTexture) {
604        shader.append(gFS_Uniforms_ExternalTextureSampler);
605    }
606    if (description.isAA && !description.isVertexShape) {
607        shader.append(gFS_Uniforms_AALine);
608    }
609    if (description.hasGradient) {
610        shader.append(gFS_Uniforms_GradientSampler[gradientIndex(description)]);
611    }
612    if (description.hasBitmap && description.isPoint) {
613        shader.append(gFS_Header_Uniforms_PointHasBitmap);
614    }
615    if (description.hasGammaCorrection) {
616        shader.append(gFS_Uniforms_Gamma);
617    }
618
619    // Optimization for common cases
620    if (!description.isAA && !blendFramebuffer &&
621            description.colorOp == ProgramDescription::kColorNone &&
622            !description.isPoint && !description.isVertexShape) {
623        bool fast = false;
624
625        const bool noShader = !description.hasGradient && !description.hasBitmap;
626        const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
627                !description.hasAlpha8Texture && noShader;
628        const bool singleA8Texture = description.hasTexture &&
629                description.hasAlpha8Texture && noShader;
630        const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
631                description.hasGradient && !description.hasBitmap &&
632                description.gradientType == ProgramDescription::kGradientLinear;
633
634        if (singleColor) {
635            shader.append(gFS_Fast_SingleColor);
636            fast = true;
637        } else if (singleTexture) {
638            if (!description.modulate) {
639                shader.append(gFS_Fast_SingleTexture);
640            } else {
641                shader.append(gFS_Fast_SingleModulateTexture);
642            }
643            fast = true;
644        } else if (singleA8Texture) {
645            if (!description.modulate) {
646                if (description.hasGammaCorrection) {
647                    shader.append(gFS_Fast_SingleA8Texture_ApplyGamma);
648                } else {
649                    shader.append(gFS_Fast_SingleA8Texture);
650                }
651            } else {
652                if (description.hasGammaCorrection) {
653                    shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma);
654                } else {
655                    shader.append(gFS_Fast_SingleModulateA8Texture);
656                }
657            }
658            fast = true;
659        } else if (singleGradient) {
660            if (!description.modulate) {
661                shader.append(gFS_Fast_SingleGradient[description.isSimpleGradient]);
662            } else {
663                shader.append(gFS_Fast_SingleModulateGradient[description.isSimpleGradient]);
664            }
665            fast = true;
666        }
667
668        if (fast) {
669#if DEBUG_PROGRAMS
670                PROGRAM_LOGD("*** Fast case:\n");
671                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
672                printLongString(shader);
673#endif
674
675            return shader;
676        }
677    }
678
679    if (description.hasBitmap) {
680        shader.append(gFS_Uniforms_BitmapSampler);
681    }
682    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
683
684    // Generate required functions
685    if (description.hasGradient && description.hasBitmap) {
686        generateBlend(shader, "blendShaders", description.shadersMode);
687    }
688    if (description.colorOp == ProgramDescription::kColorBlend) {
689        generateBlend(shader, "blendColors", description.colorMode);
690    }
691    if (blendFramebuffer) {
692        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
693    }
694    if (description.isBitmapNpot) {
695        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
696    }
697
698    // Begin the shader
699    shader.append(gFS_Main); {
700        // Stores the result in fragColor directly
701        if (description.hasTexture || description.hasExternalTexture) {
702            if (description.hasAlpha8Texture) {
703                if (!description.hasGradient && !description.hasBitmap) {
704                    shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 +
705                                                          description.hasGammaCorrection]);
706                }
707            } else {
708                shader.append(gFS_Main_FetchTexture[modulateOp]);
709            }
710        } else {
711            if (!description.hasGradient && !description.hasBitmap) {
712                shader.append(gFS_Main_FetchColor);
713            }
714        }
715        if (description.hasGradient) {
716            shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
717            shader.append(gFS_Main_AddDitherToGradient);
718        }
719        if (description.hasBitmap) {
720            if (description.isPoint) {
721                shader.append(gFS_Main_PointBitmapTexCoords);
722            }
723            if (!description.isBitmapNpot) {
724                shader.append(gFS_Main_FetchBitmap);
725            } else {
726                shader.append(gFS_Main_FetchBitmapNpot);
727            }
728        }
729        bool applyModulate = false;
730        // Case when we have two shaders set
731        if (description.hasGradient && description.hasBitmap) {
732            if (description.isBitmapFirst) {
733                shader.append(gFS_Main_BlendShadersBG);
734            } else {
735                shader.append(gFS_Main_BlendShadersGB);
736            }
737            applyModulate = shaderOp(description, shader, modulateOp,
738                    gFS_Main_BlendShaders_Modulate);
739        } else {
740            if (description.hasGradient) {
741                applyModulate = shaderOp(description, shader, modulateOp,
742                        gFS_Main_GradientShader_Modulate);
743            } else if (description.hasBitmap) {
744                applyModulate = shaderOp(description, shader, modulateOp,
745                        gFS_Main_BitmapShader_Modulate);
746            }
747        }
748
749        if (description.modulate && applyModulate) {
750            shader.append(gFS_Main_ModulateColor);
751        }
752
753        // Apply the color op if needed
754        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
755
756        if (description.isAA) {
757            if (description.isVertexShape) {
758                shader.append(gFS_Main_AccountForAAVertexShape);
759            } else {
760                shader.append(gFS_Main_AccountForAALine);
761            }
762        }
763
764        // Output the fragment
765        if (!blendFramebuffer) {
766            shader.append(gFS_Main_FragColor);
767        } else {
768            shader.append(!description.swapSrcDst ?
769                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
770        }
771    }
772    // End the shader
773    shader.append(gFS_Footer);
774
775#if DEBUG_PROGRAMS
776        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
777        printLongString(shader);
778#endif
779
780    return shader;
781}
782
783void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
784    shader.append("\nvec4 ");
785    shader.append(name);
786    shader.append("(vec4 src, vec4 dst) {\n");
787    shader.append("    ");
788    shader.append(gBlendOps[mode]);
789    shader.append("}\n");
790}
791
792void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
793    shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n");
794    if (wrapS == GL_MIRRORED_REPEAT) {
795        shader.append("    highp float xMod2 = mod(texCoords.x, 2.0);\n");
796        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
797    }
798    if (wrapT == GL_MIRRORED_REPEAT) {
799        shader.append("    highp float yMod2 = mod(texCoords.y, 2.0);\n");
800        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
801    }
802    shader.append("    return vec2(");
803    switch (wrapS) {
804        case GL_CLAMP_TO_EDGE:
805            shader.append("texCoords.x");
806            break;
807        case GL_REPEAT:
808            shader.append("mod(texCoords.x, 1.0)");
809            break;
810        case GL_MIRRORED_REPEAT:
811            shader.append("xMod2");
812            break;
813    }
814    shader.append(", ");
815    switch (wrapT) {
816        case GL_CLAMP_TO_EDGE:
817            shader.append("texCoords.y");
818            break;
819        case GL_REPEAT:
820            shader.append("mod(texCoords.y, 1.0)");
821            break;
822        case GL_MIRRORED_REPEAT:
823            shader.append("yMod2");
824            break;
825    }
826    shader.append(");\n");
827    shader.append("}\n");
828}
829
830void ProgramCache::printLongString(const String8& shader) const {
831    ssize_t index = 0;
832    ssize_t lastIndex = 0;
833    const char* str = shader.string();
834    while ((index = shader.find("\n", index)) > -1) {
835        String8 line(str, index - lastIndex);
836        if (line.length() == 0) line.append("\n");
837        PROGRAM_LOGD("%s", line.string());
838        index++;
839        str += (index - lastIndex);
840        lastIndex = index;
841    }
842}
843
844}; // namespace uirenderer
845}; // namespace android
846