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