ProgramCache.cpp revision e3095e0c1e2a4a4f34f741aa386eae56536ca5aa
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 "ProgramCache.h"
22
23namespace android {
24namespace uirenderer {
25
26///////////////////////////////////////////////////////////////////////////////
27// Vertex shaders snippets
28///////////////////////////////////////////////////////////////////////////////
29
30const char* gVS_Header_Attributes =
31        "attribute vec4 position;\n";
32const char* gVS_Header_Attributes_TexCoords =
33        "attribute vec2 texCoords;\n";
34const char* gVS_Header_Uniforms =
35        "uniform mat4 transform;\n";
36const char* gVS_Header_Uniforms_HasGradient[3] = {
37        // Linear
38        "uniform mat4 screenSpace;\n",
39        // Circular
40        "uniform vec2 gradientStart;\n"
41        "uniform mat4 gradientMatrix;\n"
42        "uniform mat4 screenSpace;\n",
43        // Sweep
44        "uniform vec2 gradientStart;\n"
45        "uniform mat4 gradientMatrix;\n"
46        "uniform mat4 screenSpace;\n"
47};
48const char* gVS_Header_Uniforms_HasBitmap =
49        "uniform mat4 textureTransform;\n"
50        "uniform vec2 textureDimension;\n";
51const char* gVS_Header_Varyings_HasTexture =
52        "varying vec2 outTexCoords;\n";
53const char* gVS_Header_Varyings_HasBitmap =
54        "varying vec2 outBitmapTexCoords;\n";
55const char* gVS_Header_Varyings_HasGradient[3] = {
56        // Linear
57        "varying float index;\n",
58        // Circular
59        "varying vec2 circular;\n",
60        // Sweep
61        "varying vec2 sweep;\n"
62};
63const char* gVS_Main =
64        "\nvoid main(void) {\n";
65const char* gVS_Main_OutTexCoords =
66        "    outTexCoords = texCoords;\n";
67const char* gVS_Main_OutGradient[3] = {
68        // Linear
69        "    index = (screenSpace * position).x;\n",
70        // Circular
71        "    vec4 location = screenSpace * position;\n"
72        "    circular = (gradientMatrix * vec4(location.xy - gradientStart, 0.0, 0.0)).xy;\n",
73        // Sweep
74        "    vec4 location = screenSpace * position;\n"
75        "    sweep = (gradientMatrix * vec4(location.xy - gradientStart, 0.0, 0.0)).xy;\n"
76};
77const char* gVS_Main_OutBitmapTexCoords =
78        "    vec4 bitmapCoords = textureTransform * position;\n"
79        "    outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n";
80const char* gVS_Main_Position =
81        "    gl_Position = transform * position;\n";
82const char* gVS_Footer =
83        "}\n\n";
84
85///////////////////////////////////////////////////////////////////////////////
86// Fragment shaders snippets
87///////////////////////////////////////////////////////////////////////////////
88
89const char* gFS_Header_Extension_FramebufferFetch =
90        "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
91const char* gFS_Header =
92        "precision mediump float;\n\n";
93const char* gFS_Uniforms_Color =
94        "uniform vec4 color;\n";
95const char* gFS_Uniforms_TextureSampler =
96        "uniform sampler2D sampler;\n";
97const char* gFS_Uniforms_GradientSampler[3] = {
98        // Linear
99        "uniform sampler2D gradientSampler;\n",
100        // Circular
101        "uniform float gradientRadius;\n"
102        "uniform sampler2D gradientSampler;\n",
103        // Sweep
104        "uniform sampler2D gradientSampler;\n"
105};
106const char* gFS_Uniforms_BitmapSampler =
107        "uniform sampler2D bitmapSampler;\n";
108const char* gFS_Uniforms_ColorOp[4] = {
109        // None
110        "",
111        // Matrix
112        "uniform mat4 colorMatrix;\n"
113        "uniform vec4 colorMatrixVector;\n",
114        // Lighting
115        "uniform vec4 lightingMul;\n"
116        "uniform vec4 lightingAdd;\n",
117        // PorterDuff
118        "uniform vec4 colorBlend;\n"
119};
120const char* gFS_Main =
121        "\nvoid main(void) {\n"
122        "    lowp vec4 fragColor;\n";
123const char* gFS_Main_FetchColor =
124        "    fragColor = color;\n";
125const char* gFS_Main_FetchTexture =
126        "    fragColor = color * texture2D(sampler, outTexCoords);\n";
127const char* gFS_Main_FetchA8Texture =
128        "    fragColor = color * texture2D(sampler, outTexCoords).a;\n";
129const char* gFS_Main_FetchGradient[3] = {
130        // Linear
131        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
132        // Circular
133        "    float index = length(circular) * gradientRadius;\n"
134        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
135        // Sweep
136        "    float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
137        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n"
138};
139const char* gFS_Main_FetchBitmap =
140        "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
141const char* gFS_Main_FetchBitmapNpot =
142        "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
143const char* gFS_Main_BlendShadersBG =
144        "    fragColor = blendShaders(gradientColor, bitmapColor)";
145const char* gFS_Main_BlendShadersGB =
146        "    fragColor = blendShaders(bitmapColor, gradientColor)";
147const char* gFS_Main_BlendShaders_Modulate =
148        " * fragColor.a;\n";
149const char* gFS_Main_GradientShader_Modulate =
150        "    fragColor = gradientColor * fragColor.a;\n";
151const char* gFS_Main_BitmapShader_Modulate =
152        "    fragColor = bitmapColor * fragColor.a;\n";
153const char* gFS_Main_FragColor =
154        "    gl_FragColor = fragColor;\n";
155const char* gFS_Main_FragColor_Blend =
156        "    gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
157const char* gFS_Main_FragColor_Blend_Swap =
158        "    gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
159const char* gFS_Main_ApplyColorOp[4] = {
160        // None
161        "",
162        // Matrix
163        // TODO: Fix premultiplied alpha computations for color matrix
164        "    fragColor *= colorMatrix;\n"
165        "    fragColor += colorMatrixVector;\n"
166        "    fragColor.rgb *= fragColor.a;\n",
167        // Lighting
168        "    float lightingAlpha = fragColor.a;\n"
169        "    fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n"
170        "    fragColor.a = lightingAlpha;\n",
171        // PorterDuff
172        "    fragColor = blendColors(colorBlend, fragColor);\n"
173};
174const char* gFS_Footer =
175        "}\n\n";
176
177///////////////////////////////////////////////////////////////////////////////
178// PorterDuff snippets
179///////////////////////////////////////////////////////////////////////////////
180
181const char* gBlendOps[18] = {
182        // Clear
183        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
184        // Src
185        "return src;\n",
186        // Dst
187        "return dst;\n",
188        // SrcOver
189        "return src + dst * (1.0 - src.a);\n",
190        // DstOver
191        "return dst + src * (1.0 - dst.a);\n",
192        // SrcIn
193        "return src * dst.a;\n",
194        // DstIn
195        "return dst * src.a;\n",
196        // SrcOut
197        "return src * (1.0 - dst.a);\n",
198        // DstOut
199        "return dst * (1.0 - src.a);\n",
200        // SrcAtop
201        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
202        // DstAtop
203        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
204        // Xor
205        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
206                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
207        // Add
208        "return min(src + dst, 1.0);\n",
209        // Multiply
210        "return src * dst;\n",
211        // Screen
212        "return src + dst - src * dst;\n",
213        // Overlay
214        "return clamp(vec4(mix("
215                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
216                "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), "
217                "step(dst.a, 2.0 * dst.rgb)), "
218                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
219        // Darken
220        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
221                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
222        // Lighten
223        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
224                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
225};
226
227///////////////////////////////////////////////////////////////////////////////
228// Constructors/destructors
229///////////////////////////////////////////////////////////////////////////////
230
231ProgramCache::ProgramCache() {
232}
233
234ProgramCache::~ProgramCache() {
235    clear();
236}
237
238///////////////////////////////////////////////////////////////////////////////
239// Cache management
240///////////////////////////////////////////////////////////////////////////////
241
242void ProgramCache::clear() {
243    size_t count = mCache.size();
244    for (size_t i = 0; i < count; i++) {
245        delete mCache.valueAt(i);
246    }
247    mCache.clear();
248}
249
250Program* ProgramCache::get(const ProgramDescription& description) {
251    programid key = description.key();
252    ssize_t index = mCache.indexOfKey(key);
253    Program* program = NULL;
254    if (index < 0) {
255        description.log("Could not find program");
256        program = generateProgram(description, key);
257        mCache.add(key, program);
258    } else {
259        program = mCache.valueAt(index);
260    }
261    return program;
262}
263
264///////////////////////////////////////////////////////////////////////////////
265// Program generation
266///////////////////////////////////////////////////////////////////////////////
267
268Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
269    String8 vertexShader = generateVertexShader(description);
270    String8 fragmentShader = generateFragmentShader(description);
271
272    Program* program = new Program(vertexShader.string(), fragmentShader.string());
273    return program;
274}
275
276String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
277    // Add attributes
278    String8 shader(gVS_Header_Attributes);
279    if (description.hasTexture) {
280        shader.append(gVS_Header_Attributes_TexCoords);
281    }
282    // Uniforms
283    shader.append(gVS_Header_Uniforms);
284    if (description.hasGradient) {
285        shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]);
286    }
287    if (description.hasBitmap) {
288        shader.append(gVS_Header_Uniforms_HasBitmap);
289    }
290    // Varyings
291    if (description.hasTexture) {
292        shader.append(gVS_Header_Varyings_HasTexture);
293    }
294    if (description.hasGradient) {
295        shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
296    }
297    if (description.hasBitmap) {
298        shader.append(gVS_Header_Varyings_HasBitmap);
299    }
300
301    // Begin the shader
302    shader.append(gVS_Main); {
303        if (description.hasTexture) {
304            shader.append(gVS_Main_OutTexCoords);
305        }
306        if (description.hasGradient) {
307            shader.append(gVS_Main_OutGradient[description.gradientType]);
308        }
309        if (description.hasBitmap) {
310            shader.append(gVS_Main_OutBitmapTexCoords);
311        }
312        // Output transformed position
313        shader.append(gVS_Main_Position);
314    }
315    // End the shader
316    shader.append(gVS_Footer);
317
318    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
319
320    return shader;
321}
322
323String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
324    // Set the default precision
325    String8 shader;
326
327    bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
328    if (blendFramebuffer) {
329        shader.append(gFS_Header_Extension_FramebufferFetch);
330    }
331
332    shader.append(gFS_Header);
333
334    // Varyings
335    if (description.hasTexture) {
336        shader.append(gVS_Header_Varyings_HasTexture);
337    }
338    if (description.hasGradient) {
339        shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
340    }
341    if (description.hasBitmap) {
342        shader.append(gVS_Header_Varyings_HasBitmap);
343    }
344
345
346    // Uniforms
347    shader.append(gFS_Uniforms_Color);
348    if (description.hasTexture) {
349        shader.append(gFS_Uniforms_TextureSampler);
350    }
351    if (description.hasGradient) {
352        shader.append(gFS_Uniforms_GradientSampler[description.gradientType]);
353    }
354    if (description.hasBitmap) {
355        shader.append(gFS_Uniforms_BitmapSampler);
356    }
357    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
358
359    // Generate required functions
360    if (description.hasGradient && description.hasBitmap) {
361        generateBlend(shader, "blendShaders", description.shadersMode);
362    }
363    if (description.colorOp == ProgramDescription::kColorBlend) {
364        generateBlend(shader, "blendColors", description.colorMode);
365    }
366    if (blendFramebuffer) {
367        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
368    }
369    if (description.isBitmapNpot) {
370        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
371    }
372
373    // Begin the shader
374    shader.append(gFS_Main); {
375        // Stores the result in fragColor directly
376        if (description.hasTexture) {
377            if (description.hasAlpha8Texture) {
378                shader.append(gFS_Main_FetchA8Texture);
379            } else {
380                shader.append(gFS_Main_FetchTexture);
381            }
382        } else {
383            shader.append(gFS_Main_FetchColor);
384        }
385        if (description.hasGradient) {
386            shader.append(gFS_Main_FetchGradient[description.gradientType]);
387        }
388        if (description.hasBitmap) {
389            if (!description.isBitmapNpot) {
390                shader.append(gFS_Main_FetchBitmap);
391            } else {
392                shader.append(gFS_Main_FetchBitmapNpot);
393            }
394        }
395        // Case when we have two shaders set
396        if (description.hasGradient && description.hasBitmap) {
397            if (description.isBitmapFirst) {
398                shader.append(gFS_Main_BlendShadersBG);
399            } else {
400                shader.append(gFS_Main_BlendShadersGB);
401            }
402            shader.append(gFS_Main_BlendShaders_Modulate);
403        } else {
404            if (description.hasGradient) {
405                shader.append(gFS_Main_GradientShader_Modulate);
406            } else if (description.hasBitmap) {
407                shader.append(gFS_Main_BitmapShader_Modulate);
408            }
409        }
410        // Apply the color op if needed
411        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
412        // Output the fragment
413        if (!blendFramebuffer) {
414            shader.append(gFS_Main_FragColor);
415        } else {
416            shader.append(!description.swapSrcDst ?
417                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
418        }
419    }
420    // End the shader
421    shader.append(gFS_Footer);
422
423    if (DEBUG_PROGRAM_CACHE) {
424        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
425        printLongString(shader);
426    }
427
428    return shader;
429}
430
431void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
432    shader.append("\nvec4 ");
433    shader.append(name);
434    shader.append("(vec4 src, vec4 dst) {\n");
435    shader.append("    ");
436    shader.append(gBlendOps[mode]);
437    shader.append("}\n");
438}
439
440void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
441    shader.append("\nvec2 wrap(vec2 texCoords) {\n");
442    if (wrapS == GL_MIRRORED_REPEAT) {
443        shader.append("    float xMod2 = mod(texCoords.x, 2.0);\n");
444        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
445    }
446    if (wrapT == GL_MIRRORED_REPEAT) {
447        shader.append("    float yMod2 = mod(texCoords.y, 2.0);\n");
448        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
449    }
450    shader.append("    return vec2(");
451    switch (wrapS) {
452        case GL_CLAMP_TO_EDGE:
453            shader.append("texCoords.x");
454            break;
455        case GL_REPEAT:
456            shader.append("mod(texCoords.x, 1.0)");
457            break;
458        case GL_MIRRORED_REPEAT:
459            shader.append("xMod2");
460            break;
461    }
462    shader.append(", ");
463    switch (wrapT) {
464        case GL_CLAMP_TO_EDGE:
465            shader.append("texCoords.y");
466            break;
467        case GL_REPEAT:
468            shader.append("mod(texCoords.y, 1.0)");
469            break;
470        case GL_MIRRORED_REPEAT:
471            shader.append("yMod2");
472            break;
473    }
474    shader.append(");\n");
475    shader.append("}\n");
476}
477
478void ProgramCache::printLongString(const String8& shader) const {
479    ssize_t index = 0;
480    ssize_t lastIndex = 0;
481    const char* str = shader.string();
482    while ((index = shader.find("\n", index)) > -1) {
483        String8 line(str, index - lastIndex);
484        if (line.length() == 0) line.append("\n");
485        PROGRAM_LOGD("%s", line.string());
486        index++;
487        str += (index - lastIndex);
488        lastIndex = index;
489    }
490}
491
492}; // namespace uirenderer
493}; // namespace android
494