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 "Dither.h"
23#include "ProgramCache.h"
24
25namespace android {
26namespace uirenderer {
27
28///////////////////////////////////////////////////////////////////////////////
29// Defines
30///////////////////////////////////////////////////////////////////////////////
31
32#define MODULATE_OP_NO_MODULATE 0
33#define MODULATE_OP_MODULATE 1
34#define MODULATE_OP_MODULATE_A8 2
35
36#define STR(x) STR1(x)
37#define STR1(x) #x
38
39///////////////////////////////////////////////////////////////////////////////
40// Vertex shaders snippets
41///////////////////////////////////////////////////////////////////////////////
42
43const char* gVS_Header_Attributes =
44        "attribute vec4 position;\n";
45const char* gVS_Header_Attributes_TexCoords =
46        "attribute vec2 texCoords;\n";
47const char* gVS_Header_Attributes_Colors =
48        "attribute vec4 colors;\n";
49const char* gVS_Header_Attributes_VertexAlphaParameters =
50        "attribute float vtxAlpha;\n";
51const char* gVS_Header_Uniforms_TextureTransform =
52        "uniform mat4 mainTextureTransform;\n";
53const char* gVS_Header_Uniforms =
54        "uniform mat4 projection;\n" \
55        "uniform mat4 transform;\n";
56const char* gVS_Header_Uniforms_HasGradient =
57        "uniform mat4 screenSpace;\n";
58const char* gVS_Header_Uniforms_HasBitmap =
59        "uniform mat4 textureTransform;\n"
60        "uniform mediump vec2 textureDimension;\n";
61const char* gVS_Header_Uniforms_HasRoundRectClip =
62        "uniform mat4 roundRectInvTransform;\n";
63const char* gVS_Header_Varyings_HasTexture =
64        "varying vec2 outTexCoords;\n";
65const char* gVS_Header_Varyings_HasColors =
66        "varying vec4 outColors;\n";
67const char* gVS_Header_Varyings_HasVertexAlpha =
68        "varying float alpha;\n";
69const char* gVS_Header_Varyings_HasBitmap =
70        "varying highp vec2 outBitmapTexCoords;\n";
71const char* gVS_Header_Varyings_HasGradient[6] = {
72        // Linear
73        "varying highp vec2 linear;\n"
74        "varying vec2 ditherTexCoords;\n",
75        "varying float linear;\n"
76        "varying vec2 ditherTexCoords;\n",
77
78        // Circular
79        "varying highp vec2 circular;\n"
80        "varying vec2 ditherTexCoords;\n",
81        "varying highp vec2 circular;\n"
82        "varying vec2 ditherTexCoords;\n",
83
84        // Sweep
85        "varying highp vec2 sweep;\n"
86        "varying vec2 ditherTexCoords;\n",
87        "varying highp vec2 sweep;\n"
88        "varying vec2 ditherTexCoords;\n",
89};
90const char* gVS_Header_Varyings_HasRoundRectClip =
91        "varying highp vec2 roundRectPos;\n";
92const char* gVS_Main =
93        "\nvoid main(void) {\n";
94const char* gVS_Main_OutTexCoords =
95        "    outTexCoords = texCoords;\n";
96const char* gVS_Main_OutColors =
97        "    outColors = colors;\n";
98const char* gVS_Main_OutTransformedTexCoords =
99        "    outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
100const char* gVS_Main_OutGradient[6] = {
101        // Linear
102        "    linear = vec2((screenSpace * position).x, 0.5);\n"
103        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
104        "    linear = (screenSpace * position).x;\n"
105        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
106
107        // Circular
108        "    circular = (screenSpace * position).xy;\n"
109        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
110        "    circular = (screenSpace * position).xy;\n"
111        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
112
113        // Sweep
114        "    sweep = (screenSpace * position).xy;\n"
115        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
116        "    sweep = (screenSpace * position).xy;\n"
117        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
118};
119const char* gVS_Main_OutBitmapTexCoords =
120        "    outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
121const char* gVS_Main_Position =
122        "    vec4 transformedPosition = projection * transform * position;\n"
123        "    gl_Position = transformedPosition;\n";
124
125const char* gVS_Main_VertexAlpha =
126        "    alpha = vtxAlpha;\n";
127
128const char* gVS_Main_HasRoundRectClip =
129        "    roundRectPos = (roundRectInvTransform * transformedPosition).xy;\n";
130const char* gVS_Footer =
131        "}\n\n";
132
133///////////////////////////////////////////////////////////////////////////////
134// Fragment shaders snippets
135///////////////////////////////////////////////////////////////////////////////
136
137const char* gFS_Header_Extension_FramebufferFetch =
138        "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
139const char* gFS_Header_Extension_ExternalTexture =
140        "#extension GL_OES_EGL_image_external : require\n\n";
141const char* gFS_Header =
142        "precision mediump float;\n\n";
143const char* gFS_Uniforms_Color =
144        "uniform vec4 color;\n";
145const char* gFS_Uniforms_TextureSampler =
146        "uniform sampler2D baseSampler;\n";
147const char* gFS_Uniforms_ExternalTextureSampler =
148        "uniform samplerExternalOES baseSampler;\n";
149const char* gFS_Uniforms_Dither =
150        "uniform sampler2D ditherSampler;";
151const char* gFS_Uniforms_GradientSampler[2] = {
152        "%s\n"
153        "uniform sampler2D gradientSampler;\n",
154        "%s\n"
155        "uniform vec4 startColor;\n"
156        "uniform vec4 endColor;\n"
157};
158const char* gFS_Uniforms_BitmapSampler =
159        "uniform sampler2D bitmapSampler;\n";
160const char* gFS_Uniforms_ColorOp[3] = {
161        // None
162        "",
163        // Matrix
164        "uniform mat4 colorMatrix;\n"
165        "uniform vec4 colorMatrixVector;\n",
166        // PorterDuff
167        "uniform vec4 colorBlend;\n"
168};
169const char* gFS_Uniforms_Gamma =
170        "uniform float gamma;\n";
171
172const char* gFS_Uniforms_HasRoundRectClip =
173        "uniform vec4 roundRectInnerRectLTRB;\n"
174        "uniform float roundRectRadius;\n";
175
176const char* gFS_Main =
177        "\nvoid main(void) {\n"
178        "    lowp vec4 fragColor;\n";
179
180const char* gFS_Main_Dither[2] = {
181        // ES 2.0
182        "texture2D(ditherSampler, ditherTexCoords).a * " STR(DITHER_KERNEL_SIZE_INV_SQUARE),
183        // ES 3.0
184        "texture2D(ditherSampler, ditherTexCoords).a"
185};
186const char* gFS_Main_AddDitherToGradient =
187        "    gradientColor += %s;\n";
188
189// Fast cases
190const char* gFS_Fast_SingleColor =
191        "\nvoid main(void) {\n"
192        "    gl_FragColor = color;\n"
193        "}\n\n";
194const char* gFS_Fast_SingleTexture =
195        "\nvoid main(void) {\n"
196        "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
197        "}\n\n";
198const char* gFS_Fast_SingleModulateTexture =
199        "\nvoid main(void) {\n"
200        "    gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n"
201        "}\n\n";
202const char* gFS_Fast_SingleA8Texture =
203        "\nvoid main(void) {\n"
204        "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
205        "}\n\n";
206const char* gFS_Fast_SingleA8Texture_ApplyGamma =
207        "\nvoid main(void) {\n"
208        "    gl_FragColor = vec4(0.0, 0.0, 0.0, pow(texture2D(baseSampler, outTexCoords).a, gamma));\n"
209        "}\n\n";
210const char* gFS_Fast_SingleModulateA8Texture =
211        "\nvoid main(void) {\n"
212        "    gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n"
213        "}\n\n";
214const char* gFS_Fast_SingleModulateA8Texture_ApplyGamma =
215        "\nvoid main(void) {\n"
216        "    gl_FragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
217        "}\n\n";
218const char* gFS_Fast_SingleGradient[2] = {
219        "\nvoid main(void) {\n"
220        "    gl_FragColor = %s + texture2D(gradientSampler, linear);\n"
221        "}\n\n",
222        "\nvoid main(void) {\n"
223        "    gl_FragColor = %s + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
224        "}\n\n",
225};
226const char* gFS_Fast_SingleModulateGradient[2] = {
227        "\nvoid main(void) {\n"
228        "    gl_FragColor = %s + color.a * texture2D(gradientSampler, linear);\n"
229        "}\n\n",
230        "\nvoid main(void) {\n"
231        "    gl_FragColor = %s + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
232        "}\n\n"
233};
234
235// General case
236const char* gFS_Main_FetchColor =
237        "    fragColor = color;\n";
238const char* gFS_Main_ModulateColor =
239        "    fragColor *= color.a;\n";
240const char* gFS_Main_ApplyVertexAlphaLinearInterp =
241        "    fragColor *= alpha;\n";
242const char* gFS_Main_ApplyVertexAlphaShadowInterp =
243        // Use a gaussian function for the shadow fall off. Note that alpha here
244        // is actually (1.0 - alpha) for saving computation.
245        "    fragColor *= exp(- alpha * alpha * 4.0) - 0.018;\n";
246const char* gFS_Main_FetchTexture[2] = {
247        // Don't modulate
248        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
249        // Modulate
250        "    fragColor = color * texture2D(baseSampler, outTexCoords);\n"
251};
252const char* gFS_Main_FetchA8Texture[4] = {
253        // Don't modulate
254        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
255        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
256        // Modulate
257        "    fragColor = color * texture2D(baseSampler, outTexCoords).a;\n",
258        "    fragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
259};
260const char* gFS_Main_FetchGradient[6] = {
261        // Linear
262        "    vec4 gradientColor = texture2D(gradientSampler, linear);\n",
263
264        "    vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
265
266        // Circular
267        "    vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
268
269        "    vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
270
271        // Sweep
272        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
273        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
274
275        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
276        "    vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
277};
278const char* gFS_Main_FetchBitmap =
279        "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
280const char* gFS_Main_FetchBitmapNpot =
281        "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
282const char* gFS_Main_BlendShadersBG =
283        "    fragColor = blendShaders(gradientColor, bitmapColor)";
284const char* gFS_Main_BlendShadersGB =
285        "    fragColor = blendShaders(bitmapColor, gradientColor)";
286const char* gFS_Main_BlendShaders_Modulate[6] = {
287        // Don't modulate
288        ";\n",
289        ";\n",
290        // Modulate
291        " * color.a;\n",
292        " * color.a;\n",
293        // Modulate with alpha 8 texture
294        " * texture2D(baseSampler, outTexCoords).a;\n",
295        " * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
296};
297const char* gFS_Main_GradientShader_Modulate[6] = {
298        // Don't modulate
299        "    fragColor = gradientColor;\n",
300        "    fragColor = gradientColor;\n",
301        // Modulate
302        "    fragColor = gradientColor * color.a;\n",
303        "    fragColor = gradientColor * color.a;\n",
304        // Modulate with alpha 8 texture
305        "    fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
306        "    fragColor = gradientColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
307    };
308const char* gFS_Main_BitmapShader_Modulate[6] = {
309        // Don't modulate
310        "    fragColor = bitmapColor;\n",
311        "    fragColor = bitmapColor;\n",
312        // Modulate
313        "    fragColor = bitmapColor * color.a;\n",
314        "    fragColor = bitmapColor * color.a;\n",
315        // Modulate with alpha 8 texture
316        "    fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
317        "    fragColor = bitmapColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
318    };
319const char* gFS_Main_FragColor =
320        "    gl_FragColor = fragColor;\n";
321const char* gFS_Main_FragColor_HasColors =
322        "    gl_FragColor *= outColors;\n";
323const char* gFS_Main_FragColor_Blend =
324        "    gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
325const char* gFS_Main_FragColor_Blend_Swap =
326        "    gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
327const char* gFS_Main_ApplyColorOp[3] = {
328        // None
329        "",
330        // Matrix
331        "    fragColor.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply
332        "    fragColor *= colorMatrix;\n"
333        "    fragColor += colorMatrixVector;\n"
334        "    fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply
335        // PorterDuff
336        "    fragColor = blendColors(colorBlend, fragColor);\n"
337};
338
339// Note: LTRB -> xyzw
340const char* gFS_Main_FragColor_HasRoundRectClip =
341        "    mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
342        "    mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"
343
344        // divide + multiply by 128 to avoid falling out of range in length() function
345        "    mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
346        "    mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
347        "    gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n";
348
349const char* gFS_Main_DebugHighlight =
350        "    gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
351const char* gFS_Footer =
352        "}\n\n";
353
354///////////////////////////////////////////////////////////////////////////////
355// PorterDuff snippets
356///////////////////////////////////////////////////////////////////////////////
357
358const char* gBlendOps[18] = {
359        // Clear
360        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
361        // Src
362        "return src;\n",
363        // Dst
364        "return dst;\n",
365        // SrcOver
366        "return src + dst * (1.0 - src.a);\n",
367        // DstOver
368        "return dst + src * (1.0 - dst.a);\n",
369        // SrcIn
370        "return src * dst.a;\n",
371        // DstIn
372        "return dst * src.a;\n",
373        // SrcOut
374        "return src * (1.0 - dst.a);\n",
375        // DstOut
376        "return dst * (1.0 - src.a);\n",
377        // SrcAtop
378        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
379        // DstAtop
380        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
381        // Xor
382        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
383                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
384        // Plus
385        "return min(src + dst, 1.0);\n",
386        // Modulate
387        "return src * dst;\n",
388        // Screen
389        "return src + dst - src * dst;\n",
390        // Overlay
391        "return clamp(vec4(mix("
392                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
393                "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), "
394                "step(dst.a, 2.0 * dst.rgb)), "
395                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
396        // Darken
397        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
398                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
399        // Lighten
400        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
401                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
402};
403
404///////////////////////////////////////////////////////////////////////////////
405// Constructors/destructors
406///////////////////////////////////////////////////////////////////////////////
407
408ProgramCache::ProgramCache(Extensions& extensions)
409        : mHasES3(extensions.getMajorGlVersion() >= 3) {
410}
411
412ProgramCache::~ProgramCache() {
413    clear();
414}
415
416///////////////////////////////////////////////////////////////////////////////
417// Cache management
418///////////////////////////////////////////////////////////////////////////////
419
420void ProgramCache::clear() {
421    PROGRAM_LOGD("Clearing program cache");
422    mCache.clear();
423}
424
425Program* ProgramCache::get(const ProgramDescription& description) {
426    programid key = description.key();
427    if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) {
428        // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
429        // to standard texture program (bitmaps, patches). Consider them equivalent.
430        key = PROGRAM_KEY_TEXTURE;
431    }
432
433    auto iter = mCache.find(key);
434    Program* program = nullptr;
435    if (iter == mCache.end()) {
436        description.log("Could not find program");
437        program = generateProgram(description, key);
438        mCache[key] = std::unique_ptr<Program>(program);
439    } else {
440        program = iter->second.get();
441    }
442    return program;
443}
444
445///////////////////////////////////////////////////////////////////////////////
446// Program generation
447///////////////////////////////////////////////////////////////////////////////
448
449Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
450    String8 vertexShader = generateVertexShader(description);
451    String8 fragmentShader = generateFragmentShader(description);
452
453    return new Program(description, vertexShader.string(), fragmentShader.string());
454}
455
456static inline size_t gradientIndex(const ProgramDescription& description) {
457    return description.gradientType * 2 + description.isSimpleGradient;
458}
459
460String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
461    // Add attributes
462    String8 shader(gVS_Header_Attributes);
463    if (description.hasTexture || description.hasExternalTexture) {
464        shader.append(gVS_Header_Attributes_TexCoords);
465    }
466    if (description.hasVertexAlpha) {
467        shader.append(gVS_Header_Attributes_VertexAlphaParameters);
468    }
469    if (description.hasColors) {
470        shader.append(gVS_Header_Attributes_Colors);
471    }
472    // Uniforms
473    shader.append(gVS_Header_Uniforms);
474    if (description.hasTextureTransform) {
475        shader.append(gVS_Header_Uniforms_TextureTransform);
476    }
477    if (description.hasGradient) {
478        shader.append(gVS_Header_Uniforms_HasGradient);
479    }
480    if (description.hasBitmap) {
481        shader.append(gVS_Header_Uniforms_HasBitmap);
482    }
483    if (description.hasRoundRectClip) {
484        shader.append(gVS_Header_Uniforms_HasRoundRectClip);
485    }
486    // Varyings
487    if (description.hasTexture || description.hasExternalTexture) {
488        shader.append(gVS_Header_Varyings_HasTexture);
489    }
490    if (description.hasVertexAlpha) {
491        shader.append(gVS_Header_Varyings_HasVertexAlpha);
492    }
493    if (description.hasColors) {
494        shader.append(gVS_Header_Varyings_HasColors);
495    }
496    if (description.hasGradient) {
497        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
498    }
499    if (description.hasBitmap) {
500        shader.append(gVS_Header_Varyings_HasBitmap);
501    }
502    if (description.hasRoundRectClip) {
503        shader.append(gVS_Header_Varyings_HasRoundRectClip);
504    }
505
506    // Begin the shader
507    shader.append(gVS_Main); {
508        if (description.hasTextureTransform) {
509            shader.append(gVS_Main_OutTransformedTexCoords);
510        } else if (description.hasTexture || description.hasExternalTexture) {
511            shader.append(gVS_Main_OutTexCoords);
512        }
513        if (description.hasVertexAlpha) {
514            shader.append(gVS_Main_VertexAlpha);
515        }
516        if (description.hasColors) {
517            shader.append(gVS_Main_OutColors);
518        }
519        if (description.hasBitmap) {
520            shader.append(gVS_Main_OutBitmapTexCoords);
521        }
522        // Output transformed position
523        shader.append(gVS_Main_Position);
524        if (description.hasGradient) {
525            shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
526        }
527        if (description.hasRoundRectClip) {
528            shader.append(gVS_Main_HasRoundRectClip);
529        }
530    }
531    // End the shader
532    shader.append(gVS_Footer);
533
534    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
535
536    return shader;
537}
538
539static bool shaderOp(const ProgramDescription& description, String8& shader,
540        const int modulateOp, const char** snippets) {
541    int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
542    op = op * 2 + description.hasGammaCorrection;
543    shader.append(snippets[op]);
544    return description.hasAlpha8Texture;
545}
546
547String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
548    String8 shader;
549
550    const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
551    if (blendFramebuffer) {
552        shader.append(gFS_Header_Extension_FramebufferFetch);
553    }
554    if (description.hasExternalTexture) {
555        shader.append(gFS_Header_Extension_ExternalTexture);
556    }
557
558    shader.append(gFS_Header);
559
560    // Varyings
561    if (description.hasTexture || description.hasExternalTexture) {
562        shader.append(gVS_Header_Varyings_HasTexture);
563    }
564    if (description.hasVertexAlpha) {
565        shader.append(gVS_Header_Varyings_HasVertexAlpha);
566    }
567    if (description.hasColors) {
568        shader.append(gVS_Header_Varyings_HasColors);
569    }
570    if (description.hasGradient) {
571        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
572    }
573    if (description.hasBitmap) {
574        shader.append(gVS_Header_Varyings_HasBitmap);
575    }
576    if (description.hasRoundRectClip) {
577        shader.append(gVS_Header_Varyings_HasRoundRectClip);
578    }
579
580    // Uniforms
581    int modulateOp = MODULATE_OP_NO_MODULATE;
582    const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
583            !description.hasGradient && !description.hasBitmap;
584
585    if (description.modulate || singleColor) {
586        shader.append(gFS_Uniforms_Color);
587        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
588    }
589    if (description.hasTexture) {
590        shader.append(gFS_Uniforms_TextureSampler);
591    } else if (description.hasExternalTexture) {
592        shader.append(gFS_Uniforms_ExternalTextureSampler);
593    }
594    if (description.hasGradient) {
595        shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient],
596                gFS_Uniforms_Dither);
597    }
598    if (description.hasGammaCorrection) {
599        shader.append(gFS_Uniforms_Gamma);
600    }
601    if (description.hasRoundRectClip) {
602        shader.append(gFS_Uniforms_HasRoundRectClip);
603    }
604
605    // Optimization for common cases
606    if (!description.hasVertexAlpha
607            && !blendFramebuffer
608            && !description.hasColors
609            && description.colorOp == ProgramDescription::kColorNone
610            && !description.hasDebugHighlight
611            && !description.hasRoundRectClip) {
612        bool fast = false;
613
614        const bool noShader = !description.hasGradient && !description.hasBitmap;
615        const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
616                !description.hasAlpha8Texture && noShader;
617        const bool singleA8Texture = description.hasTexture &&
618                description.hasAlpha8Texture && noShader;
619        const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
620                description.hasGradient && !description.hasBitmap &&
621                description.gradientType == ProgramDescription::kGradientLinear;
622
623        if (singleColor) {
624            shader.append(gFS_Fast_SingleColor);
625            fast = true;
626        } else if (singleTexture) {
627            if (!description.modulate) {
628                shader.append(gFS_Fast_SingleTexture);
629            } else {
630                shader.append(gFS_Fast_SingleModulateTexture);
631            }
632            fast = true;
633        } else if (singleA8Texture) {
634            if (!description.modulate) {
635                if (description.hasGammaCorrection) {
636                    shader.append(gFS_Fast_SingleA8Texture_ApplyGamma);
637                } else {
638                    shader.append(gFS_Fast_SingleA8Texture);
639                }
640            } else {
641                if (description.hasGammaCorrection) {
642                    shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma);
643                } else {
644                    shader.append(gFS_Fast_SingleModulateA8Texture);
645                }
646            }
647            fast = true;
648        } else if (singleGradient) {
649            if (!description.modulate) {
650                shader.appendFormat(gFS_Fast_SingleGradient[description.isSimpleGradient],
651                        gFS_Main_Dither[mHasES3]);
652            } else {
653                shader.appendFormat(gFS_Fast_SingleModulateGradient[description.isSimpleGradient],
654                        gFS_Main_Dither[mHasES3]);
655            }
656            fast = true;
657        }
658
659        if (fast) {
660#if DEBUG_PROGRAMS
661                PROGRAM_LOGD("*** Fast case:\n");
662                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
663                printLongString(shader);
664#endif
665
666            return shader;
667        }
668    }
669
670    if (description.hasBitmap) {
671        shader.append(gFS_Uniforms_BitmapSampler);
672    }
673    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
674
675    // Generate required functions
676    if (description.hasGradient && description.hasBitmap) {
677        generateBlend(shader, "blendShaders", description.shadersMode);
678    }
679    if (description.colorOp == ProgramDescription::kColorBlend) {
680        generateBlend(shader, "blendColors", description.colorMode);
681    }
682    if (blendFramebuffer) {
683        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
684    }
685    if (description.isBitmapNpot) {
686        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
687    }
688
689    // Begin the shader
690    shader.append(gFS_Main); {
691        // Stores the result in fragColor directly
692        if (description.hasTexture || description.hasExternalTexture) {
693            if (description.hasAlpha8Texture) {
694                if (!description.hasGradient && !description.hasBitmap) {
695                    shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 +
696                                                          description.hasGammaCorrection]);
697                }
698            } else {
699                shader.append(gFS_Main_FetchTexture[modulateOp]);
700            }
701        } else {
702            if (!description.hasGradient && !description.hasBitmap) {
703                shader.append(gFS_Main_FetchColor);
704            }
705        }
706        if (description.hasGradient) {
707            shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
708            shader.appendFormat(gFS_Main_AddDitherToGradient, gFS_Main_Dither[mHasES3]);
709        }
710        if (description.hasBitmap) {
711            if (!description.isBitmapNpot) {
712                shader.append(gFS_Main_FetchBitmap);
713            } else {
714                shader.append(gFS_Main_FetchBitmapNpot);
715            }
716        }
717        bool applyModulate = false;
718        // Case when we have two shaders set
719        if (description.hasGradient && description.hasBitmap) {
720            if (description.isBitmapFirst) {
721                shader.append(gFS_Main_BlendShadersBG);
722            } else {
723                shader.append(gFS_Main_BlendShadersGB);
724            }
725            applyModulate = shaderOp(description, shader, modulateOp,
726                    gFS_Main_BlendShaders_Modulate);
727        } else {
728            if (description.hasGradient) {
729                applyModulate = shaderOp(description, shader, modulateOp,
730                        gFS_Main_GradientShader_Modulate);
731            } else if (description.hasBitmap) {
732                applyModulate = shaderOp(description, shader, modulateOp,
733                        gFS_Main_BitmapShader_Modulate);
734            }
735        }
736
737        if (description.modulate && applyModulate) {
738            shader.append(gFS_Main_ModulateColor);
739        }
740
741        // Apply the color op if needed
742        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
743
744        if (description.hasVertexAlpha) {
745            if (description.useShadowAlphaInterp) {
746                shader.append(gFS_Main_ApplyVertexAlphaShadowInterp);
747            } else {
748                shader.append(gFS_Main_ApplyVertexAlphaLinearInterp);
749            }
750        }
751
752        // Output the fragment
753        if (!blendFramebuffer) {
754            shader.append(gFS_Main_FragColor);
755        } else {
756            shader.append(!description.swapSrcDst ?
757                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
758        }
759        if (description.hasColors) {
760            shader.append(gFS_Main_FragColor_HasColors);
761        }
762        if (description.hasRoundRectClip) {
763            shader.append(gFS_Main_FragColor_HasRoundRectClip);
764        }
765        if (description.hasDebugHighlight) {
766            shader.append(gFS_Main_DebugHighlight);
767        }
768    }
769    // End the shader
770    shader.append(gFS_Footer);
771
772#if DEBUG_PROGRAMS
773        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
774        printLongString(shader);
775#endif
776
777    return shader;
778}
779
780void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
781    shader.append("\nvec4 ");
782    shader.append(name);
783    shader.append("(vec4 src, vec4 dst) {\n");
784    shader.append("    ");
785    shader.append(gBlendOps[mode]);
786    shader.append("}\n");
787}
788
789void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
790    shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n");
791    if (wrapS == GL_MIRRORED_REPEAT) {
792        shader.append("    highp float xMod2 = mod(texCoords.x, 2.0);\n");
793        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
794    }
795    if (wrapT == GL_MIRRORED_REPEAT) {
796        shader.append("    highp float yMod2 = mod(texCoords.y, 2.0);\n");
797        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
798    }
799    shader.append("    return vec2(");
800    switch (wrapS) {
801        case GL_CLAMP_TO_EDGE:
802            shader.append("texCoords.x");
803            break;
804        case GL_REPEAT:
805            shader.append("mod(texCoords.x, 1.0)");
806            break;
807        case GL_MIRRORED_REPEAT:
808            shader.append("xMod2");
809            break;
810    }
811    shader.append(", ");
812    switch (wrapT) {
813        case GL_CLAMP_TO_EDGE:
814            shader.append("texCoords.y");
815            break;
816        case GL_REPEAT:
817            shader.append("mod(texCoords.y, 1.0)");
818            break;
819        case GL_MIRRORED_REPEAT:
820            shader.append("yMod2");
821            break;
822    }
823    shader.append(");\n");
824    shader.append("}\n");
825}
826
827void ProgramCache::printLongString(const String8& shader) const {
828    ssize_t index = 0;
829    ssize_t lastIndex = 0;
830    const char* str = shader.string();
831    while ((index = shader.find("\n", index)) > -1) {
832        String8 line(str, index - lastIndex);
833        if (line.length() == 0) line.append("\n");
834        ALOGD("%s", line.string());
835        index++;
836        str += (index - lastIndex);
837        lastIndex = index;
838    }
839}
840
841}; // namespace uirenderer
842}; // namespace android
843