ProgramCache.cpp revision 06f96e2652e4855b6520ad9dd70583677605b79a
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
30// TODO: Implement BitmapShader, implement repeat/mirror for npot
31
32const char* gVS_Header_Attributes =
33        "attribute vec4 position;\n";
34const char* gVS_Header_Attributes_TexCoords =
35        "attribute vec2 texCoords;\n";
36const char* gVS_Header_Uniforms =
37        "uniform mat4 transform;\n";
38const char* gVS_Header_Uniforms_HasGradient =
39        "uniform float gradientLength;\n"
40        "uniform vec2 gradient;\n"
41        "uniform vec2 gradientStart;\n"
42        "uniform mat4 screenSpace;\n";
43const char* gVS_Header_Uniforms_HasBitmap =
44        "uniform mat4 textureTransform;\n"
45        "uniform vec2 textureDimension;\n";
46const char* gVS_Header_Varyings_HasTexture =
47        "varying vec2 outTexCoords;\n";
48const char* gVS_Header_Varyings_HasBitmap =
49        "varying vec2 outBitmapTexCoords;\n";
50const char* gVS_Header_Varyings_HasGradient =
51        "varying float index;\n";
52const char* gVS_Main =
53        "\nvoid main(void) {\n";
54const char* gVS_Main_OutTexCoords =
55        "    outTexCoords = texCoords;\n";
56const char* gVS_Main_OutGradientIndex =
57        "    vec4 location = screenSpace * position;\n"
58        "    index = dot(location.xy - gradientStart, gradient) * gradientLength;\n";
59const char* gVS_Main_OutBitmapTexCoords =
60        "    vec4 bitmapCoords = textureTransform * position;\n"
61        "    outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n";
62const char* gVS_Main_Position =
63        "    gl_Position = transform * position;\n";
64const char* gVS_Footer =
65        "}\n\n";
66
67///////////////////////////////////////////////////////////////////////////////
68// Fragment shaders snippets
69///////////////////////////////////////////////////////////////////////////////
70
71const char* gFS_Header =
72        "precision mediump float;\n\n";
73const char* gFS_Uniforms_Color =
74        "uniform vec4 color;\n";
75const char* gFS_Uniforms_TextureSampler =
76        "uniform sampler2D sampler;\n";
77const char* gFS_Uniforms_GradientSampler =
78        "uniform sampler2D gradientSampler;\n";
79const char* gFS_Uniforms_BitmapSampler =
80        "uniform sampler2D bitmapSampler;\n";
81const char* gFS_Uniforms_ColorOp[4] = {
82        // None
83        "",
84        // Matrix
85        "uniform mat4 colorMatrix;\n"
86        "uniform vec4 colorMatrixVector;\n",
87        // Lighting
88        "uniform float lightingMul;\n"
89        "uniform float lightingAdd;\n",
90        // PorterDuff
91        "uniform vec4 colorBLend;\n"
92};
93const char* gFS_Main =
94        "\nvoid main(void) {\n"
95        "    vec4 fragColor;\n";
96const char* gFS_Main_FetchColor =
97        "    fragColor = color;\n";
98const char* gFS_Main_FetchTexture =
99        "    fragColor = color * texture2D(sampler, outTexCoords);\n";
100const char* gFS_Main_FetchA8Texture =
101        "    fragColor = color * texture2D(sampler, outTexCoords).a;\n";
102const char* gFS_Main_FetchGradient =
103        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n";
104const char* gFS_Main_FetchBitmap =
105        "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
106const char* gFS_Main_FetchBitmapNpot =
107        "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
108const char* gFS_Main_BlendShadersBG =
109        "    fragColor = blendShaders(gradientColor, bitmapColor)";
110const char* gFS_Main_BlendShadersGB =
111        "    fragColor = blendShaders(bitmapColor, gradientColor)";
112const char* gFS_Main_BlendShaders_Modulate =
113        " * fragColor.a;\n";
114const char* gFS_Main_GradientShader_Modulate =
115        "    fragColor = gradientColor * fragColor.a;\n";
116const char* gFS_Main_BitmapShader_Modulate =
117        "    fragColor = bitmapColor * fragColor.a;\n";
118const char* gFS_Main_FragColor =
119        "    gl_FragColor = fragColor;\n";
120const char* gFS_Main_ApplyColorOp[4] = {
121        // None
122        "",
123        // Matrix
124        "    fragColor *= colorMatrix;\n"
125        "    fragColor += colorMatrixVector;\n",
126        // Lighting
127        "    fragColor *= lightingMul;\n"
128        "    fragColor += lightingAdd;\n",
129        // PorterDuff
130        "    fragColor = blendColors(colorBlend, fragColor);\n"
131};
132const char* gFS_Footer =
133        "}\n\n";
134
135///////////////////////////////////////////////////////////////////////////////
136// PorterDuff snippets
137///////////////////////////////////////////////////////////////////////////////
138
139const char* gPorterDuff[12] = {
140        // Clear
141        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
142        // Src
143        "return src;\n",
144        // Dst
145        "return dst;\n",
146        // SrcOver
147        "return src + dst * (1.0 - src.a);\n",
148        // DstOver
149        "return dst + src * (1.0 - dst.a);\n",
150        // SrcIn
151        "return src * dst.a;\n",
152        // DstIn
153        "return dst * src.a;\n",
154        // SrcOut
155        "return src * (1.0 - dst.a);\n",
156        // DstOut
157        "return dst * (1.0 - src.a);\n",
158        // SrcAtop
159        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
160        // DstAtop
161        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
162        // Xor
163        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, 1.0, "
164                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
165};
166
167///////////////////////////////////////////////////////////////////////////////
168// Constructors/destructors
169///////////////////////////////////////////////////////////////////////////////
170
171ProgramCache::ProgramCache() {
172}
173
174ProgramCache::~ProgramCache() {
175    clear();
176}
177
178///////////////////////////////////////////////////////////////////////////////
179// Cache management
180///////////////////////////////////////////////////////////////////////////////
181
182void ProgramCache::clear() {
183    size_t count = mCache.size();
184    for (size_t i = 0; i < count; i++) {
185        delete mCache.valueAt(i);
186    }
187    mCache.clear();
188}
189
190Program* ProgramCache::get(const ProgramDescription& description) {
191    programid key = description.key();
192    ssize_t index = mCache.indexOfKey(key);
193    Program* program = NULL;
194    if (index < 0) {
195        PROGRAM_LOGD("Could not find program with key 0x%x", key);
196        program = generateProgram(description, key);
197        mCache.add(key, program);
198    } else {
199        program = mCache.valueAt(index);
200    }
201    return program;
202}
203
204///////////////////////////////////////////////////////////////////////////////
205// Program generation
206///////////////////////////////////////////////////////////////////////////////
207
208Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
209    String8 vertexShader = generateVertexShader(description);
210    String8 fragmentShader = generateFragmentShader(description);
211
212    Program* program = new Program(vertexShader.string(), fragmentShader.string());
213    return program;
214}
215
216String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
217    // Add attributes
218    String8 shader(gVS_Header_Attributes);
219    if (description.hasTexture) {
220        shader.append(gVS_Header_Attributes_TexCoords);
221    }
222    // Uniforms
223    shader.append(gVS_Header_Uniforms);
224    if (description.hasGradient) {
225        shader.append(gVS_Header_Uniforms_HasGradient);
226    }
227    if (description.hasBitmap) {
228        shader.append(gVS_Header_Uniforms_HasBitmap);
229    }
230    // Varyings
231    if (description.hasTexture) {
232        shader.append(gVS_Header_Varyings_HasTexture);
233    }
234    if (description.hasGradient) {
235        shader.append(gVS_Header_Varyings_HasGradient);
236    }
237    if (description.hasBitmap) {
238        shader.append(gVS_Header_Varyings_HasBitmap);
239    }
240
241    // Begin the shader
242    shader.append(gVS_Main); {
243        if (description.hasTexture) {
244            shader.append(gVS_Main_OutTexCoords);
245        }
246        if (description.hasGradient) {
247            shader.append(gVS_Main_OutGradientIndex);
248        }
249        if (description.hasBitmap) {
250            shader.append(gVS_Main_OutBitmapTexCoords);
251        }
252        // Output transformed position
253        shader.append(gVS_Main_Position);
254    }
255    // End the shader
256    shader.append(gVS_Footer);
257
258    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
259
260    return shader;
261}
262
263String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
264    // Set the default precision
265    String8 shader(gFS_Header);
266
267    // Varyings
268    if (description.hasTexture) {
269        shader.append(gVS_Header_Varyings_HasTexture);
270    }
271    if (description.hasGradient) {
272        shader.append(gVS_Header_Varyings_HasGradient);
273    }
274    if (description.hasBitmap) {
275        shader.append(gVS_Header_Varyings_HasBitmap);
276    }
277
278
279    // Uniforms
280    shader.append(gFS_Uniforms_Color);
281    if (description.hasTexture) {
282        shader.append(gFS_Uniforms_TextureSampler);
283    }
284    if (description.hasGradient) {
285        shader.append(gFS_Uniforms_GradientSampler);
286    }
287    if (description.hasBitmap) {
288        shader.append(gFS_Uniforms_BitmapSampler);
289    }
290    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
291
292    // Generate required functions
293    if (description.hasGradient && description.hasBitmap) {
294        generatePorterDuffBlend(shader, "blendShaders", description.shadersMode);
295    }
296    if (description.colorOp == ProgramDescription::kColorBlend) {
297        generatePorterDuffBlend(shader, "blendColors", description.colorMode);
298    }
299    if (description.isBitmapNpot) {
300        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
301    }
302
303    // Begin the shader
304    shader.append(gFS_Main); {
305        // Stores the result in fragColor directly
306        if (description.hasTexture) {
307            if (description.hasAlpha8Texture) {
308                shader.append(gFS_Main_FetchA8Texture);
309            } else {
310                shader.append(gFS_Main_FetchTexture);
311            }
312        } else {
313            shader.append(gFS_Main_FetchColor);
314        }
315        if (description.hasGradient) {
316            shader.append(gFS_Main_FetchGradient);
317        }
318        if (description.hasBitmap) {
319            if (!description.isBitmapNpot) {
320                shader.append(gFS_Main_FetchBitmap);
321            } else {
322                shader.append(gFS_Main_FetchBitmapNpot);
323            }
324        }
325        // Case when we have two shaders set
326        if (description.hasGradient && description.hasBitmap) {
327            if (description.isBitmapFirst) {
328                shader.append(gFS_Main_BlendShadersBG);
329            } else {
330                shader.append(gFS_Main_BlendShadersGB);
331            }
332            shader.append(gFS_Main_BlendShaders_Modulate);
333        } else {
334            if (description.hasGradient) {
335                shader.append(gFS_Main_GradientShader_Modulate);
336            } else if (description.hasBitmap) {
337                shader.append(gFS_Main_BitmapShader_Modulate);
338            }
339        }
340        // Apply the color op if needed
341        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
342        // Output the fragment
343        shader.append(gFS_Main_FragColor);
344    }
345    // End the shader
346    shader.append(gFS_Footer);
347
348    PROGRAM_LOGD("*** Generated fragment shader:\n\n%s", shader.string());
349    return shader;
350}
351
352void ProgramCache::generatePorterDuffBlend(String8& shader, const char* name,
353        SkXfermode::Mode mode) {
354    shader.append("\nvec4 ");
355    shader.append(name);
356    shader.append("(vec4 src, vec4 dst) {\n");
357    shader.append("    ");
358    shader.append(gPorterDuff[mode]);
359    shader.append("}\n");
360}
361
362void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
363    shader.append("\nvec2 wrap(vec2 texCoords) {\n");
364    if (wrapS == GL_MIRRORED_REPEAT) {
365        shader.append("    float xMod2 = mod(texCoords.x, 2.0);\n");
366        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
367    }
368    if (wrapT == GL_MIRRORED_REPEAT) {
369        shader.append("    float yMod2 = mod(texCoords.y, 2.0);\n");
370        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
371    }
372    shader.append("    return vec2(");
373    switch (wrapS) {
374        case GL_REPEAT:
375            shader.append("mod(texCoords.x, 1.0)");
376            break;
377        case GL_MIRRORED_REPEAT:
378            shader.append("xMod2");
379            break;
380    }
381    shader.append(", ");
382    switch (wrapT) {
383        case GL_REPEAT:
384            shader.append("mod(texCoords.y, 1.0)");
385            break;
386        case GL_MIRRORED_REPEAT:
387            shader.append("yMod2");
388            break;
389    }
390    shader.append(");\n");
391    shader.append("}\n");
392}
393
394}; // namespace uirenderer
395}; // namespace android
396