ProgramCache.cpp revision 117bdbcfa3e8306dad21e7e01fa71b00cdfa7265
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 " fragColor *= (1.0 - cos(alpha)) / 2.0;\n"; 244 245const char* gFS_Main_FetchTexture[2] = { 246 // Don't modulate 247 " fragColor = texture2D(baseSampler, outTexCoords);\n", 248 // Modulate 249 " fragColor = color * texture2D(baseSampler, outTexCoords);\n" 250}; 251const char* gFS_Main_FetchA8Texture[4] = { 252 // Don't modulate 253 " fragColor = texture2D(baseSampler, outTexCoords);\n", 254 " fragColor = texture2D(baseSampler, outTexCoords);\n", 255 // Modulate 256 " fragColor = color * texture2D(baseSampler, outTexCoords).a;\n", 257 " fragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" 258}; 259const char* gFS_Main_FetchGradient[6] = { 260 // Linear 261 " vec4 gradientColor = texture2D(gradientSampler, linear);\n", 262 263 " vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n", 264 265 // Circular 266 " vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n", 267 268 " vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n", 269 270 // Sweep 271 " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" 272 " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n", 273 274 " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" 275 " vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n" 276}; 277const char* gFS_Main_FetchBitmap = 278 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n"; 279const char* gFS_Main_FetchBitmapNpot = 280 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n"; 281const char* gFS_Main_BlendShadersBG = 282 " fragColor = blendShaders(gradientColor, bitmapColor)"; 283const char* gFS_Main_BlendShadersGB = 284 " fragColor = blendShaders(bitmapColor, gradientColor)"; 285const char* gFS_Main_BlendShaders_Modulate[6] = { 286 // Don't modulate 287 ";\n", 288 ";\n", 289 // Modulate 290 " * color.a;\n", 291 " * color.a;\n", 292 // Modulate with alpha 8 texture 293 " * texture2D(baseSampler, outTexCoords).a;\n", 294 " * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" 295}; 296const char* gFS_Main_GradientShader_Modulate[6] = { 297 // Don't modulate 298 " fragColor = gradientColor;\n", 299 " fragColor = gradientColor;\n", 300 // Modulate 301 " fragColor = gradientColor * color.a;\n", 302 " fragColor = gradientColor * color.a;\n", 303 // Modulate with alpha 8 texture 304 " fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n", 305 " fragColor = gradientColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" 306 }; 307const char* gFS_Main_BitmapShader_Modulate[6] = { 308 // Don't modulate 309 " fragColor = bitmapColor;\n", 310 " fragColor = bitmapColor;\n", 311 // Modulate 312 " fragColor = bitmapColor * color.a;\n", 313 " fragColor = bitmapColor * color.a;\n", 314 // Modulate with alpha 8 texture 315 " fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n", 316 " fragColor = bitmapColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" 317 }; 318const char* gFS_Main_FragColor = 319 " gl_FragColor = fragColor;\n"; 320const char* gFS_Main_FragColor_HasColors = 321 " gl_FragColor *= outColors;\n"; 322const char* gFS_Main_FragColor_Blend = 323 " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n"; 324const char* gFS_Main_FragColor_Blend_Swap = 325 " gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n"; 326const char* gFS_Main_ApplyColorOp[3] = { 327 // None 328 "", 329 // Matrix 330 " fragColor.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply 331 " fragColor *= colorMatrix;\n" 332 " fragColor += colorMatrixVector;\n" 333 " fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply 334 // PorterDuff 335 " fragColor = blendColors(colorBlend, fragColor);\n" 336}; 337 338// Note: LTRB -> xyzw 339const char* gFS_Main_FragColor_HasRoundRectClip = 340 " mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n" 341 " mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n" 342 343 // divide + multiply by 128 to avoid falling out of range in length() function 344 " mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n" 345 " mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n" 346 " gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n"; 347 348const char* gFS_Main_DebugHighlight = 349 " gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n"; 350const char* gFS_Footer = 351 "}\n\n"; 352 353/////////////////////////////////////////////////////////////////////////////// 354// PorterDuff snippets 355/////////////////////////////////////////////////////////////////////////////// 356 357const char* gBlendOps[18] = { 358 // Clear 359 "return vec4(0.0, 0.0, 0.0, 0.0);\n", 360 // Src 361 "return src;\n", 362 // Dst 363 "return dst;\n", 364 // SrcOver 365 "return src + dst * (1.0 - src.a);\n", 366 // DstOver 367 "return dst + src * (1.0 - dst.a);\n", 368 // SrcIn 369 "return src * dst.a;\n", 370 // DstIn 371 "return dst * src.a;\n", 372 // SrcOut 373 "return src * (1.0 - dst.a);\n", 374 // DstOut 375 "return dst * (1.0 - src.a);\n", 376 // SrcAtop 377 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n", 378 // DstAtop 379 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n", 380 // Xor 381 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, " 382 "src.a + dst.a - 2.0 * src.a * dst.a);\n", 383 // Add 384 "return min(src + dst, 1.0);\n", 385 // Multiply 386 "return src * dst;\n", 387 // Screen 388 "return src + dst - src * dst;\n", 389 // Overlay 390 "return clamp(vec4(mix(" 391 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), " 392 "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), " 393 "step(dst.a, 2.0 * dst.rgb)), " 394 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n", 395 // Darken 396 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 397 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 398 // Lighten 399 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 400 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 401}; 402 403/////////////////////////////////////////////////////////////////////////////// 404// Constructors/destructors 405/////////////////////////////////////////////////////////////////////////////// 406 407ProgramCache::ProgramCache(Extensions& extensions) 408 : mHasES3(extensions.getMajorGlVersion() >= 3) { 409} 410 411ProgramCache::~ProgramCache() { 412 clear(); 413} 414 415/////////////////////////////////////////////////////////////////////////////// 416// Cache management 417/////////////////////////////////////////////////////////////////////////////// 418 419void ProgramCache::clear() { 420 PROGRAM_LOGD("Clearing program cache"); 421 mCache.clear(); 422} 423 424Program* ProgramCache::get(const ProgramDescription& description) { 425 programid key = description.key(); 426 if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) { 427 // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent 428 // to standard texture program (bitmaps, patches). Consider them equivalent. 429 key = PROGRAM_KEY_TEXTURE; 430 } 431 432 auto iter = mCache.find(key); 433 Program* program = nullptr; 434 if (iter == mCache.end()) { 435 description.log("Could not find program"); 436 program = generateProgram(description, key); 437 mCache[key] = std::unique_ptr<Program>(program); 438 } else { 439 program = iter->second.get(); 440 } 441 return program; 442} 443 444/////////////////////////////////////////////////////////////////////////////// 445// Program generation 446/////////////////////////////////////////////////////////////////////////////// 447 448Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) { 449 String8 vertexShader = generateVertexShader(description); 450 String8 fragmentShader = generateFragmentShader(description); 451 452 return new Program(description, vertexShader.string(), fragmentShader.string()); 453} 454 455static inline size_t gradientIndex(const ProgramDescription& description) { 456 return description.gradientType * 2 + description.isSimpleGradient; 457} 458 459String8 ProgramCache::generateVertexShader(const ProgramDescription& description) { 460 // Add attributes 461 String8 shader(gVS_Header_Attributes); 462 if (description.hasTexture || description.hasExternalTexture) { 463 shader.append(gVS_Header_Attributes_TexCoords); 464 } 465 if (description.hasVertexAlpha) { 466 shader.append(gVS_Header_Attributes_VertexAlphaParameters); 467 } 468 if (description.hasColors) { 469 shader.append(gVS_Header_Attributes_Colors); 470 } 471 // Uniforms 472 shader.append(gVS_Header_Uniforms); 473 if (description.hasTextureTransform) { 474 shader.append(gVS_Header_Uniforms_TextureTransform); 475 } 476 if (description.hasGradient) { 477 shader.append(gVS_Header_Uniforms_HasGradient); 478 } 479 if (description.hasBitmap) { 480 shader.append(gVS_Header_Uniforms_HasBitmap); 481 } 482 if (description.hasRoundRectClip) { 483 shader.append(gVS_Header_Uniforms_HasRoundRectClip); 484 } 485 // Varyings 486 if (description.hasTexture || description.hasExternalTexture) { 487 shader.append(gVS_Header_Varyings_HasTexture); 488 } 489 if (description.hasVertexAlpha) { 490 shader.append(gVS_Header_Varyings_HasVertexAlpha); 491 } 492 if (description.hasColors) { 493 shader.append(gVS_Header_Varyings_HasColors); 494 } 495 if (description.hasGradient) { 496 shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]); 497 } 498 if (description.hasBitmap) { 499 shader.append(gVS_Header_Varyings_HasBitmap); 500 } 501 if (description.hasRoundRectClip) { 502 shader.append(gVS_Header_Varyings_HasRoundRectClip); 503 } 504 505 // Begin the shader 506 shader.append(gVS_Main); { 507 if (description.hasTextureTransform) { 508 shader.append(gVS_Main_OutTransformedTexCoords); 509 } else if (description.hasTexture || description.hasExternalTexture) { 510 shader.append(gVS_Main_OutTexCoords); 511 } 512 if (description.hasVertexAlpha) { 513 shader.append(gVS_Main_VertexAlpha); 514 } 515 if (description.hasColors) { 516 shader.append(gVS_Main_OutColors); 517 } 518 if (description.hasBitmap) { 519 shader.append(gVS_Main_OutBitmapTexCoords); 520 } 521 // Output transformed position 522 shader.append(gVS_Main_Position); 523 if (description.hasGradient) { 524 shader.append(gVS_Main_OutGradient[gradientIndex(description)]); 525 } 526 if (description.hasRoundRectClip) { 527 shader.append(gVS_Main_HasRoundRectClip); 528 } 529 } 530 // End the shader 531 shader.append(gVS_Footer); 532 533 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string()); 534 535 return shader; 536} 537 538static bool shaderOp(const ProgramDescription& description, String8& shader, 539 const int modulateOp, const char** snippets) { 540 int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp; 541 op = op * 2 + description.hasGammaCorrection; 542 shader.append(snippets[op]); 543 return description.hasAlpha8Texture; 544} 545 546String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) { 547 String8 shader; 548 549 const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode; 550 if (blendFramebuffer) { 551 shader.append(gFS_Header_Extension_FramebufferFetch); 552 } 553 if (description.hasExternalTexture) { 554 shader.append(gFS_Header_Extension_ExternalTexture); 555 } 556 557 shader.append(gFS_Header); 558 559 // Varyings 560 if (description.hasTexture || description.hasExternalTexture) { 561 shader.append(gVS_Header_Varyings_HasTexture); 562 } 563 if (description.hasVertexAlpha) { 564 shader.append(gVS_Header_Varyings_HasVertexAlpha); 565 } 566 if (description.hasColors) { 567 shader.append(gVS_Header_Varyings_HasColors); 568 } 569 if (description.hasGradient) { 570 shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]); 571 } 572 if (description.hasBitmap) { 573 shader.append(gVS_Header_Varyings_HasBitmap); 574 } 575 if (description.hasRoundRectClip) { 576 shader.append(gVS_Header_Varyings_HasRoundRectClip); 577 } 578 579 // Uniforms 580 int modulateOp = MODULATE_OP_NO_MODULATE; 581 const bool singleColor = !description.hasTexture && !description.hasExternalTexture && 582 !description.hasGradient && !description.hasBitmap; 583 584 if (description.modulate || singleColor) { 585 shader.append(gFS_Uniforms_Color); 586 if (!singleColor) modulateOp = MODULATE_OP_MODULATE; 587 } 588 if (description.hasTexture) { 589 shader.append(gFS_Uniforms_TextureSampler); 590 } else if (description.hasExternalTexture) { 591 shader.append(gFS_Uniforms_ExternalTextureSampler); 592 } 593 if (description.hasGradient) { 594 shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient], 595 gFS_Uniforms_Dither); 596 } 597 if (description.hasGammaCorrection) { 598 shader.append(gFS_Uniforms_Gamma); 599 } 600 if (description.hasRoundRectClip) { 601 shader.append(gFS_Uniforms_HasRoundRectClip); 602 } 603 604 // Optimization for common cases 605 if (!description.hasVertexAlpha 606 && !blendFramebuffer 607 && !description.hasColors 608 && description.colorOp == ProgramDescription::kColorNone 609 && !description.hasDebugHighlight 610 && !description.hasRoundRectClip) { 611 bool fast = false; 612 613 const bool noShader = !description.hasGradient && !description.hasBitmap; 614 const bool singleTexture = (description.hasTexture || description.hasExternalTexture) && 615 !description.hasAlpha8Texture && noShader; 616 const bool singleA8Texture = description.hasTexture && 617 description.hasAlpha8Texture && noShader; 618 const bool singleGradient = !description.hasTexture && !description.hasExternalTexture && 619 description.hasGradient && !description.hasBitmap && 620 description.gradientType == ProgramDescription::kGradientLinear; 621 622 if (singleColor) { 623 shader.append(gFS_Fast_SingleColor); 624 fast = true; 625 } else if (singleTexture) { 626 if (!description.modulate) { 627 shader.append(gFS_Fast_SingleTexture); 628 } else { 629 shader.append(gFS_Fast_SingleModulateTexture); 630 } 631 fast = true; 632 } else if (singleA8Texture) { 633 if (!description.modulate) { 634 if (description.hasGammaCorrection) { 635 shader.append(gFS_Fast_SingleA8Texture_ApplyGamma); 636 } else { 637 shader.append(gFS_Fast_SingleA8Texture); 638 } 639 } else { 640 if (description.hasGammaCorrection) { 641 shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma); 642 } else { 643 shader.append(gFS_Fast_SingleModulateA8Texture); 644 } 645 } 646 fast = true; 647 } else if (singleGradient) { 648 if (!description.modulate) { 649 shader.appendFormat(gFS_Fast_SingleGradient[description.isSimpleGradient], 650 gFS_Main_Dither[mHasES3]); 651 } else { 652 shader.appendFormat(gFS_Fast_SingleModulateGradient[description.isSimpleGradient], 653 gFS_Main_Dither[mHasES3]); 654 } 655 fast = true; 656 } 657 658 if (fast) { 659#if DEBUG_PROGRAMS 660 PROGRAM_LOGD("*** Fast case:\n"); 661 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 662 printLongString(shader); 663#endif 664 665 return shader; 666 } 667 } 668 669 if (description.hasBitmap) { 670 shader.append(gFS_Uniforms_BitmapSampler); 671 } 672 shader.append(gFS_Uniforms_ColorOp[description.colorOp]); 673 674 // Generate required functions 675 if (description.hasGradient && description.hasBitmap) { 676 generateBlend(shader, "blendShaders", description.shadersMode); 677 } 678 if (description.colorOp == ProgramDescription::kColorBlend) { 679 generateBlend(shader, "blendColors", description.colorMode); 680 } 681 if (blendFramebuffer) { 682 generateBlend(shader, "blendFramebuffer", description.framebufferMode); 683 } 684 if (description.isBitmapNpot) { 685 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT); 686 } 687 688 // Begin the shader 689 shader.append(gFS_Main); { 690 // Stores the result in fragColor directly 691 if (description.hasTexture || description.hasExternalTexture) { 692 if (description.hasAlpha8Texture) { 693 if (!description.hasGradient && !description.hasBitmap) { 694 shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 + 695 description.hasGammaCorrection]); 696 } 697 } else { 698 shader.append(gFS_Main_FetchTexture[modulateOp]); 699 } 700 } else { 701 if (!description.hasGradient && !description.hasBitmap) { 702 shader.append(gFS_Main_FetchColor); 703 } 704 } 705 if (description.hasGradient) { 706 shader.append(gFS_Main_FetchGradient[gradientIndex(description)]); 707 shader.appendFormat(gFS_Main_AddDitherToGradient, gFS_Main_Dither[mHasES3]); 708 } 709 if (description.hasBitmap) { 710 if (!description.isBitmapNpot) { 711 shader.append(gFS_Main_FetchBitmap); 712 } else { 713 shader.append(gFS_Main_FetchBitmapNpot); 714 } 715 } 716 bool applyModulate = false; 717 // Case when we have two shaders set 718 if (description.hasGradient && description.hasBitmap) { 719 if (description.isBitmapFirst) { 720 shader.append(gFS_Main_BlendShadersBG); 721 } else { 722 shader.append(gFS_Main_BlendShadersGB); 723 } 724 applyModulate = shaderOp(description, shader, modulateOp, 725 gFS_Main_BlendShaders_Modulate); 726 } else { 727 if (description.hasGradient) { 728 applyModulate = shaderOp(description, shader, modulateOp, 729 gFS_Main_GradientShader_Modulate); 730 } else if (description.hasBitmap) { 731 applyModulate = shaderOp(description, shader, modulateOp, 732 gFS_Main_BitmapShader_Modulate); 733 } 734 } 735 736 if (description.modulate && applyModulate) { 737 shader.append(gFS_Main_ModulateColor); 738 } 739 740 // Apply the color op if needed 741 shader.append(gFS_Main_ApplyColorOp[description.colorOp]); 742 743 if (description.hasVertexAlpha) { 744 if (description.useShadowAlphaInterp) { 745 shader.append(gFS_Main_ApplyVertexAlphaShadowInterp); 746 } else { 747 shader.append(gFS_Main_ApplyVertexAlphaLinearInterp); 748 } 749 } 750 751 // Output the fragment 752 if (!blendFramebuffer) { 753 shader.append(gFS_Main_FragColor); 754 } else { 755 shader.append(!description.swapSrcDst ? 756 gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap); 757 } 758 if (description.hasColors) { 759 shader.append(gFS_Main_FragColor_HasColors); 760 } 761 if (description.hasRoundRectClip) { 762 shader.append(gFS_Main_FragColor_HasRoundRectClip); 763 } 764 if (description.hasDebugHighlight) { 765 shader.append(gFS_Main_DebugHighlight); 766 } 767 } 768 // End the shader 769 shader.append(gFS_Footer); 770 771#if DEBUG_PROGRAMS 772 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 773 printLongString(shader); 774#endif 775 776 return shader; 777} 778 779void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) { 780 shader.append("\nvec4 "); 781 shader.append(name); 782 shader.append("(vec4 src, vec4 dst) {\n"); 783 shader.append(" "); 784 shader.append(gBlendOps[mode]); 785 shader.append("}\n"); 786} 787 788void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) { 789 shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n"); 790 if (wrapS == GL_MIRRORED_REPEAT) { 791 shader.append(" highp float xMod2 = mod(texCoords.x, 2.0);\n"); 792 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n"); 793 } 794 if (wrapT == GL_MIRRORED_REPEAT) { 795 shader.append(" highp float yMod2 = mod(texCoords.y, 2.0);\n"); 796 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n"); 797 } 798 shader.append(" return vec2("); 799 switch (wrapS) { 800 case GL_CLAMP_TO_EDGE: 801 shader.append("texCoords.x"); 802 break; 803 case GL_REPEAT: 804 shader.append("mod(texCoords.x, 1.0)"); 805 break; 806 case GL_MIRRORED_REPEAT: 807 shader.append("xMod2"); 808 break; 809 } 810 shader.append(", "); 811 switch (wrapT) { 812 case GL_CLAMP_TO_EDGE: 813 shader.append("texCoords.y"); 814 break; 815 case GL_REPEAT: 816 shader.append("mod(texCoords.y, 1.0)"); 817 break; 818 case GL_MIRRORED_REPEAT: 819 shader.append("yMod2"); 820 break; 821 } 822 shader.append(");\n"); 823 shader.append("}\n"); 824} 825 826void ProgramCache::printLongString(const String8& shader) const { 827 ssize_t index = 0; 828 ssize_t lastIndex = 0; 829 const char* str = shader.string(); 830 while ((index = shader.find("\n", index)) > -1) { 831 String8 line(str, index - lastIndex); 832 if (line.length() == 0) line.append("\n"); 833 PROGRAM_LOGD("%s", line.string()); 834 index++; 835 str += (index - lastIndex); 836 lastIndex = index; 837 } 838} 839 840}; // namespace uirenderer 841}; // namespace android 842