ProgramCache.cpp revision 138c21fbec12bead3c7ca1f181c3fd35542ccb00
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#include <utils/String8.h>
18
19#include "Caches.h"
20#include "Dither.h"
21#include "ProgramCache.h"
22
23namespace android {
24namespace uirenderer {
25
26///////////////////////////////////////////////////////////////////////////////
27// Defines
28///////////////////////////////////////////////////////////////////////////////
29
30#define MODULATE_OP_NO_MODULATE 0
31#define MODULATE_OP_MODULATE 1
32#define MODULATE_OP_MODULATE_A8 2
33
34#define STR(x) STR1(x)
35#define STR1(x) #x
36
37///////////////////////////////////////////////////////////////////////////////
38// Vertex shaders snippets
39///////////////////////////////////////////////////////////////////////////////
40
41const char* gVS_Header_Start =
42        "#version 100\n"
43        "attribute vec4 position;\n";
44const char* gVS_Header_Attributes_TexCoords =
45        "attribute vec2 texCoords;\n";
46const char* gVS_Header_Attributes_Colors =
47        "attribute vec4 colors;\n";
48const char* gVS_Header_Attributes_VertexAlphaParameters =
49        "attribute float vtxAlpha;\n";
50const char* gVS_Header_Uniforms_TextureTransform =
51        "uniform mat4 mainTextureTransform;\n";
52const char* gVS_Header_Uniforms =
53        "uniform mat4 projection;\n" \
54        "uniform mat4 transform;\n";
55const char* gVS_Header_Uniforms_HasGradient =
56        "uniform mat4 screenSpace;\n";
57const char* gVS_Header_Uniforms_HasBitmap =
58        "uniform mat4 textureTransform;\n"
59        "uniform mediump vec2 textureDimension;\n";
60const char* gVS_Header_Uniforms_HasRoundRectClip =
61        "uniform mat4 roundRectInvTransform;\n";
62const char* gVS_Header_Varyings_HasTexture =
63        "varying vec2 outTexCoords;\n";
64const char* gVS_Header_Varyings_HasColors =
65        "varying vec4 outColors;\n";
66const char* gVS_Header_Varyings_HasVertexAlpha =
67        "varying float alpha;\n";
68const char* gVS_Header_Varyings_HasBitmap =
69        "varying highp vec2 outBitmapTexCoords;\n";
70const char* gVS_Header_Varyings_HasGradient[6] = {
71        // Linear
72        "varying highp vec2 linear;\n"
73        "varying vec2 ditherTexCoords;\n",
74        "varying float linear;\n"
75        "varying vec2 ditherTexCoords;\n",
76
77        // Circular
78        "varying highp vec2 circular;\n"
79        "varying vec2 ditherTexCoords;\n",
80        "varying highp vec2 circular;\n"
81        "varying vec2 ditherTexCoords;\n",
82
83        // Sweep
84        "varying highp vec2 sweep;\n"
85        "varying vec2 ditherTexCoords;\n",
86        "varying highp vec2 sweep;\n"
87        "varying vec2 ditherTexCoords;\n",
88};
89const char* gVS_Header_Varyings_HasRoundRectClip =
90        "varying highp vec2 roundRectPos;\n";
91const char* gVS_Main =
92        "\nvoid main(void) {\n";
93const char* gVS_Main_OutTexCoords =
94        "    outTexCoords = texCoords;\n";
95const char* gVS_Main_OutColors =
96        "    outColors = colors;\n";
97const char* gVS_Main_OutTransformedTexCoords =
98        "    outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
99const char* gVS_Main_OutGradient[6] = {
100        // Linear
101        "    linear = vec2((screenSpace * position).x, 0.5);\n"
102        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
103        "    linear = (screenSpace * position).x;\n"
104        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
105
106        // Circular
107        "    circular = (screenSpace * position).xy;\n"
108        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
109        "    circular = (screenSpace * position).xy;\n"
110        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
111
112        // Sweep
113        "    sweep = (screenSpace * position).xy;\n"
114        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
115        "    sweep = (screenSpace * position).xy;\n"
116        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
117};
118const char* gVS_Main_OutBitmapTexCoords =
119        "    outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
120const char* gVS_Main_Position =
121        "    vec4 transformedPosition = projection * transform * position;\n"
122        "    gl_Position = transformedPosition;\n";
123
124const char* gVS_Main_VertexAlpha =
125        "    alpha = vtxAlpha;\n";
126
127const char* gVS_Main_HasRoundRectClip =
128        "    roundRectPos = (roundRectInvTransform * transformedPosition).xy;\n";
129const char* gVS_Footer =
130        "}\n\n";
131
132///////////////////////////////////////////////////////////////////////////////
133// Fragment shaders snippets
134///////////////////////////////////////////////////////////////////////////////
135
136const char* gFS_Header_Start =
137        "#version 100\n";
138const char* gFS_Header_Extension_FramebufferFetch =
139        "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
140const char* gFS_Header_Extension_ExternalTexture =
141        "#extension GL_OES_EGL_image_external : require\n\n";
142const char* gFS_Header =
143        "precision mediump float;\n\n";
144const char* gFS_Uniforms_Color =
145        "uniform vec4 color;\n";
146const char* gFS_Uniforms_TextureSampler =
147        "uniform sampler2D baseSampler;\n";
148const char* gFS_Uniforms_ExternalTextureSampler =
149        "uniform samplerExternalOES baseSampler;\n";
150const char* gFS_Uniforms_Dither =
151        "uniform sampler2D ditherSampler;";
152const char* gFS_Uniforms_GradientSampler[2] = {
153        "%s\n"
154        "uniform sampler2D gradientSampler;\n",
155        "%s\n"
156        "uniform vec4 startColor;\n"
157        "uniform vec4 endColor;\n"
158};
159const char* gFS_Uniforms_BitmapSampler =
160        "uniform sampler2D bitmapSampler;\n";
161const char* gFS_Uniforms_ColorOp[3] = {
162        // None
163        "",
164        // Matrix
165        "uniform mat4 colorMatrix;\n"
166        "uniform vec4 colorMatrixVector;\n",
167        // PorterDuff
168        "uniform vec4 colorBlend;\n"
169};
170
171const char* gFS_Uniforms_HasRoundRectClip =
172        "uniform vec4 roundRectInnerRectLTRB;\n"
173        "uniform float roundRectRadius;\n";
174
175const char* gFS_Main =
176        "\nvoid main(void) {\n"
177        "    lowp vec4 fragColor;\n";
178
179const char* gFS_Main_Dither[2] = {
180        // ES 2.0
181        "texture2D(ditherSampler, ditherTexCoords).a * " STR(DITHER_KERNEL_SIZE_INV_SQUARE),
182        // ES 3.0
183        "texture2D(ditherSampler, ditherTexCoords).a"
184};
185const char* gFS_Main_AddDitherToGradient =
186        "    gradientColor += %s;\n";
187
188// Fast cases
189const char* gFS_Fast_SingleColor =
190        "\nvoid main(void) {\n"
191        "    gl_FragColor = color;\n"
192        "}\n\n";
193const char* gFS_Fast_SingleTexture =
194        "\nvoid main(void) {\n"
195        "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
196        "}\n\n";
197const char* gFS_Fast_SingleModulateTexture =
198        "\nvoid main(void) {\n"
199        "    gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n"
200        "}\n\n";
201const char* gFS_Fast_SingleA8Texture =
202        "\nvoid main(void) {\n"
203        "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
204        "}\n\n";
205const char* gFS_Fast_SingleModulateA8Texture =
206        "\nvoid main(void) {\n"
207        "    gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n"
208        "}\n\n";
209const char* gFS_Fast_SingleGradient[2] = {
210        "\nvoid main(void) {\n"
211        "    gl_FragColor = %s + texture2D(gradientSampler, linear);\n"
212        "}\n\n",
213        "\nvoid main(void) {\n"
214        "    gl_FragColor = %s + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
215        "}\n\n",
216};
217const char* gFS_Fast_SingleModulateGradient[2] = {
218        "\nvoid main(void) {\n"
219        "    gl_FragColor = %s + color.a * texture2D(gradientSampler, linear);\n"
220        "}\n\n",
221        "\nvoid main(void) {\n"
222        "    gl_FragColor = %s + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
223        "}\n\n"
224};
225
226// General case
227const char* gFS_Main_FetchColor =
228        "    fragColor = color;\n";
229const char* gFS_Main_ModulateColor =
230        "    fragColor *= color.a;\n";
231const char* gFS_Main_ApplyVertexAlphaLinearInterp =
232        "    fragColor *= alpha;\n";
233const char* gFS_Main_ApplyVertexAlphaShadowInterp =
234        // map alpha through shadow alpha sampler
235        "    fragColor *= texture2D(baseSampler, vec2(alpha, 0.5)).a;\n";
236const char* gFS_Main_FetchTexture[2] = {
237        // Don't modulate
238        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
239        // Modulate
240        "    fragColor = color * texture2D(baseSampler, outTexCoords);\n"
241};
242const char* gFS_Main_FetchA8Texture[2] = {
243        // Don't modulate
244        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
245        // Modulate
246        "    fragColor = color * texture2D(baseSampler, outTexCoords).a;\n",
247};
248const char* gFS_Main_FetchGradient[6] = {
249        // Linear
250        "    vec4 gradientColor = texture2D(gradientSampler, linear);\n",
251
252        "    vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
253
254        // Circular
255        "    vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
256
257        "    vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
258
259        // Sweep
260        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
261        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
262
263        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
264        "    vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
265};
266const char* gFS_Main_FetchBitmap =
267        "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
268const char* gFS_Main_FetchBitmapNpot =
269        "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
270const char* gFS_Main_BlendShadersBG =
271        "    fragColor = blendShaders(gradientColor, bitmapColor)";
272const char* gFS_Main_BlendShadersGB =
273        "    fragColor = blendShaders(bitmapColor, gradientColor)";
274const char* gFS_Main_BlendShaders_Modulate[3] = {
275        // Don't modulate
276        ";\n",
277        // Modulate
278        " * color.a;\n",
279        // Modulate with alpha 8 texture
280        " * texture2D(baseSampler, outTexCoords).a;\n",
281};
282const char* gFS_Main_GradientShader_Modulate[3] = {
283        // Don't modulate
284        "    fragColor = gradientColor;\n",
285        // Modulate
286        "    fragColor = gradientColor * color.a;\n",
287        // Modulate with alpha 8 texture
288        "    fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
289    };
290const char* gFS_Main_BitmapShader_Modulate[3] = {
291        // Don't modulate
292        "    fragColor = bitmapColor;\n",
293        // Modulate
294        "    fragColor = bitmapColor * color.a;\n",
295        // Modulate with alpha 8 texture
296        "    fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
297    };
298const char* gFS_Main_FragColor =
299        "    gl_FragColor = fragColor;\n";
300const char* gFS_Main_FragColor_HasColors =
301        "    gl_FragColor *= outColors;\n";
302const char* gFS_Main_FragColor_Blend =
303        "    gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
304const char* gFS_Main_FragColor_Blend_Swap =
305        "    gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
306const char* gFS_Main_ApplyColorOp[3] = {
307        // None
308        "",
309        // Matrix
310        "    fragColor.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply
311        "    fragColor *= colorMatrix;\n"
312        "    fragColor += colorMatrixVector;\n"
313        "    fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply
314        // PorterDuff
315        "    fragColor = blendColors(colorBlend, fragColor);\n"
316};
317
318// Note: LTRB -> xyzw
319const char* gFS_Main_FragColor_HasRoundRectClip =
320        "    mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
321        "    mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"
322
323        // divide + multiply by 128 to avoid falling out of range in length() function
324        "    mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
325        "    mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
326        "    gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n";
327
328const char* gFS_Main_DebugHighlight =
329        "    gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
330const char* gFS_Footer =
331        "}\n\n";
332
333///////////////////////////////////////////////////////////////////////////////
334// PorterDuff snippets
335///////////////////////////////////////////////////////////////////////////////
336
337const char* gBlendOps[18] = {
338        // Clear
339        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
340        // Src
341        "return src;\n",
342        // Dst
343        "return dst;\n",
344        // SrcOver
345        "return src + dst * (1.0 - src.a);\n",
346        // DstOver
347        "return dst + src * (1.0 - dst.a);\n",
348        // SrcIn
349        "return src * dst.a;\n",
350        // DstIn
351        "return dst * src.a;\n",
352        // SrcOut
353        "return src * (1.0 - dst.a);\n",
354        // DstOut
355        "return dst * (1.0 - src.a);\n",
356        // SrcAtop
357        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
358        // DstAtop
359        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
360        // Xor
361        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
362                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
363        // Plus
364        "return min(src + dst, 1.0);\n",
365        // Modulate
366        "return src * dst;\n",
367        // Screen
368        "return src + dst - src * dst;\n",
369        // Overlay
370        "return clamp(vec4(mix("
371                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
372                "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), "
373                "step(dst.a, 2.0 * dst.rgb)), "
374                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
375        // Darken
376        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
377                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
378        // Lighten
379        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
380                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
381};
382
383///////////////////////////////////////////////////////////////////////////////
384// Constructors/destructors
385///////////////////////////////////////////////////////////////////////////////
386
387ProgramCache::ProgramCache(Extensions& extensions)
388        : mHasES3(extensions.getMajorGlVersion() >= 3) {
389}
390
391ProgramCache::~ProgramCache() {
392    clear();
393}
394
395///////////////////////////////////////////////////////////////////////////////
396// Cache management
397///////////////////////////////////////////////////////////////////////////////
398
399void ProgramCache::clear() {
400    PROGRAM_LOGD("Clearing program cache");
401    mCache.clear();
402}
403
404Program* ProgramCache::get(const ProgramDescription& description) {
405    programid key = description.key();
406    if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) {
407        // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
408        // to standard texture program (bitmaps, patches). Consider them equivalent.
409        key = PROGRAM_KEY_TEXTURE;
410    }
411
412    auto iter = mCache.find(key);
413    Program* program = nullptr;
414    if (iter == mCache.end()) {
415        description.log("Could not find program");
416        program = generateProgram(description, key);
417        mCache[key] = std::unique_ptr<Program>(program);
418    } else {
419        program = iter->second.get();
420    }
421    return program;
422}
423
424///////////////////////////////////////////////////////////////////////////////
425// Program generation
426///////////////////////////////////////////////////////////////////////////////
427
428Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
429    String8 vertexShader = generateVertexShader(description);
430    String8 fragmentShader = generateFragmentShader(description);
431
432    return new Program(description, vertexShader.string(), fragmentShader.string());
433}
434
435static inline size_t gradientIndex(const ProgramDescription& description) {
436    return description.gradientType * 2 + description.isSimpleGradient;
437}
438
439String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
440    // Add attributes
441    String8 shader(gVS_Header_Start);
442    if (description.hasTexture || description.hasExternalTexture) {
443        shader.append(gVS_Header_Attributes_TexCoords);
444    }
445    if (description.hasVertexAlpha) {
446        shader.append(gVS_Header_Attributes_VertexAlphaParameters);
447    }
448    if (description.hasColors) {
449        shader.append(gVS_Header_Attributes_Colors);
450    }
451    // Uniforms
452    shader.append(gVS_Header_Uniforms);
453    if (description.hasTextureTransform) {
454        shader.append(gVS_Header_Uniforms_TextureTransform);
455    }
456    if (description.hasGradient) {
457        shader.append(gVS_Header_Uniforms_HasGradient);
458    }
459    if (description.hasBitmap) {
460        shader.append(gVS_Header_Uniforms_HasBitmap);
461    }
462    if (description.hasRoundRectClip) {
463        shader.append(gVS_Header_Uniforms_HasRoundRectClip);
464    }
465    // Varyings
466    if (description.hasTexture || description.hasExternalTexture) {
467        shader.append(gVS_Header_Varyings_HasTexture);
468    }
469    if (description.hasVertexAlpha) {
470        shader.append(gVS_Header_Varyings_HasVertexAlpha);
471    }
472    if (description.hasColors) {
473        shader.append(gVS_Header_Varyings_HasColors);
474    }
475    if (description.hasGradient) {
476        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
477    }
478    if (description.hasBitmap) {
479        shader.append(gVS_Header_Varyings_HasBitmap);
480    }
481    if (description.hasRoundRectClip) {
482        shader.append(gVS_Header_Varyings_HasRoundRectClip);
483    }
484
485    // Begin the shader
486    shader.append(gVS_Main); {
487        if (description.hasTextureTransform) {
488            shader.append(gVS_Main_OutTransformedTexCoords);
489        } else if (description.hasTexture || description.hasExternalTexture) {
490            shader.append(gVS_Main_OutTexCoords);
491        }
492        if (description.hasVertexAlpha) {
493            shader.append(gVS_Main_VertexAlpha);
494        }
495        if (description.hasColors) {
496            shader.append(gVS_Main_OutColors);
497        }
498        if (description.hasBitmap) {
499            shader.append(gVS_Main_OutBitmapTexCoords);
500        }
501        // Output transformed position
502        shader.append(gVS_Main_Position);
503        if (description.hasGradient) {
504            shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
505        }
506        if (description.hasRoundRectClip) {
507            shader.append(gVS_Main_HasRoundRectClip);
508        }
509    }
510    // End the shader
511    shader.append(gVS_Footer);
512
513    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
514
515    return shader;
516}
517
518static bool shaderOp(const ProgramDescription& description, String8& shader,
519        const int modulateOp, const char** snippets) {
520    int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
521    shader.append(snippets[op]);
522    return description.hasAlpha8Texture;
523}
524
525String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
526    String8 shader(gFS_Header_Start);
527
528    const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
529    if (blendFramebuffer) {
530        shader.append(gFS_Header_Extension_FramebufferFetch);
531    }
532    if (description.hasExternalTexture) {
533        shader.append(gFS_Header_Extension_ExternalTexture);
534    }
535
536    shader.append(gFS_Header);
537
538    // Varyings
539    if (description.hasTexture || description.hasExternalTexture) {
540        shader.append(gVS_Header_Varyings_HasTexture);
541    }
542    if (description.hasVertexAlpha) {
543        shader.append(gVS_Header_Varyings_HasVertexAlpha);
544    }
545    if (description.hasColors) {
546        shader.append(gVS_Header_Varyings_HasColors);
547    }
548    if (description.hasGradient) {
549        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
550    }
551    if (description.hasBitmap) {
552        shader.append(gVS_Header_Varyings_HasBitmap);
553    }
554    if (description.hasRoundRectClip) {
555        shader.append(gVS_Header_Varyings_HasRoundRectClip);
556    }
557
558    // Uniforms
559    int modulateOp = MODULATE_OP_NO_MODULATE;
560    const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
561            !description.hasGradient && !description.hasBitmap;
562
563    if (description.modulate || singleColor) {
564        shader.append(gFS_Uniforms_Color);
565        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
566    }
567    if (description.hasTexture || description.useShadowAlphaInterp) {
568        shader.append(gFS_Uniforms_TextureSampler);
569    } else if (description.hasExternalTexture) {
570        shader.append(gFS_Uniforms_ExternalTextureSampler);
571    }
572    if (description.hasGradient) {
573        shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient],
574                gFS_Uniforms_Dither);
575    }
576    if (description.hasRoundRectClip) {
577        shader.append(gFS_Uniforms_HasRoundRectClip);
578    }
579
580    // Optimization for common cases
581    if (!description.hasVertexAlpha
582            && !blendFramebuffer
583            && !description.hasColors
584            && description.colorOp == ProgramDescription::ColorFilterMode::None
585            && !description.hasDebugHighlight
586            && !description.hasRoundRectClip) {
587        bool fast = false;
588
589        const bool noShader = !description.hasGradient && !description.hasBitmap;
590        const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
591                !description.hasAlpha8Texture && noShader;
592        const bool singleA8Texture = description.hasTexture &&
593                description.hasAlpha8Texture && noShader;
594        const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
595                description.hasGradient && !description.hasBitmap &&
596                description.gradientType == ProgramDescription::kGradientLinear;
597
598        if (singleColor) {
599            shader.append(gFS_Fast_SingleColor);
600            fast = true;
601        } else if (singleTexture) {
602            if (!description.modulate) {
603                shader.append(gFS_Fast_SingleTexture);
604            } else {
605                shader.append(gFS_Fast_SingleModulateTexture);
606            }
607            fast = true;
608        } else if (singleA8Texture) {
609            if (!description.modulate) {
610                shader.append(gFS_Fast_SingleA8Texture);
611            } else {
612                shader.append(gFS_Fast_SingleModulateA8Texture);
613            }
614            fast = true;
615        } else if (singleGradient) {
616            if (!description.modulate) {
617                shader.appendFormat(gFS_Fast_SingleGradient[description.isSimpleGradient],
618                        gFS_Main_Dither[mHasES3]);
619            } else {
620                shader.appendFormat(gFS_Fast_SingleModulateGradient[description.isSimpleGradient],
621                        gFS_Main_Dither[mHasES3]);
622            }
623            fast = true;
624        }
625
626        if (fast) {
627#if DEBUG_PROGRAMS
628                PROGRAM_LOGD("*** Fast case:\n");
629                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
630                printLongString(shader);
631#endif
632
633            return shader;
634        }
635    }
636
637    if (description.hasBitmap) {
638        shader.append(gFS_Uniforms_BitmapSampler);
639    }
640    shader.append(gFS_Uniforms_ColorOp[static_cast<int>(description.colorOp)]);
641
642    // Generate required functions
643    if (description.hasGradient && description.hasBitmap) {
644        generateBlend(shader, "blendShaders", description.shadersMode);
645    }
646    if (description.colorOp == ProgramDescription::ColorFilterMode::Blend) {
647        generateBlend(shader, "blendColors", description.colorMode);
648    }
649    if (blendFramebuffer) {
650        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
651    }
652    if (description.isBitmapNpot) {
653        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
654    }
655
656    // Begin the shader
657    shader.append(gFS_Main); {
658        // Stores the result in fragColor directly
659        if (description.hasTexture || description.hasExternalTexture) {
660            if (description.hasAlpha8Texture) {
661                if (!description.hasGradient && !description.hasBitmap) {
662                    shader.append(gFS_Main_FetchA8Texture[modulateOp]);
663                }
664            } else {
665                shader.append(gFS_Main_FetchTexture[modulateOp]);
666            }
667        } else {
668            if (!description.hasGradient && !description.hasBitmap) {
669                shader.append(gFS_Main_FetchColor);
670            }
671        }
672        if (description.hasGradient) {
673            shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
674            shader.appendFormat(gFS_Main_AddDitherToGradient, gFS_Main_Dither[mHasES3]);
675        }
676        if (description.hasBitmap) {
677            if (!description.isBitmapNpot) {
678                shader.append(gFS_Main_FetchBitmap);
679            } else {
680                shader.append(gFS_Main_FetchBitmapNpot);
681            }
682        }
683        bool applyModulate = false;
684        // Case when we have two shaders set
685        if (description.hasGradient && description.hasBitmap) {
686            if (description.isBitmapFirst) {
687                shader.append(gFS_Main_BlendShadersBG);
688            } else {
689                shader.append(gFS_Main_BlendShadersGB);
690            }
691            applyModulate = shaderOp(description, shader, modulateOp,
692                    gFS_Main_BlendShaders_Modulate);
693        } else {
694            if (description.hasGradient) {
695                applyModulate = shaderOp(description, shader, modulateOp,
696                        gFS_Main_GradientShader_Modulate);
697            } else if (description.hasBitmap) {
698                applyModulate = shaderOp(description, shader, modulateOp,
699                        gFS_Main_BitmapShader_Modulate);
700            }
701        }
702
703        if (description.modulate && applyModulate) {
704            shader.append(gFS_Main_ModulateColor);
705        }
706
707        // Apply the color op if needed
708        shader.append(gFS_Main_ApplyColorOp[static_cast<int>(description.colorOp)]);
709
710        if (description.hasVertexAlpha) {
711            if (description.useShadowAlphaInterp) {
712                shader.append(gFS_Main_ApplyVertexAlphaShadowInterp);
713            } else {
714                shader.append(gFS_Main_ApplyVertexAlphaLinearInterp);
715            }
716        }
717
718        // Output the fragment
719        if (!blendFramebuffer) {
720            shader.append(gFS_Main_FragColor);
721        } else {
722            shader.append(!description.swapSrcDst ?
723                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
724        }
725        if (description.hasColors) {
726            shader.append(gFS_Main_FragColor_HasColors);
727        }
728        if (description.hasRoundRectClip) {
729            shader.append(gFS_Main_FragColor_HasRoundRectClip);
730        }
731        if (description.hasDebugHighlight) {
732            shader.append(gFS_Main_DebugHighlight);
733        }
734    }
735    // End the shader
736    shader.append(gFS_Footer);
737
738#if DEBUG_PROGRAMS
739        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
740        printLongString(shader);
741#endif
742
743    return shader;
744}
745
746void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
747    shader.append("\nvec4 ");
748    shader.append(name);
749    shader.append("(vec4 src, vec4 dst) {\n");
750    shader.append("    ");
751    shader.append(gBlendOps[mode]);
752    shader.append("}\n");
753}
754
755void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
756    shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n");
757    if (wrapS == GL_MIRRORED_REPEAT) {
758        shader.append("    highp float xMod2 = mod(texCoords.x, 2.0);\n");
759        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
760    }
761    if (wrapT == GL_MIRRORED_REPEAT) {
762        shader.append("    highp float yMod2 = mod(texCoords.y, 2.0);\n");
763        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
764    }
765    shader.append("    return vec2(");
766    switch (wrapS) {
767        case GL_CLAMP_TO_EDGE:
768            shader.append("texCoords.x");
769            break;
770        case GL_REPEAT:
771            shader.append("mod(texCoords.x, 1.0)");
772            break;
773        case GL_MIRRORED_REPEAT:
774            shader.append("xMod2");
775            break;
776    }
777    shader.append(", ");
778    switch (wrapT) {
779        case GL_CLAMP_TO_EDGE:
780            shader.append("texCoords.y");
781            break;
782        case GL_REPEAT:
783            shader.append("mod(texCoords.y, 1.0)");
784            break;
785        case GL_MIRRORED_REPEAT:
786            shader.append("yMod2");
787            break;
788    }
789    shader.append(");\n");
790    shader.append("}\n");
791}
792
793void ProgramCache::printLongString(const String8& shader) const {
794    ssize_t index = 0;
795    ssize_t lastIndex = 0;
796    const char* str = shader.string();
797    while ((index = shader.find("\n", index)) > -1) {
798        String8 line(str, index - lastIndex);
799        if (line.length() == 0) line.append("\n");
800        ALOGD("%s", line.string());
801        index++;
802        str += (index - lastIndex);
803        lastIndex = index;
804    }
805}
806
807}; // namespace uirenderer
808}; // namespace android
809