ProgramCache.cpp revision 14830948d02f768c41b97b7a8d15e1b3cab78267
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include <utils/String8.h> 20 21#include "ProgramCache.h" 22 23namespace android { 24namespace uirenderer { 25 26/////////////////////////////////////////////////////////////////////////////// 27// Vertex shaders snippets 28/////////////////////////////////////////////////////////////////////////////// 29 30const char* gVS_Header_Attributes = 31 "attribute vec4 position;\n"; 32const char* gVS_Header_Attributes_TexCoords = 33 "attribute vec2 texCoords;\n"; 34const char* gVS_Header_Uniforms = 35 "uniform mat4 transform;\n"; 36const char* gVS_Header_Uniforms_HasGradient[3] = { 37 // Linear 38 "uniform mat4 screenSpace;\n", 39 // Circular 40 "uniform mat4 screenSpace;\n", 41 // Sweep 42 "uniform mat4 screenSpace;\n" 43}; 44const char* gVS_Header_Uniforms_HasBitmap = 45 "uniform mat4 textureTransform;\n" 46 "uniform vec2 textureDimension;\n"; 47const char* gVS_Header_Varyings_HasTexture = 48 "varying vec2 outTexCoords;\n"; 49const char* gVS_Header_Varyings_HasBitmap = 50 "varying vec2 outBitmapTexCoords;\n"; 51const char* gVS_Header_Varyings_HasGradient[3] = { 52 // Linear 53 "varying float index;\n", 54 // Circular 55 "varying vec2 circular;\n", 56 // Sweep 57 "varying vec2 sweep;\n" 58}; 59const char* gVS_Main = 60 "\nvoid main(void) {\n"; 61const char* gVS_Main_OutTexCoords = 62 " outTexCoords = texCoords;\n"; 63const char* gVS_Main_OutGradient[3] = { 64 // Linear 65 " index = (screenSpace * position).x;\n", 66 // Circular 67 " circular = (screenSpace * position).xy;\n", 68 // Sweep 69 " sweep = (screenSpace * position).xy;\n" 70}; 71const char* gVS_Main_OutBitmapTexCoords = 72 " vec4 bitmapCoords = textureTransform * position;\n" 73 " outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n"; 74const char* gVS_Main_Position = 75 " gl_Position = transform * position;\n"; 76const char* gVS_Footer = 77 "}\n\n"; 78 79/////////////////////////////////////////////////////////////////////////////// 80// Fragment shaders snippets 81/////////////////////////////////////////////////////////////////////////////// 82 83const char* gFS_Header_Extension_FramebufferFetch = 84 "#extension GL_NV_shader_framebuffer_fetch : enable\n\n"; 85const char* gFS_Header = 86 "precision mediump float;\n\n"; 87const char* gFS_Uniforms_Color = 88 "uniform vec4 color;\n"; 89const char* gFS_Uniforms_TextureSampler = 90 "uniform sampler2D sampler;\n"; 91const char* gFS_Uniforms_GradientSampler[3] = { 92 // Linear 93 "uniform sampler2D gradientSampler;\n", 94 // Circular 95 "uniform sampler2D gradientSampler;\n", 96 // Sweep 97 "uniform sampler2D gradientSampler;\n" 98}; 99const char* gFS_Uniforms_BitmapSampler = 100 "uniform sampler2D bitmapSampler;\n"; 101const char* gFS_Uniforms_ColorOp[4] = { 102 // None 103 "", 104 // Matrix 105 "uniform mat4 colorMatrix;\n" 106 "uniform vec4 colorMatrixVector;\n", 107 // Lighting 108 "uniform vec4 lightingMul;\n" 109 "uniform vec4 lightingAdd;\n", 110 // PorterDuff 111 "uniform vec4 colorBlend;\n" 112}; 113const char* gFS_Main = 114 "\nvoid main(void) {\n" 115 " lowp vec4 fragColor;\n"; 116const char* gFS_Main_FetchColor = 117 " fragColor = color;\n"; 118const char* gFS_Main_FetchTexture = 119 " fragColor = color * texture2D(sampler, outTexCoords);\n"; 120const char* gFS_Main_FetchA8Texture = 121 " fragColor = color * texture2D(sampler, outTexCoords).a;\n"; 122const char* gFS_Main_FetchGradient[3] = { 123 // Linear 124 " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", 125 // Circular 126 " float index = length(circular);\n" 127 " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", 128 // Sweep 129 " float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" 130 " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n" 131}; 132const char* gFS_Main_FetchBitmap = 133 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n"; 134const char* gFS_Main_FetchBitmapNpot = 135 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n"; 136const char* gFS_Main_BlendShadersBG = 137 " fragColor = blendShaders(gradientColor, bitmapColor)"; 138const char* gFS_Main_BlendShadersGB = 139 " fragColor = blendShaders(bitmapColor, gradientColor)"; 140const char* gFS_Main_BlendShaders_Modulate = 141 " * fragColor.a;\n"; 142const char* gFS_Main_GradientShader_Modulate = 143 " fragColor = gradientColor * fragColor.a;\n"; 144const char* gFS_Main_BitmapShader_Modulate = 145 " fragColor = bitmapColor * fragColor.a;\n"; 146const char* gFS_Main_FragColor = 147 " gl_FragColor = fragColor;\n"; 148const char* gFS_Main_FragColor_Blend = 149 " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n"; 150const char* gFS_Main_FragColor_Blend_Swap = 151 " gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n"; 152const char* gFS_Main_ApplyColorOp[4] = { 153 // None 154 "", 155 // Matrix 156 // TODO: Fix premultiplied alpha computations for color matrix 157 " fragColor *= colorMatrix;\n" 158 " fragColor += colorMatrixVector;\n" 159 " fragColor.rgb *= fragColor.a;\n", 160 // Lighting 161 " float lightingAlpha = fragColor.a;\n" 162 " fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n" 163 " fragColor.a = lightingAlpha;\n", 164 // PorterDuff 165 " fragColor = blendColors(colorBlend, fragColor);\n" 166}; 167const char* gFS_Footer = 168 "}\n\n"; 169 170/////////////////////////////////////////////////////////////////////////////// 171// PorterDuff snippets 172/////////////////////////////////////////////////////////////////////////////// 173 174const char* gBlendOps[18] = { 175 // Clear 176 "return vec4(0.0, 0.0, 0.0, 0.0);\n", 177 // Src 178 "return src;\n", 179 // Dst 180 "return dst;\n", 181 // SrcOver 182 "return src + dst * (1.0 - src.a);\n", 183 // DstOver 184 "return dst + src * (1.0 - dst.a);\n", 185 // SrcIn 186 "return src * dst.a;\n", 187 // DstIn 188 "return dst * src.a;\n", 189 // SrcOut 190 "return src * (1.0 - dst.a);\n", 191 // DstOut 192 "return dst * (1.0 - src.a);\n", 193 // SrcAtop 194 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n", 195 // DstAtop 196 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n", 197 // Xor 198 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, " 199 "src.a + dst.a - 2.0 * src.a * dst.a);\n", 200 // Add 201 "return min(src + dst, 1.0);\n", 202 // Multiply 203 "return src * dst;\n", 204 // Screen 205 "return src + dst - src * dst;\n", 206 // Overlay 207 "return clamp(vec4(mix(" 208 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), " 209 "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), " 210 "step(dst.a, 2.0 * dst.rgb)), " 211 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n", 212 // Darken 213 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 214 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 215 // Lighten 216 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 217 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 218}; 219 220/////////////////////////////////////////////////////////////////////////////// 221// Constructors/destructors 222/////////////////////////////////////////////////////////////////////////////// 223 224ProgramCache::ProgramCache() { 225} 226 227ProgramCache::~ProgramCache() { 228 clear(); 229} 230 231/////////////////////////////////////////////////////////////////////////////// 232// Cache management 233/////////////////////////////////////////////////////////////////////////////// 234 235void ProgramCache::clear() { 236 size_t count = mCache.size(); 237 for (size_t i = 0; i < count; i++) { 238 delete mCache.valueAt(i); 239 } 240 mCache.clear(); 241} 242 243Program* ProgramCache::get(const ProgramDescription& description) { 244 programid key = description.key(); 245 ssize_t index = mCache.indexOfKey(key); 246 Program* program = NULL; 247 if (index < 0) { 248 description.log("Could not find program"); 249 program = generateProgram(description, key); 250 mCache.add(key, program); 251 } else { 252 program = mCache.valueAt(index); 253 } 254 return program; 255} 256 257/////////////////////////////////////////////////////////////////////////////// 258// Program generation 259/////////////////////////////////////////////////////////////////////////////// 260 261Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) { 262 String8 vertexShader = generateVertexShader(description); 263 String8 fragmentShader = generateFragmentShader(description); 264 265 Program* program = new Program(vertexShader.string(), fragmentShader.string()); 266 return program; 267} 268 269String8 ProgramCache::generateVertexShader(const ProgramDescription& description) { 270 // Add attributes 271 String8 shader(gVS_Header_Attributes); 272 if (description.hasTexture) { 273 shader.append(gVS_Header_Attributes_TexCoords); 274 } 275 // Uniforms 276 shader.append(gVS_Header_Uniforms); 277 if (description.hasGradient) { 278 shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]); 279 } 280 if (description.hasBitmap) { 281 shader.append(gVS_Header_Uniforms_HasBitmap); 282 } 283 // Varyings 284 if (description.hasTexture) { 285 shader.append(gVS_Header_Varyings_HasTexture); 286 } 287 if (description.hasGradient) { 288 shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]); 289 } 290 if (description.hasBitmap) { 291 shader.append(gVS_Header_Varyings_HasBitmap); 292 } 293 294 // Begin the shader 295 shader.append(gVS_Main); { 296 if (description.hasTexture) { 297 shader.append(gVS_Main_OutTexCoords); 298 } 299 if (description.hasGradient) { 300 shader.append(gVS_Main_OutGradient[description.gradientType]); 301 } 302 if (description.hasBitmap) { 303 shader.append(gVS_Main_OutBitmapTexCoords); 304 } 305 // Output transformed position 306 shader.append(gVS_Main_Position); 307 } 308 // End the shader 309 shader.append(gVS_Footer); 310 311 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string()); 312 313 return shader; 314} 315 316String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) { 317 // Set the default precision 318 String8 shader; 319 320 bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode; 321 if (blendFramebuffer) { 322 shader.append(gFS_Header_Extension_FramebufferFetch); 323 } 324 325 shader.append(gFS_Header); 326 327 // Varyings 328 if (description.hasTexture) { 329 shader.append(gVS_Header_Varyings_HasTexture); 330 } 331 if (description.hasGradient) { 332 shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]); 333 } 334 if (description.hasBitmap) { 335 shader.append(gVS_Header_Varyings_HasBitmap); 336 } 337 338 339 // Uniforms 340 shader.append(gFS_Uniforms_Color); 341 if (description.hasTexture) { 342 shader.append(gFS_Uniforms_TextureSampler); 343 } 344 if (description.hasGradient) { 345 shader.append(gFS_Uniforms_GradientSampler[description.gradientType]); 346 } 347 if (description.hasBitmap) { 348 shader.append(gFS_Uniforms_BitmapSampler); 349 } 350 shader.append(gFS_Uniforms_ColorOp[description.colorOp]); 351 352 // Generate required functions 353 if (description.hasGradient && description.hasBitmap) { 354 generateBlend(shader, "blendShaders", description.shadersMode); 355 } 356 if (description.colorOp == ProgramDescription::kColorBlend) { 357 generateBlend(shader, "blendColors", description.colorMode); 358 } 359 if (blendFramebuffer) { 360 generateBlend(shader, "blendFramebuffer", description.framebufferMode); 361 } 362 if (description.isBitmapNpot) { 363 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT); 364 } 365 366 // Begin the shader 367 shader.append(gFS_Main); { 368 // Stores the result in fragColor directly 369 if (description.hasTexture) { 370 if (description.hasAlpha8Texture) { 371 shader.append(gFS_Main_FetchA8Texture); 372 } else { 373 shader.append(gFS_Main_FetchTexture); 374 } 375 } else { 376 shader.append(gFS_Main_FetchColor); 377 } 378 if (description.hasGradient) { 379 shader.append(gFS_Main_FetchGradient[description.gradientType]); 380 } 381 if (description.hasBitmap) { 382 if (!description.isBitmapNpot) { 383 shader.append(gFS_Main_FetchBitmap); 384 } else { 385 shader.append(gFS_Main_FetchBitmapNpot); 386 } 387 } 388 // Case when we have two shaders set 389 if (description.hasGradient && description.hasBitmap) { 390 if (description.isBitmapFirst) { 391 shader.append(gFS_Main_BlendShadersBG); 392 } else { 393 shader.append(gFS_Main_BlendShadersGB); 394 } 395 shader.append(gFS_Main_BlendShaders_Modulate); 396 } else { 397 if (description.hasGradient) { 398 shader.append(gFS_Main_GradientShader_Modulate); 399 } else if (description.hasBitmap) { 400 shader.append(gFS_Main_BitmapShader_Modulate); 401 } 402 } 403 // Apply the color op if needed 404 shader.append(gFS_Main_ApplyColorOp[description.colorOp]); 405 // Output the fragment 406 if (!blendFramebuffer) { 407 shader.append(gFS_Main_FragColor); 408 } else { 409 shader.append(!description.swapSrcDst ? 410 gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap); 411 } 412 } 413 // End the shader 414 shader.append(gFS_Footer); 415 416 if (DEBUG_PROGRAM_CACHE) { 417 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 418 printLongString(shader); 419 } 420 421 return shader; 422} 423 424void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) { 425 shader.append("\nvec4 "); 426 shader.append(name); 427 shader.append("(vec4 src, vec4 dst) {\n"); 428 shader.append(" "); 429 shader.append(gBlendOps[mode]); 430 shader.append("}\n"); 431} 432 433void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) { 434 shader.append("\nvec2 wrap(vec2 texCoords) {\n"); 435 if (wrapS == GL_MIRRORED_REPEAT) { 436 shader.append(" float xMod2 = mod(texCoords.x, 2.0);\n"); 437 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n"); 438 } 439 if (wrapT == GL_MIRRORED_REPEAT) { 440 shader.append(" float yMod2 = mod(texCoords.y, 2.0);\n"); 441 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n"); 442 } 443 shader.append(" return vec2("); 444 switch (wrapS) { 445 case GL_CLAMP_TO_EDGE: 446 shader.append("texCoords.x"); 447 break; 448 case GL_REPEAT: 449 shader.append("mod(texCoords.x, 1.0)"); 450 break; 451 case GL_MIRRORED_REPEAT: 452 shader.append("xMod2"); 453 break; 454 } 455 shader.append(", "); 456 switch (wrapT) { 457 case GL_CLAMP_TO_EDGE: 458 shader.append("texCoords.y"); 459 break; 460 case GL_REPEAT: 461 shader.append("mod(texCoords.y, 1.0)"); 462 break; 463 case GL_MIRRORED_REPEAT: 464 shader.append("yMod2"); 465 break; 466 } 467 shader.append(");\n"); 468 shader.append("}\n"); 469} 470 471void ProgramCache::printLongString(const String8& shader) const { 472 ssize_t index = 0; 473 ssize_t lastIndex = 0; 474 const char* str = shader.string(); 475 while ((index = shader.find("\n", index)) > -1) { 476 String8 line(str, index - lastIndex); 477 if (line.length() == 0) line.append("\n"); 478 PROGRAM_LOGD("%s", line.string()); 479 index++; 480 str += (index - lastIndex); 481 lastIndex = index; 482 } 483} 484 485}; // namespace uirenderer 486}; // namespace android 487