ProgramCache.cpp revision 42ddc18d108f789705ad4eb697ce9599ad322507
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_Main_EmulateStencil =
351        "    gl_FragColor.rgba = vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 1.0);\n"
352        "    return;\n"
353        "    /*\n";
354const char* gFS_Footer_EmulateStencil =
355        "    */\n";
356const char* gFS_Footer =
357        "}\n\n";
358
359///////////////////////////////////////////////////////////////////////////////
360// PorterDuff snippets
361///////////////////////////////////////////////////////////////////////////////
362
363const char* gBlendOps[18] = {
364        // Clear
365        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
366        // Src
367        "return src;\n",
368        // Dst
369        "return dst;\n",
370        // SrcOver
371        "return src + dst * (1.0 - src.a);\n",
372        // DstOver
373        "return dst + src * (1.0 - dst.a);\n",
374        // SrcIn
375        "return src * dst.a;\n",
376        // DstIn
377        "return dst * src.a;\n",
378        // SrcOut
379        "return src * (1.0 - dst.a);\n",
380        // DstOut
381        "return dst * (1.0 - src.a);\n",
382        // SrcAtop
383        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
384        // DstAtop
385        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
386        // Xor
387        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
388                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
389        // Add
390        "return min(src + dst, 1.0);\n",
391        // Multiply
392        "return src * dst;\n",
393        // Screen
394        "return src + dst - src * dst;\n",
395        // Overlay
396        "return clamp(vec4(mix("
397                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
398                "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), "
399                "step(dst.a, 2.0 * dst.rgb)), "
400                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
401        // Darken
402        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
403                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
404        // Lighten
405        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
406                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
407};
408
409///////////////////////////////////////////////////////////////////////////////
410// Constructors/destructors
411///////////////////////////////////////////////////////////////////////////////
412
413ProgramCache::ProgramCache(): mHasES3(Extensions::getInstance().getMajorGlVersion() >= 3) {
414}
415
416ProgramCache::~ProgramCache() {
417    clear();
418}
419
420///////////////////////////////////////////////////////////////////////////////
421// Cache management
422///////////////////////////////////////////////////////////////////////////////
423
424void ProgramCache::clear() {
425    PROGRAM_LOGD("Clearing program cache");
426
427    size_t count = mCache.size();
428    for (size_t i = 0; i < count; i++) {
429        delete mCache.valueAt(i);
430    }
431    mCache.clear();
432}
433
434Program* ProgramCache::get(const ProgramDescription& description) {
435    programid key = description.key();
436    if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) {
437        // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
438        // to standard texture program (bitmaps, patches). Consider them equivalent.
439        key = PROGRAM_KEY_TEXTURE;
440    }
441
442    ssize_t index = mCache.indexOfKey(key);
443    Program* program = NULL;
444    if (index < 0) {
445        description.log("Could not find program");
446        program = generateProgram(description, key);
447        mCache.add(key, program);
448    } else {
449        program = mCache.valueAt(index);
450    }
451    return program;
452}
453
454///////////////////////////////////////////////////////////////////////////////
455// Program generation
456///////////////////////////////////////////////////////////////////////////////
457
458Program* ProgramCache::generateProgram(const ProgramDescription& description, programid /* key */) {
459    String8 vertexShader = generateVertexShader(description);
460    String8 fragmentShader = generateFragmentShader(description);
461
462    return new Program(description, vertexShader.string(), fragmentShader.string());
463}
464
465static inline size_t gradientIndex(const ProgramDescription& description) {
466    return description.gradientType * 2 + description.isSimpleGradient;
467}
468
469String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
470    // Add attributes
471    String8 shader(gVS_Header_Attributes);
472    if (description.hasTexture || description.hasExternalTexture) {
473        shader.append(gVS_Header_Attributes_TexCoords);
474    }
475    if (description.hasVertexAlpha) {
476        shader.append(gVS_Header_Attributes_VertexAlphaParameters);
477    }
478    if (description.hasColors) {
479        shader.append(gVS_Header_Attributes_Colors);
480    }
481    // Uniforms
482    shader.append(gVS_Header_Uniforms);
483    if (description.hasTextureTransform) {
484        shader.append(gVS_Header_Uniforms_TextureTransform);
485    }
486    if (description.hasGradient) {
487        shader.append(gVS_Header_Uniforms_HasGradient);
488    }
489    if (description.hasBitmap) {
490        shader.append(gVS_Header_Uniforms_HasBitmap);
491    }
492    if (description.hasRoundRectClip) {
493        shader.append(gVS_Header_Uniforms_HasRoundRectClip);
494    }
495    // Varyings
496    if (description.hasTexture || description.hasExternalTexture) {
497        shader.append(gVS_Header_Varyings_HasTexture);
498    }
499    if (description.hasVertexAlpha) {
500        shader.append(gVS_Header_Varyings_HasVertexAlpha);
501    }
502    if (description.hasColors) {
503        shader.append(gVS_Header_Varyings_HasColors);
504    }
505    if (description.hasGradient) {
506        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
507    }
508    if (description.hasBitmap) {
509        shader.append(gVS_Header_Varyings_HasBitmap);
510    }
511    if (description.hasRoundRectClip) {
512        shader.append(gVS_Header_Varyings_HasRoundRectClip);
513    }
514
515    // Begin the shader
516    shader.append(gVS_Main); {
517        if (description.hasTextureTransform) {
518            shader.append(gVS_Main_OutTransformedTexCoords);
519        } else if (description.hasTexture || description.hasExternalTexture) {
520            shader.append(gVS_Main_OutTexCoords);
521        }
522        if (description.hasVertexAlpha) {
523            shader.append(gVS_Main_VertexAlpha);
524        }
525        if (description.hasColors) {
526            shader.append(gVS_Main_OutColors);
527        }
528        if (description.hasBitmap) {
529            shader.append(gVS_Main_OutBitmapTexCoords);
530        }
531        // Output transformed position
532        shader.append(gVS_Main_Position);
533        if (description.hasGradient) {
534            shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
535        }
536        if (description.hasRoundRectClip) {
537            shader.append(gVS_Main_HasRoundRectClip);
538        }
539    }
540    // End the shader
541    shader.append(gVS_Footer);
542
543    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
544
545    return shader;
546}
547
548static bool shaderOp(const ProgramDescription& description, String8& shader,
549        const int modulateOp, const char** snippets) {
550    int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
551    op = op * 2 + description.hasGammaCorrection;
552    shader.append(snippets[op]);
553    return description.hasAlpha8Texture;
554}
555
556String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
557    String8 shader;
558
559    const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
560    if (blendFramebuffer) {
561        shader.append(gFS_Header_Extension_FramebufferFetch);
562    }
563    if (description.hasExternalTexture) {
564        shader.append(gFS_Header_Extension_ExternalTexture);
565    }
566
567    shader.append(gFS_Header);
568
569    // Varyings
570    if (description.hasTexture || description.hasExternalTexture) {
571        shader.append(gVS_Header_Varyings_HasTexture);
572    }
573    if (description.hasVertexAlpha) {
574        shader.append(gVS_Header_Varyings_HasVertexAlpha);
575    }
576    if (description.hasColors) {
577        shader.append(gVS_Header_Varyings_HasColors);
578    }
579    if (description.hasGradient) {
580        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
581    }
582    if (description.hasBitmap) {
583        shader.append(gVS_Header_Varyings_HasBitmap);
584    }
585    if (description.hasRoundRectClip) {
586        shader.append(gVS_Header_Varyings_HasRoundRectClip);
587    }
588
589    // Uniforms
590    int modulateOp = MODULATE_OP_NO_MODULATE;
591    const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
592            !description.hasGradient && !description.hasBitmap;
593
594    if (description.modulate || singleColor) {
595        shader.append(gFS_Uniforms_Color);
596        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
597    }
598    if (description.hasTexture) {
599        shader.append(gFS_Uniforms_TextureSampler);
600    } else if (description.hasExternalTexture) {
601        shader.append(gFS_Uniforms_ExternalTextureSampler);
602    }
603    if (description.hasGradient) {
604        shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient],
605                gFS_Uniforms_Dither);
606    }
607    if (description.hasGammaCorrection) {
608        shader.append(gFS_Uniforms_Gamma);
609    }
610    if (description.hasRoundRectClip) {
611        shader.append(gFS_Uniforms_HasRoundRectClip);
612    }
613
614    // Optimization for common cases
615    if (!description.hasVertexAlpha
616            && !blendFramebuffer
617            && !description.hasColors
618            && description.colorOp == ProgramDescription::kColorNone
619            && !description.hasDebugHighlight
620            && !description.emulateStencil
621            && !description.hasRoundRectClip) {
622        bool fast = false;
623
624        const bool noShader = !description.hasGradient && !description.hasBitmap;
625        const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
626                !description.hasAlpha8Texture && noShader;
627        const bool singleA8Texture = description.hasTexture &&
628                description.hasAlpha8Texture && noShader;
629        const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
630                description.hasGradient && !description.hasBitmap &&
631                description.gradientType == ProgramDescription::kGradientLinear;
632
633        if (singleColor) {
634            shader.append(gFS_Fast_SingleColor);
635            fast = true;
636        } else if (singleTexture) {
637            if (!description.modulate) {
638                shader.append(gFS_Fast_SingleTexture);
639            } else {
640                shader.append(gFS_Fast_SingleModulateTexture);
641            }
642            fast = true;
643        } else if (singleA8Texture) {
644            if (!description.modulate) {
645                if (description.hasGammaCorrection) {
646                    shader.append(gFS_Fast_SingleA8Texture_ApplyGamma);
647                } else {
648                    shader.append(gFS_Fast_SingleA8Texture);
649                }
650            } else {
651                if (description.hasGammaCorrection) {
652                    shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma);
653                } else {
654                    shader.append(gFS_Fast_SingleModulateA8Texture);
655                }
656            }
657            fast = true;
658        } else if (singleGradient) {
659            if (!description.modulate) {
660                shader.appendFormat(gFS_Fast_SingleGradient[description.isSimpleGradient],
661                        gFS_Main_Dither[mHasES3]);
662            } else {
663                shader.appendFormat(gFS_Fast_SingleModulateGradient[description.isSimpleGradient],
664                        gFS_Main_Dither[mHasES3]);
665            }
666            fast = true;
667        }
668
669        if (fast) {
670#if DEBUG_PROGRAMS
671                PROGRAM_LOGD("*** Fast case:\n");
672                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
673                printLongString(shader);
674#endif
675
676            return shader;
677        }
678    }
679
680    if (description.hasBitmap) {
681        shader.append(gFS_Uniforms_BitmapSampler);
682    }
683    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
684
685    // Generate required functions
686    if (description.hasGradient && description.hasBitmap) {
687        generateBlend(shader, "blendShaders", description.shadersMode);
688    }
689    if (description.colorOp == ProgramDescription::kColorBlend) {
690        generateBlend(shader, "blendColors", description.colorMode);
691    }
692    if (blendFramebuffer) {
693        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
694    }
695    if (description.isBitmapNpot) {
696        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
697    }
698
699    // Begin the shader
700    shader.append(gFS_Main); {
701        if (description.emulateStencil) {
702            shader.append(gFS_Main_EmulateStencil);
703        }
704        // Stores the result in fragColor directly
705        if (description.hasTexture || description.hasExternalTexture) {
706            if (description.hasAlpha8Texture) {
707                if (!description.hasGradient && !description.hasBitmap) {
708                    shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 +
709                                                          description.hasGammaCorrection]);
710                }
711            } else {
712                shader.append(gFS_Main_FetchTexture[modulateOp]);
713            }
714        } else {
715            if (!description.hasGradient && !description.hasBitmap) {
716                shader.append(gFS_Main_FetchColor);
717            }
718        }
719        if (description.hasGradient) {
720            shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
721            shader.appendFormat(gFS_Main_AddDitherToGradient, gFS_Main_Dither[mHasES3]);
722        }
723        if (description.hasBitmap) {
724            if (!description.isBitmapNpot) {
725                shader.append(gFS_Main_FetchBitmap);
726            } else {
727                shader.append(gFS_Main_FetchBitmapNpot);
728            }
729        }
730        bool applyModulate = false;
731        // Case when we have two shaders set
732        if (description.hasGradient && description.hasBitmap) {
733            if (description.isBitmapFirst) {
734                shader.append(gFS_Main_BlendShadersBG);
735            } else {
736                shader.append(gFS_Main_BlendShadersGB);
737            }
738            applyModulate = shaderOp(description, shader, modulateOp,
739                    gFS_Main_BlendShaders_Modulate);
740        } else {
741            if (description.hasGradient) {
742                applyModulate = shaderOp(description, shader, modulateOp,
743                        gFS_Main_GradientShader_Modulate);
744            } else if (description.hasBitmap) {
745                applyModulate = shaderOp(description, shader, modulateOp,
746                        gFS_Main_BitmapShader_Modulate);
747            }
748        }
749
750        if (description.modulate && applyModulate) {
751            shader.append(gFS_Main_ModulateColor);
752        }
753
754        // Apply the color op if needed
755        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
756
757        if (description.hasVertexAlpha) {
758            if (description.useShadowAlphaInterp) {
759                shader.append(gFS_Main_ApplyVertexAlphaShadowInterp);
760            } else {
761                shader.append(gFS_Main_ApplyVertexAlphaLinearInterp);
762            }
763        }
764
765        // Output the fragment
766        if (!blendFramebuffer) {
767            shader.append(gFS_Main_FragColor);
768        } else {
769            shader.append(!description.swapSrcDst ?
770                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
771        }
772        if (description.hasColors) {
773            shader.append(gFS_Main_FragColor_HasColors);
774        }
775        if (description.hasRoundRectClip) {
776            shader.append(gFS_Main_FragColor_HasRoundRectClip);
777        }
778        if (description.hasDebugHighlight) {
779            shader.append(gFS_Main_DebugHighlight);
780        }
781    }
782    if (description.emulateStencil) {
783        shader.append(gFS_Footer_EmulateStencil);
784    }
785    // End the shader
786    shader.append(gFS_Footer);
787
788#if DEBUG_PROGRAMS
789        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
790        printLongString(shader);
791#endif
792
793    return shader;
794}
795
796void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
797    shader.append("\nvec4 ");
798    shader.append(name);
799    shader.append("(vec4 src, vec4 dst) {\n");
800    shader.append("    ");
801    shader.append(gBlendOps[mode]);
802    shader.append("}\n");
803}
804
805void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
806    shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n");
807    if (wrapS == GL_MIRRORED_REPEAT) {
808        shader.append("    highp float xMod2 = mod(texCoords.x, 2.0);\n");
809        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
810    }
811    if (wrapT == GL_MIRRORED_REPEAT) {
812        shader.append("    highp float yMod2 = mod(texCoords.y, 2.0);\n");
813        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
814    }
815    shader.append("    return vec2(");
816    switch (wrapS) {
817        case GL_CLAMP_TO_EDGE:
818            shader.append("texCoords.x");
819            break;
820        case GL_REPEAT:
821            shader.append("mod(texCoords.x, 1.0)");
822            break;
823        case GL_MIRRORED_REPEAT:
824            shader.append("xMod2");
825            break;
826    }
827    shader.append(", ");
828    switch (wrapT) {
829        case GL_CLAMP_TO_EDGE:
830            shader.append("texCoords.y");
831            break;
832        case GL_REPEAT:
833            shader.append("mod(texCoords.y, 1.0)");
834            break;
835        case GL_MIRRORED_REPEAT:
836            shader.append("yMod2");
837            break;
838    }
839    shader.append(");\n");
840    shader.append("}\n");
841}
842
843void ProgramCache::printLongString(const String8& shader) const {
844    ssize_t index = 0;
845    ssize_t lastIndex = 0;
846    const char* str = shader.string();
847    while ((index = shader.find("\n", index)) > -1) {
848        String8 line(str, index - lastIndex);
849        if (line.length() == 0) line.append("\n");
850        PROGRAM_LOGD("%s", line.string());
851        index++;
852        str += (index - lastIndex);
853        lastIndex = index;
854    }
855}
856
857}; // namespace uirenderer
858}; // namespace android
859