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