ProgramCache.cpp revision 5b0200bd47e8a9a4dc8d2e6c3a110d522b30bf82
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// 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/////////////////////////////////////////////////////////////////////////////// 35// Vertex shaders snippets 36/////////////////////////////////////////////////////////////////////////////// 37 38const char* gVS_Header_Attributes = 39 "attribute vec4 position;\n"; 40const char* gVS_Header_Attributes_TexCoords = 41 "attribute vec2 texCoords;\n"; 42const char* gVS_Header_Attributes_Distance = 43 "attribute float vtxDistance;\n"; 44const char* gVS_Header_Uniforms = 45 "uniform mat4 transform;\n"; 46const char* gVS_Header_Uniforms_IsPoint = 47 "uniform mediump float pointSize;\n"; 48const char* gVS_Header_Uniforms_HasGradient[3] = { 49 // Linear 50 "uniform mat4 screenSpace;\n", 51 // Circular 52 "uniform mat4 screenSpace;\n", 53 // Sweep 54 "uniform mat4 screenSpace;\n" 55}; 56const char* gVS_Header_Uniforms_HasBitmap = 57 "uniform mat4 textureTransform;\n" 58 "uniform mediump vec2 textureDimension;\n"; 59const char* gVS_Header_Varyings_HasTexture = 60 "varying vec2 outTexCoords;\n"; 61const char* gVS_Header_Varyings_HasWidth = 62 "varying float distance;\n"; 63const char* gVS_Header_Varyings_HasBitmap = 64 "varying vec2 outBitmapTexCoords;\n"; 65const char* gVS_Header_Varyings_PointHasBitmap = 66 "varying vec2 outPointBitmapTexCoords;\n"; 67const char* gVS_Header_Varyings_HasGradient[3] = { 68 // Linear 69 "varying vec2 linear;\n", 70 // Circular 71 "varying vec2 circular;\n", 72 // Sweep 73 "varying vec2 sweep;\n" 74}; 75const char* gVS_Main = 76 "\nvoid main(void) {\n"; 77const char* gVS_Main_OutTexCoords = 78 " outTexCoords = texCoords;\n"; 79const char* gVS_Main_OutGradient[3] = { 80 // Linear 81 " linear = vec2((screenSpace * position).x, 0.5);\n", 82 // Circular 83 " circular = (screenSpace * position).xy;\n", 84 // Sweep 85 " sweep = (screenSpace * position).xy;\n" 86}; 87const char* gVS_Main_OutBitmapTexCoords = 88 " outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n"; 89const char* gVS_Main_OutPointBitmapTexCoords = 90 " outPointBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n"; 91const char* gVS_Main_Position = 92 " gl_Position = transform * position;\n"; 93const char* gVS_Main_PointSize = 94 " gl_PointSize = pointSize;\n"; 95const char* gVS_Main_Width = 96 " distance = vtxDistance;\n"; 97const char* gVS_Footer = 98 "}\n\n"; 99 100/////////////////////////////////////////////////////////////////////////////// 101// Fragment shaders snippets 102/////////////////////////////////////////////////////////////////////////////// 103 104const char* gFS_Header_Extension_FramebufferFetch = 105 "#extension GL_NV_shader_framebuffer_fetch : enable\n\n"; 106const char* gFS_Header = 107 "precision mediump float;\n\n"; 108const char* gFS_Uniforms_Color = 109 "uniform vec4 color;\n"; 110const char* gFS_Uniforms_Width = 111 "uniform float width;\n" 112 "uniform float boundaryWidth;\n" 113 "uniform float inverseBoundaryWidth;\n"; 114const char* gFS_Header_Uniforms_PointHasBitmap = 115 "uniform vec2 textureDimension;\n" 116 "uniform float pointSize;\n"; 117const char* gFS_Uniforms_TextureSampler = 118 "uniform sampler2D sampler;\n"; 119const char* gFS_Uniforms_GradientSampler[3] = { 120 // Linear 121 "uniform sampler2D gradientSampler;\n", 122 // Circular 123 "uniform sampler2D gradientSampler;\n", 124 // Sweep 125 "uniform sampler2D gradientSampler;\n" 126}; 127const char* gFS_Uniforms_BitmapSampler = 128 "uniform sampler2D bitmapSampler;\n"; 129const char* gFS_Uniforms_ColorOp[4] = { 130 // None 131 "", 132 // Matrix 133 "uniform mat4 colorMatrix;\n" 134 "uniform vec4 colorMatrixVector;\n", 135 // Lighting 136 "uniform vec4 lightingMul;\n" 137 "uniform vec4 lightingAdd;\n", 138 // PorterDuff 139 "uniform vec4 colorBlend;\n" 140}; 141const char* gFS_Main = 142 "\nvoid main(void) {\n" 143 " lowp vec4 fragColor;\n"; 144 145const char* gFS_Main_PointBitmapTexCoords = 146 " vec2 outBitmapTexCoords = outPointBitmapTexCoords + " 147 "((gl_PointCoord - vec2(0.5, 0.5)) * textureDimension * vec2(pointSize, pointSize));\n"; 148 149// Fast cases 150const char* gFS_Fast_SingleColor = 151 "\nvoid main(void) {\n" 152 " gl_FragColor = color;\n" 153 "}\n\n"; 154const char* gFS_Fast_SingleTexture = 155 "\nvoid main(void) {\n" 156 " gl_FragColor = texture2D(sampler, outTexCoords);\n" 157 "}\n\n"; 158const char* gFS_Fast_SingleModulateTexture = 159 "\nvoid main(void) {\n" 160 " gl_FragColor = color.a * texture2D(sampler, outTexCoords);\n" 161 "}\n\n"; 162const char* gFS_Fast_SingleA8Texture = 163 "\nvoid main(void) {\n" 164 " gl_FragColor = texture2D(sampler, outTexCoords);\n" 165 "}\n\n"; 166const char* gFS_Fast_SingleModulateA8Texture = 167 "\nvoid main(void) {\n" 168 " gl_FragColor = color * texture2D(sampler, outTexCoords).a;\n" 169 "}\n\n"; 170const char* gFS_Fast_SingleGradient = 171 "\nvoid main(void) {\n" 172 " gl_FragColor = texture2D(gradientSampler, linear);\n" 173 "}\n\n"; 174const char* gFS_Fast_SingleModulateGradient = 175 "\nvoid main(void) {\n" 176 " gl_FragColor = color.a * texture2D(gradientSampler, linear);\n" 177 "}\n\n"; 178 179// General case 180const char* gFS_Main_FetchColor = 181 " fragColor = color;\n"; 182const char* gFS_Main_AccountForWidth = 183 " if (distance < boundaryWidth) {\n" 184 " fragColor *= (distance * inverseBoundaryWidth);\n" 185 " } else if (distance > (1.0 - boundaryWidth)) {\n" 186 " fragColor *= ((1.0 - distance) * inverseBoundaryWidth);\n" 187 " }\n"; 188const char* gFS_Main_FetchTexture[2] = { 189 // Don't modulate 190 " fragColor = texture2D(sampler, outTexCoords);\n", 191 // Modulate 192 " fragColor = color * texture2D(sampler, outTexCoords);\n" 193}; 194const char* gFS_Main_FetchA8Texture[2] = { 195 // Don't modulate 196 " fragColor = texture2D(sampler, outTexCoords);\n", 197 // Modulate 198 " fragColor = color * texture2D(sampler, outTexCoords).a;\n" 199}; 200const char* gFS_Main_FetchGradient[3] = { 201 // Linear 202 " vec4 gradientColor = texture2D(gradientSampler, linear);\n", 203 // Circular 204 " float index = length(circular);\n" 205 " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", 206 // Sweep 207 " float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" 208 " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n" 209}; 210const char* gFS_Main_FetchBitmap = 211 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n"; 212const char* gFS_Main_FetchBitmapNpot = 213 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n"; 214const char* gFS_Main_BlendShadersBG = 215 " fragColor = blendShaders(gradientColor, bitmapColor)"; 216const char* gFS_Main_BlendShadersGB = 217 " fragColor = blendShaders(bitmapColor, gradientColor)"; 218const char* gFS_Main_BlendShaders_Modulate[3] = { 219 // Don't modulate 220 ";\n", 221 // Modulate 222 " * fragColor.a;\n", 223 // Modulate with alpha 8 texture 224 " * texture2D(sampler, outTexCoords).a;\n" 225}; 226const char* gFS_Main_GradientShader_Modulate[3] = { 227 // Don't modulate 228 " fragColor = gradientColor;\n", 229 // Modulate 230 " fragColor = gradientColor * fragColor.a;\n", 231 // Modulate with alpha 8 texture 232 " fragColor = gradientColor * texture2D(sampler, outTexCoords).a;\n" 233 }; 234const char* gFS_Main_BitmapShader_Modulate[3] = { 235 // Don't modulate 236 " fragColor = bitmapColor;\n", 237 // Modulate 238 " fragColor = bitmapColor * fragColor.a;\n", 239 // Modulate with alpha 8 texture 240 " fragColor = bitmapColor * texture2D(sampler, outTexCoords).a;\n" 241 }; 242const char* gFS_Main_FragColor = 243 " gl_FragColor = fragColor;\n"; 244const char* gFS_Main_FragColor_Blend = 245 " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n"; 246const char* gFS_Main_FragColor_Blend_Swap = 247 " gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n"; 248const char* gFS_Main_ApplyColorOp[4] = { 249 // None 250 "", 251 // Matrix 252 // TODO: Fix premultiplied alpha computations for color matrix 253 " fragColor *= colorMatrix;\n" 254 " fragColor += colorMatrixVector;\n" 255 " fragColor.rgb *= fragColor.a;\n", 256 // Lighting 257 " float lightingAlpha = fragColor.a;\n" 258 " fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n" 259 " fragColor.a = lightingAlpha;\n", 260 // PorterDuff 261 " fragColor = blendColors(colorBlend, fragColor);\n" 262}; 263const char* gFS_Footer = 264 "}\n\n"; 265 266/////////////////////////////////////////////////////////////////////////////// 267// PorterDuff snippets 268/////////////////////////////////////////////////////////////////////////////// 269 270const char* gBlendOps[18] = { 271 // Clear 272 "return vec4(0.0, 0.0, 0.0, 0.0);\n", 273 // Src 274 "return src;\n", 275 // Dst 276 "return dst;\n", 277 // SrcOver 278 "return src + dst * (1.0 - src.a);\n", 279 // DstOver 280 "return dst + src * (1.0 - dst.a);\n", 281 // SrcIn 282 "return src * dst.a;\n", 283 // DstIn 284 "return dst * src.a;\n", 285 // SrcOut 286 "return src * (1.0 - dst.a);\n", 287 // DstOut 288 "return dst * (1.0 - src.a);\n", 289 // SrcAtop 290 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n", 291 // DstAtop 292 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n", 293 // Xor 294 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, " 295 "src.a + dst.a - 2.0 * src.a * dst.a);\n", 296 // Add 297 "return min(src + dst, 1.0);\n", 298 // Multiply 299 "return src * dst;\n", 300 // Screen 301 "return src + dst - src * dst;\n", 302 // Overlay 303 "return clamp(vec4(mix(" 304 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), " 305 "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), " 306 "step(dst.a, 2.0 * dst.rgb)), " 307 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n", 308 // Darken 309 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 310 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 311 // Lighten 312 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 313 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 314}; 315 316/////////////////////////////////////////////////////////////////////////////// 317// Constructors/destructors 318/////////////////////////////////////////////////////////////////////////////// 319 320ProgramCache::ProgramCache() { 321} 322 323ProgramCache::~ProgramCache() { 324 clear(); 325} 326 327/////////////////////////////////////////////////////////////////////////////// 328// Cache management 329/////////////////////////////////////////////////////////////////////////////// 330 331void ProgramCache::clear() { 332 PROGRAM_LOGD("Clearing program cache"); 333 334 size_t count = mCache.size(); 335 for (size_t i = 0; i < count; i++) { 336 delete mCache.valueAt(i); 337 } 338 mCache.clear(); 339} 340 341Program* ProgramCache::get(const ProgramDescription& description) { 342 programid key = description.key(); 343 ssize_t index = mCache.indexOfKey(key); 344 Program* program = NULL; 345 if (index < 0) { 346 description.log("Could not find program"); 347 program = generateProgram(description, key); 348 mCache.add(key, program); 349 } else { 350 program = mCache.valueAt(index); 351 } 352 return program; 353} 354 355/////////////////////////////////////////////////////////////////////////////// 356// Program generation 357/////////////////////////////////////////////////////////////////////////////// 358 359Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) { 360 String8 vertexShader = generateVertexShader(description); 361 String8 fragmentShader = generateFragmentShader(description); 362 363 Program* program = new Program(vertexShader.string(), fragmentShader.string()); 364 return program; 365} 366 367String8 ProgramCache::generateVertexShader(const ProgramDescription& description) { 368 // Add attributes 369 String8 shader(gVS_Header_Attributes); 370 if (description.hasTexture) { 371 shader.append(gVS_Header_Attributes_TexCoords); 372 } 373 if (description.hasWidth) { 374 shader.append(gVS_Header_Attributes_Distance); 375 } 376 // Uniforms 377 shader.append(gVS_Header_Uniforms); 378 if (description.hasGradient) { 379 shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]); 380 } 381 if (description.hasBitmap) { 382 shader.append(gVS_Header_Uniforms_HasBitmap); 383 } 384 if (description.isPoint) { 385 shader.append(gVS_Header_Uniforms_IsPoint); 386 } 387 // Varyings 388 if (description.hasTexture) { 389 shader.append(gVS_Header_Varyings_HasTexture); 390 } 391 if (description.hasWidth) { 392 shader.append(gVS_Header_Varyings_HasWidth); 393 } 394 if (description.hasGradient) { 395 shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]); 396 } 397 if (description.hasBitmap) { 398 shader.append(description.isPoint ? 399 gVS_Header_Varyings_PointHasBitmap : 400 gVS_Header_Varyings_HasBitmap); 401 } 402 403 // Begin the shader 404 shader.append(gVS_Main); { 405 if (description.hasTexture) { 406 shader.append(gVS_Main_OutTexCoords); 407 } 408 if (description.hasWidth) { 409 shader.append(gVS_Main_Width); 410 } 411 if (description.hasGradient) { 412 shader.append(gVS_Main_OutGradient[description.gradientType]); 413 } 414 if (description.hasBitmap) { 415 shader.append(description.isPoint ? 416 gVS_Main_OutPointBitmapTexCoords : 417 gVS_Main_OutBitmapTexCoords); 418 } 419 if (description.isPoint) { 420 shader.append(gVS_Main_PointSize); 421 } 422 // Output transformed position 423 shader.append(gVS_Main_Position); 424 } 425 // End the shader 426 shader.append(gVS_Footer); 427 428 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string()); 429 430 return shader; 431} 432 433String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) { 434 // Set the default precision 435 String8 shader; 436 437 const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode; 438 if (blendFramebuffer) { 439 shader.append(gFS_Header_Extension_FramebufferFetch); 440 } 441 442 shader.append(gFS_Header); 443 444 // Varyings 445 if (description.hasTexture) { 446 shader.append(gVS_Header_Varyings_HasTexture); 447 } 448 if (description.hasWidth) { 449 shader.append(gVS_Header_Varyings_HasWidth); 450 } 451 if (description.hasGradient) { 452 shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]); 453 } 454 if (description.hasBitmap) { 455 shader.append(description.isPoint ? 456 gVS_Header_Varyings_PointHasBitmap : 457 gVS_Header_Varyings_HasBitmap); 458 } 459 460 // Uniforms 461 int modulateOp = MODULATE_OP_NO_MODULATE; 462 const bool singleColor = !description.hasTexture && 463 !description.hasGradient && !description.hasBitmap; 464 465 if (description.modulate || singleColor) { 466 shader.append(gFS_Uniforms_Color); 467 if (!singleColor) modulateOp = MODULATE_OP_MODULATE; 468 } 469 if (description.hasTexture) { 470 shader.append(gFS_Uniforms_TextureSampler); 471 } 472 if (description.hasWidth) { 473 shader.append(gFS_Uniforms_Width); 474 } 475 if (description.hasGradient) { 476 shader.append(gFS_Uniforms_GradientSampler[description.gradientType]); 477 } 478 if (description.hasBitmap && description.isPoint) { 479 shader.append(gFS_Header_Uniforms_PointHasBitmap); 480 } 481 482 // Optimization for common cases 483 if (!description.hasWidth && !blendFramebuffer && 484 description.colorOp == ProgramDescription::kColorNone && !description.isPoint) { 485 bool fast = false; 486 487 const bool noShader = !description.hasGradient && !description.hasBitmap; 488 const bool singleTexture = description.hasTexture && 489 !description.hasAlpha8Texture && noShader; 490 const bool singleA8Texture = description.hasTexture && 491 description.hasAlpha8Texture && noShader; 492 const bool singleGradient = !description.hasTexture && 493 description.hasGradient && !description.hasBitmap && 494 description.gradientType == ProgramDescription::kGradientLinear; 495 496 if (singleColor) { 497 shader.append(gFS_Fast_SingleColor); 498 fast = true; 499 } else if (singleTexture) { 500 if (!description.modulate) { 501 shader.append(gFS_Fast_SingleTexture); 502 } else { 503 shader.append(gFS_Fast_SingleModulateTexture); 504 } 505 fast = true; 506 } else if (singleA8Texture) { 507 if (!description.modulate) { 508 shader.append(gFS_Fast_SingleA8Texture); 509 } else { 510 shader.append(gFS_Fast_SingleModulateA8Texture); 511 } 512 fast = true; 513 } else if (singleGradient) { 514 if (!description.modulate) { 515 shader.append(gFS_Fast_SingleGradient); 516 } else { 517 shader.append(gFS_Fast_SingleModulateGradient); 518 } 519 fast = true; 520 } 521 522 if (fast) { 523#if DEBUG_PROGRAMS 524 PROGRAM_LOGD("*** Fast case:\n"); 525 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 526 printLongString(shader); 527#endif 528 529 return shader; 530 } 531 } 532 533 if (description.hasBitmap) { 534 shader.append(gFS_Uniforms_BitmapSampler); 535 } 536 shader.append(gFS_Uniforms_ColorOp[description.colorOp]); 537 538 // Generate required functions 539 if (description.hasGradient && description.hasBitmap) { 540 generateBlend(shader, "blendShaders", description.shadersMode); 541 } 542 if (description.colorOp == ProgramDescription::kColorBlend) { 543 generateBlend(shader, "blendColors", description.colorMode); 544 } 545 if (blendFramebuffer) { 546 generateBlend(shader, "blendFramebuffer", description.framebufferMode); 547 } 548 if (description.isBitmapNpot) { 549 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT); 550 } 551 552 // Begin the shader 553 shader.append(gFS_Main); { 554 // Stores the result in fragColor directly 555 if (description.hasTexture) { 556 if (description.hasAlpha8Texture) { 557 if (!description.hasGradient && !description.hasBitmap) { 558 shader.append(gFS_Main_FetchA8Texture[modulateOp]); 559 } 560 } else { 561 shader.append(gFS_Main_FetchTexture[modulateOp]); 562 } 563 } else { 564 if ((!description.hasGradient && !description.hasBitmap) || description.modulate) { 565 shader.append(gFS_Main_FetchColor); 566 } 567 } 568 if (description.hasWidth) { 569 shader.append(gFS_Main_AccountForWidth); 570 } 571 if (description.hasGradient) { 572 shader.append(gFS_Main_FetchGradient[description.gradientType]); 573 } 574 if (description.hasBitmap) { 575 if (description.isPoint) { 576 shader.append(gFS_Main_PointBitmapTexCoords); 577 } 578 if (!description.isBitmapNpot) { 579 shader.append(gFS_Main_FetchBitmap); 580 } else { 581 shader.append(gFS_Main_FetchBitmapNpot); 582 } 583 } 584 // Case when we have two shaders set 585 if (description.hasGradient && description.hasBitmap) { 586 int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp; 587 if (description.isBitmapFirst) { 588 shader.append(gFS_Main_BlendShadersBG); 589 } else { 590 shader.append(gFS_Main_BlendShadersGB); 591 } 592 shader.append(gFS_Main_BlendShaders_Modulate[op]); 593 } else { 594 if (description.hasGradient) { 595 int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp; 596 shader.append(gFS_Main_GradientShader_Modulate[op]); 597 } else if (description.hasBitmap) { 598 int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp; 599 shader.append(gFS_Main_BitmapShader_Modulate[op]); 600 } 601 } 602 // Apply the color op if needed 603 shader.append(gFS_Main_ApplyColorOp[description.colorOp]); 604 // Output the fragment 605 if (!blendFramebuffer) { 606 shader.append(gFS_Main_FragColor); 607 } else { 608 shader.append(!description.swapSrcDst ? 609 gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap); 610 } 611 } 612 // End the shader 613 shader.append(gFS_Footer); 614 615#if DEBUG_PROGRAMS 616 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 617 printLongString(shader); 618#endif 619 620 return shader; 621} 622 623void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) { 624 shader.append("\nvec4 "); 625 shader.append(name); 626 shader.append("(vec4 src, vec4 dst) {\n"); 627 shader.append(" "); 628 shader.append(gBlendOps[mode]); 629 shader.append("}\n"); 630} 631 632void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) { 633 shader.append("\nvec2 wrap(vec2 texCoords) {\n"); 634 if (wrapS == GL_MIRRORED_REPEAT) { 635 shader.append(" float xMod2 = mod(texCoords.x, 2.0);\n"); 636 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n"); 637 } 638 if (wrapT == GL_MIRRORED_REPEAT) { 639 shader.append(" float yMod2 = mod(texCoords.y, 2.0);\n"); 640 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n"); 641 } 642 shader.append(" return vec2("); 643 switch (wrapS) { 644 case GL_CLAMP_TO_EDGE: 645 shader.append("texCoords.x"); 646 break; 647 case GL_REPEAT: 648 shader.append("mod(texCoords.x, 1.0)"); 649 break; 650 case GL_MIRRORED_REPEAT: 651 shader.append("xMod2"); 652 break; 653 } 654 shader.append(", "); 655 switch (wrapT) { 656 case GL_CLAMP_TO_EDGE: 657 shader.append("texCoords.y"); 658 break; 659 case GL_REPEAT: 660 shader.append("mod(texCoords.y, 1.0)"); 661 break; 662 case GL_MIRRORED_REPEAT: 663 shader.append("yMod2"); 664 break; 665 } 666 shader.append(");\n"); 667 shader.append("}\n"); 668} 669 670void ProgramCache::printLongString(const String8& shader) const { 671 ssize_t index = 0; 672 ssize_t lastIndex = 0; 673 const char* str = shader.string(); 674 while ((index = shader.find("\n", index)) > -1) { 675 String8 line(str, index - lastIndex); 676 if (line.length() == 0) line.append("\n"); 677 PROGRAM_LOGD("%s", line.string()); 678 index++; 679 str += (index - lastIndex); 680 lastIndex = index; 681 } 682} 683 684}; // namespace uirenderer 685}; // namespace android 686