ProgramCache.cpp revision 707b2f78ccaa09965d7e030fda3a883ce9b75ea8
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_Uniforms =
43        "uniform mat4 transform;\n";
44const char* gVS_Header_Uniforms_HasGradient[3] = {
45        // Linear
46        "uniform mat4 screenSpace;\n",
47        // Circular
48        "uniform mat4 screenSpace;\n",
49        // Sweep
50        "uniform mat4 screenSpace;\n"
51};
52const char* gVS_Header_Uniforms_HasBitmap =
53        "uniform mat4 textureTransform;\n"
54        "uniform vec2 textureDimension;\n";
55const char* gVS_Header_Varyings_HasTexture =
56        "varying vec2 outTexCoords;\n";
57const char* gVS_Header_Varyings_HasBitmap =
58        "varying vec2 outBitmapTexCoords;\n";
59const char* gVS_Header_Varyings_HasGradient[3] = {
60        // Linear
61        "varying vec2 linear;\n",
62        // Circular
63        "varying vec2 circular;\n",
64        // Sweep
65        "varying vec2 sweep;\n"
66};
67const char* gVS_Main =
68        "\nvoid main(void) {\n";
69const char* gVS_Main_OutTexCoords =
70        "    outTexCoords = texCoords;\n";
71const char* gVS_Main_OutGradient[3] = {
72        // Linear
73        "    linear = vec2((screenSpace * position).x, 0.5);\n",
74        // Circular
75        "    circular = (screenSpace * position).xy;\n",
76        // Sweep
77        "    sweep = (screenSpace * position).xy;\n"
78};
79const char* gVS_Main_OutBitmapTexCoords =
80        "    outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
81const char* gVS_Main_Position =
82        "    gl_Position = transform * position;\n";
83const char* gVS_Footer =
84        "}\n\n";
85
86///////////////////////////////////////////////////////////////////////////////
87// Fragment shaders snippets
88///////////////////////////////////////////////////////////////////////////////
89
90const char* gFS_Header_Extension_FramebufferFetch =
91        "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
92const char* gFS_Header =
93        "precision mediump float;\n\n";
94const char* gFS_Uniforms_Color =
95        "uniform vec4 color;\n";
96const char* gFS_Uniforms_TextureSampler =
97        "uniform sampler2D sampler;\n";
98const char* gFS_Uniforms_GradientSampler[3] = {
99        // Linear
100        "uniform sampler2D gradientSampler;\n",
101        // Circular
102        "uniform sampler2D gradientSampler;\n",
103        // Sweep
104        "uniform sampler2D gradientSampler;\n"
105};
106const char* gFS_Uniforms_BitmapSampler =
107        "uniform sampler2D bitmapSampler;\n";
108const char* gFS_Uniforms_ColorOp[4] = {
109        // None
110        "",
111        // Matrix
112        "uniform mat4 colorMatrix;\n"
113        "uniform vec4 colorMatrixVector;\n",
114        // Lighting
115        "uniform vec4 lightingMul;\n"
116        "uniform vec4 lightingAdd;\n",
117        // PorterDuff
118        "uniform vec4 colorBlend;\n"
119};
120const char* gFS_Main =
121        "\nvoid main(void) {\n"
122        "    lowp vec4 fragColor;\n";
123
124// Fast cases
125const char* gFS_Fast_SingleColor =
126        "\nvoid main(void) {\n"
127        "    gl_FragColor = color;\n"
128        "}\n\n";
129const char* gFS_Fast_SingleTexture =
130        "\nvoid main(void) {\n"
131        "    gl_FragColor = texture2D(sampler, outTexCoords);\n"
132        "}\n\n";
133const char* gFS_Fast_SingleModulateTexture =
134        "\nvoid main(void) {\n"
135        "    gl_FragColor = color.a * texture2D(sampler, outTexCoords);\n"
136        "}\n\n";
137const char* gFS_Fast_SingleA8Texture =
138        "\nvoid main(void) {\n"
139        "    gl_FragColor = vec4(0.0, 0.0, 0.0, texture2D(sampler, outTexCoords).a);\n"
140        "}\n\n";
141const char* gFS_Fast_SingleModulateA8Texture =
142        "\nvoid main(void) {\n"
143        "    gl_FragColor = color * texture2D(sampler, outTexCoords).a;\n"
144        "}\n\n";
145const char* gFS_Fast_SingleGradient =
146        "\nvoid main(void) {\n"
147        "    gl_FragColor = texture2D(gradientSampler, linear);\n"
148        "}\n\n";
149const char* gFS_Fast_SingleModulateGradient =
150        "\nvoid main(void) {\n"
151        "    gl_FragColor = color.a * texture2D(gradientSampler, linear);\n"
152        "}\n\n";
153
154// General case
155const char* gFS_Main_FetchColor =
156        "    fragColor = color;\n";
157const char* gFS_Main_FetchTexture[2] = {
158        // Don't modulate
159        "    fragColor = texture2D(sampler, outTexCoords);\n",
160        // Modulate
161        "    fragColor = color * texture2D(sampler, outTexCoords);\n"
162};
163const char* gFS_Main_FetchA8Texture[2] = {
164        // Don't modulate
165        "    fragColor = vec4(0.0, 0.0, 0.0, texture2D(sampler, outTexCoords).a);\n",
166        // Modulate
167        "    fragColor = color * texture2D(sampler, outTexCoords).a;\n"
168};
169const char* gFS_Main_FetchGradient[3] = {
170        // Linear
171        "    vec4 gradientColor = texture2D(gradientSampler, linear);\n",
172        // Circular
173        "    float index = length(circular);\n"
174        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
175        // Sweep
176        "    float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
177        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n"
178};
179const char* gFS_Main_FetchBitmap =
180        "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
181const char* gFS_Main_FetchBitmapNpot =
182        "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
183const char* gFS_Main_BlendShadersBG =
184        "    fragColor = blendShaders(gradientColor, bitmapColor)";
185const char* gFS_Main_BlendShadersGB =
186        "    fragColor = blendShaders(bitmapColor, gradientColor)";
187const char* gFS_Main_BlendShaders_Modulate[3] = {
188        // Don't modulate
189        ";\n",
190        // Modulate
191        " * fragColor.a;\n",
192        // Modulate with alpha 8 texture
193        " * texture2D(sampler, outTexCoords).a;\n"
194};
195const char* gFS_Main_GradientShader_Modulate[3] = {
196        // Don't modulate
197        "    fragColor = gradientColor;\n",
198        // Modulate
199        "    fragColor = gradientColor * fragColor.a;\n",
200        // Modulate with alpha 8 texture
201        "    fragColor = gradientColor * texture2D(sampler, outTexCoords).a;\n"
202    };
203const char* gFS_Main_BitmapShader_Modulate[3] = {
204        // Don't modulate
205        "    fragColor = bitmapColor;\n",
206        // Modulate
207        "    fragColor = bitmapColor * fragColor.a;\n",
208        // Modulate with alpha 8 texture
209        "    fragColor = bitmapColor * texture2D(sampler, outTexCoords).a;\n"
210    };
211const char* gFS_Main_FragColor =
212        "    gl_FragColor = fragColor;\n";
213const char* gFS_Main_FragColor_Blend =
214        "    gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
215const char* gFS_Main_FragColor_Blend_Swap =
216        "    gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
217const char* gFS_Main_ApplyColorOp[4] = {
218        // None
219        "",
220        // Matrix
221        // TODO: Fix premultiplied alpha computations for color matrix
222        "    fragColor *= colorMatrix;\n"
223        "    fragColor += colorMatrixVector;\n"
224        "    fragColor.rgb *= fragColor.a;\n",
225        // Lighting
226        "    float lightingAlpha = fragColor.a;\n"
227        "    fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n"
228        "    fragColor.a = lightingAlpha;\n",
229        // PorterDuff
230        "    fragColor = blendColors(colorBlend, fragColor);\n"
231};
232const char* gFS_Footer =
233        "}\n\n";
234
235///////////////////////////////////////////////////////////////////////////////
236// PorterDuff snippets
237///////////////////////////////////////////////////////////////////////////////
238
239const char* gBlendOps[18] = {
240        // Clear
241        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
242        // Src
243        "return src;\n",
244        // Dst
245        "return dst;\n",
246        // SrcOver
247        "return src + dst * (1.0 - src.a);\n",
248        // DstOver
249        "return dst + src * (1.0 - dst.a);\n",
250        // SrcIn
251        "return src * dst.a;\n",
252        // DstIn
253        "return dst * src.a;\n",
254        // SrcOut
255        "return src * (1.0 - dst.a);\n",
256        // DstOut
257        "return dst * (1.0 - src.a);\n",
258        // SrcAtop
259        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
260        // DstAtop
261        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
262        // Xor
263        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
264                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
265        // Add
266        "return min(src + dst, 1.0);\n",
267        // Multiply
268        "return src * dst;\n",
269        // Screen
270        "return src + dst - src * dst;\n",
271        // Overlay
272        "return clamp(vec4(mix("
273                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
274                "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), "
275                "step(dst.a, 2.0 * dst.rgb)), "
276                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
277        // Darken
278        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
279                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
280        // Lighten
281        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
282                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
283};
284
285///////////////////////////////////////////////////////////////////////////////
286// Constructors/destructors
287///////////////////////////////////////////////////////////////////////////////
288
289ProgramCache::ProgramCache() {
290}
291
292ProgramCache::~ProgramCache() {
293    clear();
294}
295
296///////////////////////////////////////////////////////////////////////////////
297// Cache management
298///////////////////////////////////////////////////////////////////////////////
299
300void ProgramCache::clear() {
301    size_t count = mCache.size();
302    for (size_t i = 0; i < count; i++) {
303        delete mCache.valueAt(i);
304    }
305    mCache.clear();
306}
307
308Program* ProgramCache::get(const ProgramDescription& description) {
309    programid key = description.key();
310    ssize_t index = mCache.indexOfKey(key);
311    Program* program = NULL;
312    if (index < 0) {
313        description.log("Could not find program");
314        program = generateProgram(description, key);
315        mCache.add(key, program);
316    } else {
317        program = mCache.valueAt(index);
318    }
319    return program;
320}
321
322///////////////////////////////////////////////////////////////////////////////
323// Program generation
324///////////////////////////////////////////////////////////////////////////////
325
326Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
327    String8 vertexShader = generateVertexShader(description);
328    String8 fragmentShader = generateFragmentShader(description);
329
330    Program* program = new Program(vertexShader.string(), fragmentShader.string());
331    return program;
332}
333
334String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
335    // Add attributes
336    String8 shader(gVS_Header_Attributes);
337    if (description.hasTexture) {
338        shader.append(gVS_Header_Attributes_TexCoords);
339    }
340    // Uniforms
341    shader.append(gVS_Header_Uniforms);
342    if (description.hasGradient) {
343        shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]);
344    }
345    if (description.hasBitmap) {
346        shader.append(gVS_Header_Uniforms_HasBitmap);
347    }
348    // Varyings
349    if (description.hasTexture) {
350        shader.append(gVS_Header_Varyings_HasTexture);
351    }
352    if (description.hasGradient) {
353        shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
354    }
355    if (description.hasBitmap) {
356        shader.append(gVS_Header_Varyings_HasBitmap);
357    }
358
359    // Begin the shader
360    shader.append(gVS_Main); {
361        if (description.hasTexture) {
362            shader.append(gVS_Main_OutTexCoords);
363        }
364        if (description.hasGradient) {
365            shader.append(gVS_Main_OutGradient[description.gradientType]);
366        }
367        if (description.hasBitmap) {
368            shader.append(gVS_Main_OutBitmapTexCoords);
369        }
370        // Output transformed position
371        shader.append(gVS_Main_Position);
372    }
373    // End the shader
374    shader.append(gVS_Footer);
375
376    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
377
378    return shader;
379}
380
381String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
382    // Set the default precision
383    String8 shader;
384
385    const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
386    if (blendFramebuffer) {
387        shader.append(gFS_Header_Extension_FramebufferFetch);
388    }
389
390    shader.append(gFS_Header);
391
392    // Varyings
393    if (description.hasTexture) {
394        shader.append(gVS_Header_Varyings_HasTexture);
395    }
396    if (description.hasGradient) {
397        shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
398    }
399    if (description.hasBitmap) {
400        shader.append(gVS_Header_Varyings_HasBitmap);
401    }
402
403    // Uniforms
404    int modulateOp = MODULATE_OP_NO_MODULATE;
405    const bool singleColor = !description.hasTexture &&
406            !description.hasGradient && !description.hasBitmap;
407
408    if (description.modulate || singleColor) {
409        shader.append(gFS_Uniforms_Color);
410        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
411    }
412    if (description.hasTexture) {
413        shader.append(gFS_Uniforms_TextureSampler);
414    }
415    if (description.hasGradient) {
416        shader.append(gFS_Uniforms_GradientSampler[description.gradientType]);
417    }
418
419    // Optimization for common cases
420    if (!blendFramebuffer) {
421        bool fast = false;
422
423        const bool noShader = !description.hasGradient && !description.hasBitmap;
424        const bool singleTexture = description.hasTexture &&
425                !description.hasAlpha8Texture && noShader;
426        const bool singleA8Texture = description.hasTexture &&
427                description.hasAlpha8Texture && noShader;
428        const bool singleGradient = !description.hasTexture &&
429                description.hasGradient && !description.hasBitmap &&
430                description.gradientType == ProgramDescription::kGradientLinear;
431
432        if (singleColor) {
433            shader.append(gFS_Fast_SingleColor);
434            fast = true;
435        } else if (singleTexture) {
436            if (!description.modulate) {
437                shader.append(gFS_Fast_SingleTexture);
438            } else {
439                shader.append(gFS_Fast_SingleModulateTexture);
440            }
441            fast = true;
442        } else if (singleA8Texture) {
443            if (!description.modulate) {
444                shader.append(gFS_Fast_SingleA8Texture);
445            } else {
446                shader.append(gFS_Fast_SingleModulateA8Texture);
447            }
448            fast = true;
449        } else if (singleGradient) {
450            if (!description.modulate) {
451                shader.append(gFS_Fast_SingleGradient);
452            } else {
453                shader.append(gFS_Fast_SingleModulateGradient);
454            }
455            fast = true;
456        }
457
458        if (fast) {
459            if (DEBUG_PROGRAM_CACHE) {
460                PROGRAM_LOGD("*** Fast case:\n");
461                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
462                printLongString(shader);
463            }
464
465            return shader;
466        }
467    }
468
469    if (description.hasBitmap) {
470        shader.append(gFS_Uniforms_BitmapSampler);
471    }
472    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
473
474    // Generate required functions
475    if (description.hasGradient && description.hasBitmap) {
476        generateBlend(shader, "blendShaders", description.shadersMode);
477    }
478    if (description.colorOp == ProgramDescription::kColorBlend) {
479        generateBlend(shader, "blendColors", description.colorMode);
480    }
481    if (blendFramebuffer) {
482        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
483    }
484    if (description.isBitmapNpot) {
485        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
486    }
487
488    // Begin the shader
489    shader.append(gFS_Main); {
490        // Stores the result in fragColor directly
491        if (description.hasTexture) {
492            if (description.hasAlpha8Texture) {
493                if (!description.hasGradient && !description.hasBitmap) {
494                    shader.append(gFS_Main_FetchA8Texture[modulateOp]);
495                }
496            } else {
497                shader.append(gFS_Main_FetchTexture[modulateOp]);
498            }
499        } else {
500            if ((!description.hasGradient && !description.hasBitmap) || description.modulate) {
501                shader.append(gFS_Main_FetchColor);
502            }
503        }
504        if (description.hasGradient) {
505            shader.append(gFS_Main_FetchGradient[description.gradientType]);
506        }
507        if (description.hasBitmap) {
508            if (!description.isBitmapNpot) {
509                shader.append(gFS_Main_FetchBitmap);
510            } else {
511                shader.append(gFS_Main_FetchBitmapNpot);
512            }
513        }
514        // Case when we have two shaders set
515        if (description.hasGradient && description.hasBitmap) {
516            int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
517            if (description.isBitmapFirst) {
518                shader.append(gFS_Main_BlendShadersBG);
519            } else {
520                shader.append(gFS_Main_BlendShadersGB);
521            }
522            shader.append(gFS_Main_BlendShaders_Modulate[op]);
523        } else {
524            if (description.hasGradient) {
525                int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
526                shader.append(gFS_Main_GradientShader_Modulate[op]);
527            } else if (description.hasBitmap) {
528                int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
529                shader.append(gFS_Main_BitmapShader_Modulate[op]);
530            }
531        }
532        // Apply the color op if needed
533        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
534        // Output the fragment
535        if (!blendFramebuffer) {
536            shader.append(gFS_Main_FragColor);
537        } else {
538            shader.append(!description.swapSrcDst ?
539                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
540        }
541    }
542    // End the shader
543    shader.append(gFS_Footer);
544
545    if (DEBUG_PROGRAM_CACHE) {
546        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
547        printLongString(shader);
548    }
549
550    return shader;
551}
552
553void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
554    shader.append("\nvec4 ");
555    shader.append(name);
556    shader.append("(vec4 src, vec4 dst) {\n");
557    shader.append("    ");
558    shader.append(gBlendOps[mode]);
559    shader.append("}\n");
560}
561
562void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
563    shader.append("\nvec2 wrap(vec2 texCoords) {\n");
564    if (wrapS == GL_MIRRORED_REPEAT) {
565        shader.append("    float xMod2 = mod(texCoords.x, 2.0);\n");
566        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
567    }
568    if (wrapT == GL_MIRRORED_REPEAT) {
569        shader.append("    float yMod2 = mod(texCoords.y, 2.0);\n");
570        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
571    }
572    shader.append("    return vec2(");
573    switch (wrapS) {
574        case GL_CLAMP_TO_EDGE:
575            shader.append("texCoords.x");
576            break;
577        case GL_REPEAT:
578            shader.append("mod(texCoords.x, 1.0)");
579            break;
580        case GL_MIRRORED_REPEAT:
581            shader.append("xMod2");
582            break;
583    }
584    shader.append(", ");
585    switch (wrapT) {
586        case GL_CLAMP_TO_EDGE:
587            shader.append("texCoords.y");
588            break;
589        case GL_REPEAT:
590            shader.append("mod(texCoords.y, 1.0)");
591            break;
592        case GL_MIRRORED_REPEAT:
593            shader.append("yMod2");
594            break;
595    }
596    shader.append(");\n");
597    shader.append("}\n");
598}
599
600void ProgramCache::printLongString(const String8& shader) const {
601    ssize_t index = 0;
602    ssize_t lastIndex = 0;
603    const char* str = shader.string();
604    while ((index = shader.find("\n", index)) > -1) {
605        String8 line(str, index - lastIndex);
606        if (line.length() == 0) line.append("\n");
607        PROGRAM_LOGD("%s", line.string());
608        index++;
609        str += (index - lastIndex);
610        lastIndex = index;
611    }
612}
613
614}; // namespace uirenderer
615}; // namespace android
616