ProgramCache.cpp revision 710f46d9d6a5bf9ea1c1833384caf61e1934124f
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 "ProgramCache.h"
23
24namespace android {
25namespace uirenderer {
26
27///////////////////////////////////////////////////////////////////////////////
28// Defines
29///////////////////////////////////////////////////////////////////////////////
30
31#define MODULATE_OP_NO_MODULATE 0
32#define MODULATE_OP_MODULATE 1
33#define MODULATE_OP_MODULATE_A8 2
34
35///////////////////////////////////////////////////////////////////////////////
36// Vertex shaders snippets
37///////////////////////////////////////////////////////////////////////////////
38
39const char* gVS_Header_Attributes =
40        "attribute vec4 position;\n";
41const char* gVS_Header_Attributes_TexCoords =
42        "attribute vec2 texCoords;\n";
43const char* gVS_Header_Attributes_AALineParameters =
44        "attribute float vtxWidth;\n"
45        "attribute float vtxLength;\n";
46const char* gVS_Header_Attributes_AAVertexShapeParameters =
47        "attribute float vtxAlpha;\n";
48const char* gVS_Header_Uniforms_TextureTransform =
49        "uniform mat4 mainTextureTransform;\n";
50const char* gVS_Header_Uniforms =
51        "uniform mat4 transform;\n";
52const char* gVS_Header_Uniforms_IsPoint =
53        "uniform mediump float pointSize;\n";
54const char* gVS_Header_Uniforms_HasGradient[3] = {
55        // Linear
56        "uniform mat4 screenSpace;\n",
57        // Circular
58        "uniform mat4 screenSpace;\n",
59        // Sweep
60        "uniform mat4 screenSpace;\n"
61};
62const char* gVS_Header_Uniforms_HasBitmap =
63        "uniform mat4 textureTransform;\n"
64        "uniform mediump vec2 textureDimension;\n";
65const char* gVS_Header_Varyings_HasTexture =
66        "varying vec2 outTexCoords;\n";
67const char* gVS_Header_Varyings_IsAALine =
68        "varying float widthProportion;\n"
69        "varying float lengthProportion;\n";
70const char* gVS_Header_Varyings_IsAAVertexShape =
71        "varying float alpha;\n";
72const char* gVS_Header_Varyings_HasBitmap =
73        "varying highp vec2 outBitmapTexCoords;\n";
74const char* gVS_Header_Varyings_PointHasBitmap =
75        "varying highp vec2 outPointBitmapTexCoords;\n";
76const char* gVS_Header_Varyings_HasGradient[6] = {
77        // Linear
78        "varying highp vec2 linear;\n",
79        "varying float linear;\n",
80
81        // Circular
82        "varying highp vec2 circular;\n",
83        "varying highp vec2 circular;\n",
84
85        // Sweep
86        "varying highp vec2 sweep;\n",
87        "varying highp vec2 sweep;\n",
88};
89const char* gVS_Main =
90        "\nvoid main(void) {\n";
91const char* gVS_Main_OutTexCoords =
92        "    outTexCoords = texCoords;\n";
93const char* gVS_Main_OutTransformedTexCoords =
94        "    outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
95const char* gVS_Main_OutGradient[6] = {
96        // Linear
97        "    linear = vec2((screenSpace * position).x, 0.5);\n",
98        "    linear = (screenSpace * position).x;\n",
99
100        // Circular
101        "    circular = (screenSpace * position).xy;\n",
102        "    circular = (screenSpace * position).xy;\n",
103
104        // Sweep
105        "    sweep = (screenSpace * position).xy;\n",
106        "    sweep = (screenSpace * position).xy;\n",
107};
108const char* gVS_Main_OutBitmapTexCoords =
109        "    outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
110const char* gVS_Main_OutPointBitmapTexCoords =
111        "    outPointBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
112const char* gVS_Main_Position =
113        "    gl_Position = transform * position;\n";
114const char* gVS_Main_PointSize =
115        "    gl_PointSize = pointSize;\n";
116const char* gVS_Main_AALine =
117        "    widthProportion = vtxWidth;\n"
118        "    lengthProportion = vtxLength;\n";
119const char* gVS_Main_AAVertexShape =
120        "    alpha = vtxAlpha;\n";
121const char* gVS_Footer =
122        "}\n\n";
123
124///////////////////////////////////////////////////////////////////////////////
125// Fragment shaders snippets
126///////////////////////////////////////////////////////////////////////////////
127
128const char* gFS_Header_Extension_FramebufferFetch =
129        "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
130const char* gFS_Header_Extension_ExternalTexture =
131        "#extension GL_OES_EGL_image_external : require\n\n";
132const char* gFS_Header =
133        "precision mediump float;\n\n";
134const char* gFS_Uniforms_Color =
135        "uniform vec4 color;\n";
136const char* gFS_Uniforms_AALine =
137        "uniform float boundaryWidth;\n"
138        "uniform float boundaryLength;\n";
139const char* gFS_Header_Uniforms_PointHasBitmap =
140        "uniform vec2 textureDimension;\n"
141        "uniform float pointSize;\n";
142const char* gFS_Uniforms_TextureSampler =
143        "uniform sampler2D baseSampler;\n";
144const char* gFS_Uniforms_ExternalTextureSampler =
145        "uniform samplerExternalOES baseSampler;\n";
146#define FS_UNIFORMS_DITHER \
147        "uniform float ditherSize;\n" \
148        "uniform sampler2D ditherSampler;\n"
149#define FS_UNIFORMS_GRADIENT \
150        "uniform vec4 startColor;\n" \
151        "uniform vec4 endColor;\n"
152const char* gFS_Uniforms_GradientSampler[6] = {
153        // Linear
154        FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n",
155        FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT,
156
157        // Circular
158        FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n",
159        FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT,
160
161        // Sweep
162        FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n",
163        FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT
164};
165const char* gFS_Uniforms_BitmapSampler =
166        "uniform sampler2D bitmapSampler;\n";
167const char* gFS_Uniforms_ColorOp[4] = {
168        // None
169        "",
170        // Matrix
171        "uniform mat4 colorMatrix;\n"
172        "uniform vec4 colorMatrixVector;\n",
173        // Lighting
174        "uniform vec4 lightingMul;\n"
175        "uniform vec4 lightingAdd;\n",
176        // PorterDuff
177        "uniform vec4 colorBlend;\n"
178};
179const char* gFS_Uniforms_Gamma =
180        "uniform float gamma;\n";
181
182const char* gFS_Main =
183        "\nvoid main(void) {\n"
184        "    lowp vec4 fragColor;\n";
185
186const char* gFS_Main_PointBitmapTexCoords =
187        "    highp vec2 outBitmapTexCoords = outPointBitmapTexCoords + "
188        "((gl_PointCoord - vec2(0.5, 0.5)) * textureDimension * vec2(pointSize, pointSize));\n";
189
190#define FS_MAIN_DITHER \
191        "texture2D(ditherSampler, gl_FragCoord.xy * ditherSize).a * ditherSize * ditherSize"
192const char* gFS_Main_AddDitherToGradient =
193        "    gradientColor += " FS_MAIN_DITHER ";\n";
194
195// Fast cases
196const char* gFS_Fast_SingleColor =
197        "\nvoid main(void) {\n"
198        "    gl_FragColor = color;\n"
199        "}\n\n";
200const char* gFS_Fast_SingleTexture =
201        "\nvoid main(void) {\n"
202        "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
203        "}\n\n";
204const char* gFS_Fast_SingleModulateTexture =
205        "\nvoid main(void) {\n"
206        "    gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n"
207        "}\n\n";
208const char* gFS_Fast_SingleA8Texture =
209        "\nvoid main(void) {\n"
210        "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
211        "}\n\n";
212const char* gFS_Fast_SingleA8Texture_ApplyGamma =
213        "\nvoid main(void) {\n"
214        "    gl_FragColor = vec4(0.0, 0.0, 0.0, pow(texture2D(baseSampler, outTexCoords).a, gamma));\n"
215        "}\n\n";
216const char* gFS_Fast_SingleModulateA8Texture =
217        "\nvoid main(void) {\n"
218        "    gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n"
219        "}\n\n";
220const char* gFS_Fast_SingleModulateA8Texture_ApplyGamma =
221        "\nvoid main(void) {\n"
222        "    gl_FragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
223        "}\n\n";
224const char* gFS_Fast_SingleGradient[2] = {
225        "\nvoid main(void) {\n"
226        "    gl_FragColor = " FS_MAIN_DITHER " + texture2D(gradientSampler, linear);\n"
227        "}\n\n",
228        "\nvoid main(void) {\n"
229        "    gl_FragColor = " FS_MAIN_DITHER " + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
230        "}\n\n"
231};
232const char* gFS_Fast_SingleModulateGradient[2] = {
233        "\nvoid main(void) {\n"
234        "    gl_FragColor = " FS_MAIN_DITHER " + color.a * texture2D(gradientSampler, linear);\n"
235        "}\n\n",
236        "\nvoid main(void) {\n"
237        "    gl_FragColor = " FS_MAIN_DITHER " + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
238        "}\n\n"
239};
240
241// General case
242const char* gFS_Main_FetchColor =
243        "    fragColor = color;\n";
244const char* gFS_Main_ModulateColor =
245        "    fragColor *= color.a;\n";
246const char* gFS_Main_AccountForAALine =
247        "    fragColor *= (1.0 - smoothstep(boundaryWidth, 0.5, abs(0.5 - widthProportion)))\n"
248        "               * (1.0 - smoothstep(boundaryLength, 0.5, abs(0.5 - lengthProportion)));\n";
249const char* gFS_Main_AccountForAAVertexShape =
250        "    fragColor *= alpha;\n";
251
252const char* gFS_Main_FetchTexture[2] = {
253        // Don't modulate
254        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
255        // Modulate
256        "    fragColor = color * texture2D(baseSampler, outTexCoords);\n"
257};
258const char* gFS_Main_FetchA8Texture[4] = {
259        // Don't modulate
260        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
261        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
262        // Modulate
263        "    fragColor = color * texture2D(baseSampler, outTexCoords).a;\n",
264        "    fragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
265};
266const char* gFS_Main_FetchGradient[6] = {
267        // Linear
268        "    vec4 gradientColor = texture2D(gradientSampler, linear);\n",
269
270        "    vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
271
272        // Circular
273        "    vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
274
275        "    vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
276
277        // Sweep
278        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
279        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
280
281        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
282        "    vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
283};
284const char* gFS_Main_FetchBitmap =
285        "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
286const char* gFS_Main_FetchBitmapNpot =
287        "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
288const char* gFS_Main_BlendShadersBG =
289        "    fragColor = blendShaders(gradientColor, bitmapColor)";
290const char* gFS_Main_BlendShadersGB =
291        "    fragColor = blendShaders(bitmapColor, gradientColor)";
292const char* gFS_Main_BlendShaders_Modulate[6] = {
293        // Don't modulate
294        ";\n",
295        ";\n",
296        // Modulate
297        " * color.a;\n",
298        " * color.a;\n",
299        // Modulate with alpha 8 texture
300        " * texture2D(baseSampler, outTexCoords).a;\n",
301        " * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
302};
303const char* gFS_Main_GradientShader_Modulate[6] = {
304        // Don't modulate
305        "    fragColor = gradientColor;\n",
306        "    fragColor = gradientColor;\n",
307        // Modulate
308        "    fragColor = gradientColor * color.a;\n",
309        "    fragColor = gradientColor * color.a;\n",
310        // Modulate with alpha 8 texture
311        "    fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
312        "    fragColor = gradientColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
313    };
314const char* gFS_Main_BitmapShader_Modulate[6] = {
315        // Don't modulate
316        "    fragColor = bitmapColor;\n",
317        "    fragColor = bitmapColor;\n",
318        // Modulate
319        "    fragColor = bitmapColor * color.a;\n",
320        "    fragColor = bitmapColor * color.a;\n",
321        // Modulate with alpha 8 texture
322        "    fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
323        "    fragColor = bitmapColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
324    };
325const char* gFS_Main_FragColor =
326        "    gl_FragColor = fragColor;\n";
327const char* gFS_Main_FragColor_Blend =
328        "    gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
329const char* gFS_Main_FragColor_Blend_Swap =
330        "    gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
331const char* gFS_Main_ApplyColorOp[4] = {
332        // None
333        "",
334        // Matrix
335        // TODO: Fix premultiplied alpha computations for color matrix
336        "    fragColor *= colorMatrix;\n"
337        "    fragColor += colorMatrixVector;\n"
338        "    fragColor.rgb *= fragColor.a;\n",
339        // Lighting
340        "    float lightingAlpha = fragColor.a;\n"
341        "    fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n"
342        "    fragColor.a = lightingAlpha;\n",
343        // PorterDuff
344        "    fragColor = blendColors(colorBlend, fragColor);\n"
345};
346const char* gFS_Footer =
347        "}\n\n";
348
349///////////////////////////////////////////////////////////////////////////////
350// PorterDuff snippets
351///////////////////////////////////////////////////////////////////////////////
352
353const char* gBlendOps[18] = {
354        // Clear
355        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
356        // Src
357        "return src;\n",
358        // Dst
359        "return dst;\n",
360        // SrcOver
361        "return src + dst * (1.0 - src.a);\n",
362        // DstOver
363        "return dst + src * (1.0 - dst.a);\n",
364        // SrcIn
365        "return src * dst.a;\n",
366        // DstIn
367        "return dst * src.a;\n",
368        // SrcOut
369        "return src * (1.0 - dst.a);\n",
370        // DstOut
371        "return dst * (1.0 - src.a);\n",
372        // SrcAtop
373        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
374        // DstAtop
375        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
376        // Xor
377        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
378                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
379        // Add
380        "return min(src + dst, 1.0);\n",
381        // Multiply
382        "return src * dst;\n",
383        // Screen
384        "return src + dst - src * dst;\n",
385        // Overlay
386        "return clamp(vec4(mix("
387                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
388                "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), "
389                "step(dst.a, 2.0 * dst.rgb)), "
390                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
391        // Darken
392        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
393                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
394        // Lighten
395        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
396                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
397};
398
399///////////////////////////////////////////////////////////////////////////////
400// Constructors/destructors
401///////////////////////////////////////////////////////////////////////////////
402
403ProgramCache::ProgramCache() {
404}
405
406ProgramCache::~ProgramCache() {
407    clear();
408}
409
410///////////////////////////////////////////////////////////////////////////////
411// Cache management
412///////////////////////////////////////////////////////////////////////////////
413
414void ProgramCache::clear() {
415    PROGRAM_LOGD("Clearing program cache");
416
417    size_t count = mCache.size();
418    for (size_t i = 0; i < count; i++) {
419        delete mCache.valueAt(i);
420    }
421    mCache.clear();
422}
423
424Program* ProgramCache::get(const ProgramDescription& description) {
425    programid key = description.key();
426    ssize_t index = mCache.indexOfKey(key);
427    Program* program = NULL;
428    if (index < 0) {
429        description.log("Could not find program");
430        program = generateProgram(description, key);
431        mCache.add(key, program);
432    } else {
433        program = mCache.valueAt(index);
434    }
435    return program;
436}
437
438///////////////////////////////////////////////////////////////////////////////
439// Program generation
440///////////////////////////////////////////////////////////////////////////////
441
442Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
443    String8 vertexShader = generateVertexShader(description);
444    String8 fragmentShader = generateFragmentShader(description);
445
446    return new Program(description, vertexShader.string(), fragmentShader.string());
447}
448
449static inline size_t gradientIndex(const ProgramDescription& description) {
450    return description.gradientType * 2 + description.isSimpleGradient;
451}
452
453String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
454    // Add attributes
455    String8 shader(gVS_Header_Attributes);
456    if (description.hasTexture || description.hasExternalTexture) {
457        shader.append(gVS_Header_Attributes_TexCoords);
458    }
459    if (description.isAA) {
460        if (description.isVertexShape) {
461            shader.append(gVS_Header_Attributes_AAVertexShapeParameters);
462        } else {
463            shader.append(gVS_Header_Attributes_AALineParameters);
464        }
465    }
466    // Uniforms
467    shader.append(gVS_Header_Uniforms);
468    if (description.hasTextureTransform) {
469        shader.append(gVS_Header_Uniforms_TextureTransform);
470    }
471    if (description.hasGradient) {
472        shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]);
473    }
474    if (description.hasBitmap) {
475        shader.append(gVS_Header_Uniforms_HasBitmap);
476    }
477    if (description.isPoint) {
478        shader.append(gVS_Header_Uniforms_IsPoint);
479    }
480    // Varyings
481    if (description.hasTexture || description.hasExternalTexture) {
482        shader.append(gVS_Header_Varyings_HasTexture);
483    }
484    if (description.isAA) {
485        if (description.isVertexShape) {
486            shader.append(gVS_Header_Varyings_IsAAVertexShape);
487        } else {
488            shader.append(gVS_Header_Varyings_IsAALine);
489        }
490    }
491    if (description.hasGradient) {
492        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
493    }
494    if (description.hasBitmap) {
495        shader.append(description.isPoint ?
496                gVS_Header_Varyings_PointHasBitmap :
497                gVS_Header_Varyings_HasBitmap);
498    }
499
500    // Begin the shader
501    shader.append(gVS_Main); {
502        if (description.hasTextureTransform) {
503            shader.append(gVS_Main_OutTransformedTexCoords);
504        } else if (description.hasTexture || description.hasExternalTexture) {
505            shader.append(gVS_Main_OutTexCoords);
506        }
507        if (description.isAA) {
508            if (description.isVertexShape) {
509                shader.append(gVS_Main_AAVertexShape);
510            } else {
511                shader.append(gVS_Main_AALine);
512            }
513        }
514        if (description.hasGradient) {
515            shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
516        }
517        if (description.hasBitmap) {
518            shader.append(description.isPoint ?
519                    gVS_Main_OutPointBitmapTexCoords :
520                    gVS_Main_OutBitmapTexCoords);
521        }
522        if (description.isPoint) {
523            shader.append(gVS_Main_PointSize);
524        }
525        // Output transformed position
526        shader.append(gVS_Main_Position);
527    }
528    // End the shader
529    shader.append(gVS_Footer);
530
531    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
532
533    return shader;
534}
535
536static bool shaderOp(const ProgramDescription& description, String8& shader,
537        const int modulateOp, const char** snippets) {
538    int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
539    op = op * 2 + description.hasGammaCorrection;
540    shader.append(snippets[op]);
541    return description.hasAlpha8Texture;
542}
543
544String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
545    String8 shader;
546
547    const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
548    if (blendFramebuffer) {
549        shader.append(gFS_Header_Extension_FramebufferFetch);
550    }
551    if (description.hasExternalTexture) {
552        shader.append(gFS_Header_Extension_ExternalTexture);
553    }
554
555    shader.append(gFS_Header);
556
557    // Varyings
558    if (description.hasTexture || description.hasExternalTexture) {
559        shader.append(gVS_Header_Varyings_HasTexture);
560    }
561    if (description.isAA) {
562        if (description.isVertexShape) {
563            shader.append(gVS_Header_Varyings_IsAAVertexShape);
564        } else {
565            shader.append(gVS_Header_Varyings_IsAALine);
566        }
567    }
568    if (description.hasGradient) {
569        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
570    }
571    if (description.hasBitmap) {
572        shader.append(description.isPoint ?
573                gVS_Header_Varyings_PointHasBitmap :
574                gVS_Header_Varyings_HasBitmap);
575    }
576
577    // Uniforms
578    int modulateOp = MODULATE_OP_NO_MODULATE;
579    const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
580            !description.hasGradient && !description.hasBitmap;
581
582    if (description.modulate || singleColor) {
583        shader.append(gFS_Uniforms_Color);
584        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
585    }
586    if (description.hasTexture) {
587        shader.append(gFS_Uniforms_TextureSampler);
588    } else if (description.hasExternalTexture) {
589        shader.append(gFS_Uniforms_ExternalTextureSampler);
590    }
591    if (description.isAA && !description.isVertexShape) {
592        shader.append(gFS_Uniforms_AALine);
593    }
594    if (description.hasGradient) {
595        shader.append(gFS_Uniforms_GradientSampler[gradientIndex(description)]);
596    }
597    if (description.hasBitmap && description.isPoint) {
598        shader.append(gFS_Header_Uniforms_PointHasBitmap);
599    }
600    if (description.hasGammaCorrection) {
601        shader.append(gFS_Uniforms_Gamma);
602    }
603
604    // Optimization for common cases
605    if (!description.isAA && !blendFramebuffer &&
606            description.colorOp == ProgramDescription::kColorNone &&
607            !description.isPoint && !description.isVertexShape) {
608        bool fast = false;
609
610        const bool noShader = !description.hasGradient && !description.hasBitmap;
611        const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
612                !description.hasAlpha8Texture && noShader;
613        const bool singleA8Texture = description.hasTexture &&
614                description.hasAlpha8Texture && noShader;
615        const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
616                description.hasGradient && !description.hasBitmap &&
617                description.gradientType == ProgramDescription::kGradientLinear;
618
619        if (singleColor) {
620            shader.append(gFS_Fast_SingleColor);
621            fast = true;
622        } else if (singleTexture) {
623            if (!description.modulate) {
624                shader.append(gFS_Fast_SingleTexture);
625            } else {
626                shader.append(gFS_Fast_SingleModulateTexture);
627            }
628            fast = true;
629        } else if (singleA8Texture) {
630            if (!description.modulate) {
631                if (description.hasGammaCorrection) {
632                    shader.append(gFS_Fast_SingleA8Texture_ApplyGamma);
633                } else {
634                    shader.append(gFS_Fast_SingleA8Texture);
635                }
636            } else {
637                if (description.hasGammaCorrection) {
638                    shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma);
639                } else {
640                    shader.append(gFS_Fast_SingleModulateA8Texture);
641                }
642            }
643            fast = true;
644        } else if (singleGradient) {
645            if (!description.modulate) {
646                shader.append(gFS_Fast_SingleGradient[description.isSimpleGradient]);
647            } else {
648                shader.append(gFS_Fast_SingleModulateGradient[description.isSimpleGradient]);
649            }
650            fast = true;
651        }
652
653        if (fast) {
654#if DEBUG_PROGRAMS
655                PROGRAM_LOGD("*** Fast case:\n");
656                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
657                printLongString(shader);
658#endif
659
660            return shader;
661        }
662    }
663
664    if (description.hasBitmap) {
665        shader.append(gFS_Uniforms_BitmapSampler);
666    }
667    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
668
669    // Generate required functions
670    if (description.hasGradient && description.hasBitmap) {
671        generateBlend(shader, "blendShaders", description.shadersMode);
672    }
673    if (description.colorOp == ProgramDescription::kColorBlend) {
674        generateBlend(shader, "blendColors", description.colorMode);
675    }
676    if (blendFramebuffer) {
677        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
678    }
679    if (description.isBitmapNpot) {
680        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
681    }
682
683    // Begin the shader
684    shader.append(gFS_Main); {
685        // Stores the result in fragColor directly
686        if (description.hasTexture || description.hasExternalTexture) {
687            if (description.hasAlpha8Texture) {
688                if (!description.hasGradient && !description.hasBitmap) {
689                    shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 +
690                                                          description.hasGammaCorrection]);
691                }
692            } else {
693                shader.append(gFS_Main_FetchTexture[modulateOp]);
694            }
695        } else {
696            if (!description.hasGradient && !description.hasBitmap) {
697                shader.append(gFS_Main_FetchColor);
698            }
699        }
700        if (description.hasGradient) {
701            shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
702            shader.append(gFS_Main_AddDitherToGradient);
703        }
704        if (description.hasBitmap) {
705            if (description.isPoint) {
706                shader.append(gFS_Main_PointBitmapTexCoords);
707            }
708            if (!description.isBitmapNpot) {
709                shader.append(gFS_Main_FetchBitmap);
710            } else {
711                shader.append(gFS_Main_FetchBitmapNpot);
712            }
713        }
714        bool applyModulate = false;
715        // Case when we have two shaders set
716        if (description.hasGradient && description.hasBitmap) {
717            if (description.isBitmapFirst) {
718                shader.append(gFS_Main_BlendShadersBG);
719            } else {
720                shader.append(gFS_Main_BlendShadersGB);
721            }
722            applyModulate = shaderOp(description, shader, modulateOp,
723                    gFS_Main_BlendShaders_Modulate);
724        } else {
725            if (description.hasGradient) {
726                applyModulate = shaderOp(description, shader, modulateOp,
727                        gFS_Main_GradientShader_Modulate);
728            } else if (description.hasBitmap) {
729                applyModulate = shaderOp(description, shader, modulateOp,
730                        gFS_Main_BitmapShader_Modulate);
731            }
732        }
733
734        if (description.modulate && applyModulate) {
735            shader.append(gFS_Main_ModulateColor);
736        }
737
738        // Apply the color op if needed
739        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
740
741        if (description.isAA) {
742            if (description.isVertexShape) {
743                shader.append(gFS_Main_AccountForAAVertexShape);
744            } else {
745                shader.append(gFS_Main_AccountForAALine);
746            }
747        }
748
749        // Output the fragment
750        if (!blendFramebuffer) {
751            shader.append(gFS_Main_FragColor);
752        } else {
753            shader.append(!description.swapSrcDst ?
754                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
755        }
756    }
757    // End the shader
758    shader.append(gFS_Footer);
759
760#if DEBUG_PROGRAMS
761        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
762        printLongString(shader);
763#endif
764
765    return shader;
766}
767
768void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
769    shader.append("\nvec4 ");
770    shader.append(name);
771    shader.append("(vec4 src, vec4 dst) {\n");
772    shader.append("    ");
773    shader.append(gBlendOps[mode]);
774    shader.append("}\n");
775}
776
777void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
778    shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n");
779    if (wrapS == GL_MIRRORED_REPEAT) {
780        shader.append("    highp float xMod2 = mod(texCoords.x, 2.0);\n");
781        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
782    }
783    if (wrapT == GL_MIRRORED_REPEAT) {
784        shader.append("    highp float yMod2 = mod(texCoords.y, 2.0);\n");
785        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
786    }
787    shader.append("    return vec2(");
788    switch (wrapS) {
789        case GL_CLAMP_TO_EDGE:
790            shader.append("texCoords.x");
791            break;
792        case GL_REPEAT:
793            shader.append("mod(texCoords.x, 1.0)");
794            break;
795        case GL_MIRRORED_REPEAT:
796            shader.append("xMod2");
797            break;
798    }
799    shader.append(", ");
800    switch (wrapT) {
801        case GL_CLAMP_TO_EDGE:
802            shader.append("texCoords.y");
803            break;
804        case GL_REPEAT:
805            shader.append("mod(texCoords.y, 1.0)");
806            break;
807        case GL_MIRRORED_REPEAT:
808            shader.append("yMod2");
809            break;
810    }
811    shader.append(");\n");
812    shader.append("}\n");
813}
814
815void ProgramCache::printLongString(const String8& shader) const {
816    ssize_t index = 0;
817    ssize_t lastIndex = 0;
818    const char* str = shader.string();
819    while ((index = shader.find("\n", index)) > -1) {
820        String8 line(str, index - lastIndex);
821        if (line.length() == 0) line.append("\n");
822        PROGRAM_LOGD("%s", line.string());
823        index++;
824        str += (index - lastIndex);
825        lastIndex = index;
826    }
827}
828
829}; // namespace uirenderer
830}; // namespace android
831