ProgramCache.cpp revision 91a8c7c62913c2597e3bf5a6d59d2ed5fc7ba4e0
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 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 *= colorMatrix;\n"
331        "    fragColor += colorMatrixVector;\n"
332        "    fragColor.rgb *= fragColor.a;\n",
333        // PorterDuff
334        "    fragColor = blendColors(colorBlend, fragColor);\n"
335};
336
337// Note: LTRB -> xyzw
338const char* gFS_Main_FragColor_HasRoundRectClip =
339        "    mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
340        "    mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"
341
342        // divide + multiply by 128 to avoid falling out of range in length() function
343        "    mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
344        "    mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
345        "    gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n";
346
347const char* gFS_Main_DebugHighlight =
348        "    gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
349const char* gFS_Main_EmulateStencil =
350        "    gl_FragColor.rgba = vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 1.0);\n"
351        "    return;\n"
352        "    /*\n";
353const char* gFS_Footer_EmulateStencil =
354        "    */\n";
355const char* gFS_Footer =
356        "}\n\n";
357
358///////////////////////////////////////////////////////////////////////////////
359// PorterDuff snippets
360///////////////////////////////////////////////////////////////////////////////
361
362const char* gBlendOps[18] = {
363        // Clear
364        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
365        // Src
366        "return src;\n",
367        // Dst
368        "return dst;\n",
369        // SrcOver
370        "return src + dst * (1.0 - src.a);\n",
371        // DstOver
372        "return dst + src * (1.0 - dst.a);\n",
373        // SrcIn
374        "return src * dst.a;\n",
375        // DstIn
376        "return dst * src.a;\n",
377        // SrcOut
378        "return src * (1.0 - dst.a);\n",
379        // DstOut
380        "return dst * (1.0 - src.a);\n",
381        // SrcAtop
382        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
383        // DstAtop
384        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
385        // Xor
386        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
387                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
388        // Add
389        "return min(src + dst, 1.0);\n",
390        // Multiply
391        "return src * dst;\n",
392        // Screen
393        "return src + dst - src * dst;\n",
394        // Overlay
395        "return clamp(vec4(mix("
396                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
397                "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), "
398                "step(dst.a, 2.0 * dst.rgb)), "
399                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
400        // Darken
401        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
402                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
403        // Lighten
404        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
405                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
406};
407
408///////////////////////////////////////////////////////////////////////////////
409// Constructors/destructors
410///////////////////////////////////////////////////////////////////////////////
411
412ProgramCache::ProgramCache(): mHasES3(Extensions::getInstance().getMajorGlVersion() >= 3) {
413}
414
415ProgramCache::~ProgramCache() {
416    clear();
417}
418
419///////////////////////////////////////////////////////////////////////////////
420// Cache management
421///////////////////////////////////////////////////////////////////////////////
422
423void ProgramCache::clear() {
424    PROGRAM_LOGD("Clearing program cache");
425
426    size_t count = mCache.size();
427    for (size_t i = 0; i < count; i++) {
428        delete mCache.valueAt(i);
429    }
430    mCache.clear();
431}
432
433Program* ProgramCache::get(const ProgramDescription& description) {
434    programid key = description.key();
435    if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) {
436        // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
437        // to standard texture program (bitmaps, patches). Consider them equivalent.
438        key = PROGRAM_KEY_TEXTURE;
439    }
440
441    ssize_t index = mCache.indexOfKey(key);
442    Program* program = NULL;
443    if (index < 0) {
444        description.log("Could not find program");
445        program = generateProgram(description, key);
446        mCache.add(key, program);
447    } else {
448        program = mCache.valueAt(index);
449    }
450    return program;
451}
452
453///////////////////////////////////////////////////////////////////////////////
454// Program generation
455///////////////////////////////////////////////////////////////////////////////
456
457Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
458    String8 vertexShader = generateVertexShader(description);
459    String8 fragmentShader = generateFragmentShader(description);
460
461    return new Program(description, vertexShader.string(), fragmentShader.string());
462}
463
464static inline size_t gradientIndex(const ProgramDescription& description) {
465    return description.gradientType * 2 + description.isSimpleGradient;
466}
467
468String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
469    // Add attributes
470    String8 shader(gVS_Header_Attributes);
471    if (description.hasTexture || description.hasExternalTexture) {
472        shader.append(gVS_Header_Attributes_TexCoords);
473    }
474    if (description.hasVertexAlpha) {
475        shader.append(gVS_Header_Attributes_VertexAlphaParameters);
476    }
477    if (description.hasColors) {
478        shader.append(gVS_Header_Attributes_Colors);
479    }
480    // Uniforms
481    shader.append(gVS_Header_Uniforms);
482    if (description.hasTextureTransform) {
483        shader.append(gVS_Header_Uniforms_TextureTransform);
484    }
485    if (description.hasGradient) {
486        shader.append(gVS_Header_Uniforms_HasGradient);
487    }
488    if (description.hasBitmap) {
489        shader.append(gVS_Header_Uniforms_HasBitmap);
490    }
491    if (description.hasRoundRectClip) {
492        shader.append(gVS_Header_Uniforms_HasRoundRectClip);
493    }
494    // Varyings
495    if (description.hasTexture || description.hasExternalTexture) {
496        shader.append(gVS_Header_Varyings_HasTexture);
497    }
498    if (description.hasVertexAlpha) {
499        shader.append(gVS_Header_Varyings_HasVertexAlpha);
500    }
501    if (description.hasColors) {
502        shader.append(gVS_Header_Varyings_HasColors);
503    }
504    if (description.hasGradient) {
505        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
506    }
507    if (description.hasBitmap) {
508        shader.append(gVS_Header_Varyings_HasBitmap);
509    }
510    if (description.hasRoundRectClip) {
511        shader.append(gVS_Header_Varyings_HasRoundRectClip);
512    }
513
514    // Begin the shader
515    shader.append(gVS_Main); {
516        if (description.hasTextureTransform) {
517            shader.append(gVS_Main_OutTransformedTexCoords);
518        } else if (description.hasTexture || description.hasExternalTexture) {
519            shader.append(gVS_Main_OutTexCoords);
520        }
521        if (description.hasVertexAlpha) {
522            shader.append(gVS_Main_VertexAlpha);
523        }
524        if (description.hasColors) {
525            shader.append(gVS_Main_OutColors);
526        }
527        if (description.hasBitmap) {
528            shader.append(gVS_Main_OutBitmapTexCoords);
529        }
530        // Output transformed position
531        shader.append(gVS_Main_Position);
532        if (description.hasGradient) {
533            shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
534        }
535        if (description.hasRoundRectClip) {
536            shader.append(gVS_Main_HasRoundRectClip);
537        }
538    }
539    // End the shader
540    shader.append(gVS_Footer);
541
542    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
543
544    return shader;
545}
546
547static bool shaderOp(const ProgramDescription& description, String8& shader,
548        const int modulateOp, const char** snippets) {
549    int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
550    op = op * 2 + description.hasGammaCorrection;
551    shader.append(snippets[op]);
552    return description.hasAlpha8Texture;
553}
554
555String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
556    String8 shader;
557
558    const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
559    if (blendFramebuffer) {
560        shader.append(gFS_Header_Extension_FramebufferFetch);
561    }
562    if (description.hasExternalTexture) {
563        shader.append(gFS_Header_Extension_ExternalTexture);
564    }
565
566    shader.append(gFS_Header);
567
568    // Varyings
569    if (description.hasTexture || description.hasExternalTexture) {
570        shader.append(gVS_Header_Varyings_HasTexture);
571    }
572    if (description.hasVertexAlpha) {
573        shader.append(gVS_Header_Varyings_HasVertexAlpha);
574    }
575    if (description.hasColors) {
576        shader.append(gVS_Header_Varyings_HasColors);
577    }
578    if (description.hasGradient) {
579        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
580    }
581    if (description.hasBitmap) {
582        shader.append(gVS_Header_Varyings_HasBitmap);
583    }
584    if (description.hasRoundRectClip) {
585        shader.append(gVS_Header_Varyings_HasRoundRectClip);
586    }
587
588    // Uniforms
589    int modulateOp = MODULATE_OP_NO_MODULATE;
590    const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
591            !description.hasGradient && !description.hasBitmap;
592
593    if (description.modulate || singleColor) {
594        shader.append(gFS_Uniforms_Color);
595        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
596    }
597    if (description.hasTexture) {
598        shader.append(gFS_Uniforms_TextureSampler);
599    } else if (description.hasExternalTexture) {
600        shader.append(gFS_Uniforms_ExternalTextureSampler);
601    }
602    if (description.hasGradient) {
603        shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient],
604                gFS_Uniforms_Dither);
605    }
606    if (description.hasGammaCorrection) {
607        shader.append(gFS_Uniforms_Gamma);
608    }
609    if (description.hasRoundRectClip) {
610        shader.append(gFS_Uniforms_HasRoundRectClip);
611    }
612
613    // Optimization for common cases
614    if (!description.hasVertexAlpha
615            && !blendFramebuffer
616            && !description.hasColors
617            && description.colorOp == ProgramDescription::kColorNone
618            && !description.hasDebugHighlight
619            && !description.emulateStencil
620            && !description.hasRoundRectClip) {
621        bool fast = false;
622
623        const bool noShader = !description.hasGradient && !description.hasBitmap;
624        const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
625                !description.hasAlpha8Texture && noShader;
626        const bool singleA8Texture = description.hasTexture &&
627                description.hasAlpha8Texture && noShader;
628        const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
629                description.hasGradient && !description.hasBitmap &&
630                description.gradientType == ProgramDescription::kGradientLinear;
631
632        if (singleColor) {
633            shader.append(gFS_Fast_SingleColor);
634            fast = true;
635        } else if (singleTexture) {
636            if (!description.modulate) {
637                shader.append(gFS_Fast_SingleTexture);
638            } else {
639                shader.append(gFS_Fast_SingleModulateTexture);
640            }
641            fast = true;
642        } else if (singleA8Texture) {
643            if (!description.modulate) {
644                if (description.hasGammaCorrection) {
645                    shader.append(gFS_Fast_SingleA8Texture_ApplyGamma);
646                } else {
647                    shader.append(gFS_Fast_SingleA8Texture);
648                }
649            } else {
650                if (description.hasGammaCorrection) {
651                    shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma);
652                } else {
653                    shader.append(gFS_Fast_SingleModulateA8Texture);
654                }
655            }
656            fast = true;
657        } else if (singleGradient) {
658            if (!description.modulate) {
659                shader.appendFormat(gFS_Fast_SingleGradient[description.isSimpleGradient],
660                        gFS_Main_Dither[mHasES3]);
661            } else {
662                shader.appendFormat(gFS_Fast_SingleModulateGradient[description.isSimpleGradient],
663                        gFS_Main_Dither[mHasES3]);
664            }
665            fast = true;
666        }
667
668        if (fast) {
669#if DEBUG_PROGRAMS
670                PROGRAM_LOGD("*** Fast case:\n");
671                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
672                printLongString(shader);
673#endif
674
675            return shader;
676        }
677    }
678
679    if (description.hasBitmap) {
680        shader.append(gFS_Uniforms_BitmapSampler);
681    }
682    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
683
684    // Generate required functions
685    if (description.hasGradient && description.hasBitmap) {
686        generateBlend(shader, "blendShaders", description.shadersMode);
687    }
688    if (description.colorOp == ProgramDescription::kColorBlend) {
689        generateBlend(shader, "blendColors", description.colorMode);
690    }
691    if (blendFramebuffer) {
692        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
693    }
694    if (description.isBitmapNpot) {
695        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
696    }
697
698    // Begin the shader
699    shader.append(gFS_Main); {
700        if (description.emulateStencil) {
701            shader.append(gFS_Main_EmulateStencil);
702        }
703        // Stores the result in fragColor directly
704        if (description.hasTexture || description.hasExternalTexture) {
705            if (description.hasAlpha8Texture) {
706                if (!description.hasGradient && !description.hasBitmap) {
707                    shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 +
708                                                          description.hasGammaCorrection]);
709                }
710            } else {
711                shader.append(gFS_Main_FetchTexture[modulateOp]);
712            }
713        } else {
714            if (!description.hasGradient && !description.hasBitmap) {
715                shader.append(gFS_Main_FetchColor);
716            }
717        }
718        if (description.hasGradient) {
719            shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
720            shader.appendFormat(gFS_Main_AddDitherToGradient, gFS_Main_Dither[mHasES3]);
721        }
722        if (description.hasBitmap) {
723            if (!description.isBitmapNpot) {
724                shader.append(gFS_Main_FetchBitmap);
725            } else {
726                shader.append(gFS_Main_FetchBitmapNpot);
727            }
728        }
729        bool applyModulate = false;
730        // Case when we have two shaders set
731        if (description.hasGradient && description.hasBitmap) {
732            if (description.isBitmapFirst) {
733                shader.append(gFS_Main_BlendShadersBG);
734            } else {
735                shader.append(gFS_Main_BlendShadersGB);
736            }
737            applyModulate = shaderOp(description, shader, modulateOp,
738                    gFS_Main_BlendShaders_Modulate);
739        } else {
740            if (description.hasGradient) {
741                applyModulate = shaderOp(description, shader, modulateOp,
742                        gFS_Main_GradientShader_Modulate);
743            } else if (description.hasBitmap) {
744                applyModulate = shaderOp(description, shader, modulateOp,
745                        gFS_Main_BitmapShader_Modulate);
746            }
747        }
748
749        if (description.modulate && applyModulate) {
750            shader.append(gFS_Main_ModulateColor);
751        }
752
753        // Apply the color op if needed
754        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
755
756        if (description.hasVertexAlpha) {
757            if (description.useShadowAlphaInterp) {
758                shader.append(gFS_Main_ApplyVertexAlphaShadowInterp);
759            } else {
760                shader.append(gFS_Main_ApplyVertexAlphaLinearInterp);
761            }
762        }
763
764        // Output the fragment
765        if (!blendFramebuffer) {
766            shader.append(gFS_Main_FragColor);
767        } else {
768            shader.append(!description.swapSrcDst ?
769                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
770        }
771        if (description.hasColors) {
772            shader.append(gFS_Main_FragColor_HasColors);
773        }
774        if (description.hasRoundRectClip) {
775            shader.append(gFS_Main_FragColor_HasRoundRectClip);
776        }
777        if (description.hasDebugHighlight) {
778            shader.append(gFS_Main_DebugHighlight);
779        }
780    }
781    if (description.emulateStencil) {
782        shader.append(gFS_Footer_EmulateStencil);
783    }
784    // End the shader
785    shader.append(gFS_Footer);
786
787#if DEBUG_PROGRAMS
788        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
789        printLongString(shader);
790#endif
791
792    return shader;
793}
794
795void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
796    shader.append("\nvec4 ");
797    shader.append(name);
798    shader.append("(vec4 src, vec4 dst) {\n");
799    shader.append("    ");
800    shader.append(gBlendOps[mode]);
801    shader.append("}\n");
802}
803
804void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
805    shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n");
806    if (wrapS == GL_MIRRORED_REPEAT) {
807        shader.append("    highp float xMod2 = mod(texCoords.x, 2.0);\n");
808        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
809    }
810    if (wrapT == GL_MIRRORED_REPEAT) {
811        shader.append("    highp float yMod2 = mod(texCoords.y, 2.0);\n");
812        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
813    }
814    shader.append("    return vec2(");
815    switch (wrapS) {
816        case GL_CLAMP_TO_EDGE:
817            shader.append("texCoords.x");
818            break;
819        case GL_REPEAT:
820            shader.append("mod(texCoords.x, 1.0)");
821            break;
822        case GL_MIRRORED_REPEAT:
823            shader.append("xMod2");
824            break;
825    }
826    shader.append(", ");
827    switch (wrapT) {
828        case GL_CLAMP_TO_EDGE:
829            shader.append("texCoords.y");
830            break;
831        case GL_REPEAT:
832            shader.append("mod(texCoords.y, 1.0)");
833            break;
834        case GL_MIRRORED_REPEAT:
835            shader.append("yMod2");
836            break;
837    }
838    shader.append(");\n");
839    shader.append("}\n");
840}
841
842void ProgramCache::printLongString(const String8& shader) const {
843    ssize_t index = 0;
844    ssize_t lastIndex = 0;
845    const char* str = shader.string();
846    while ((index = shader.find("\n", index)) > -1) {
847        String8 line(str, index - lastIndex);
848        if (line.length() == 0) line.append("\n");
849        PROGRAM_LOGD("%s", line.string());
850        index++;
851        str += (index - lastIndex);
852        lastIndex = index;
853    }
854}
855
856}; // namespace uirenderer
857}; // namespace android
858