ProgramCache.cpp revision 99585adeb4167ca357a72eb866f34c1af944f4b9
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_AAParameters =
43        "attribute float vtxWidth;\n"
44        "attribute float vtxLength;\n";
45const char* gVS_Header_Uniforms_TextureTransform =
46        "uniform mat4 mainTextureTransform;\n";
47const char* gVS_Header_Uniforms =
48        "uniform mat4 transform;\n";
49const char* gVS_Header_Uniforms_IsPoint =
50        "uniform mediump float pointSize;\n";
51const char* gVS_Header_Uniforms_HasGradient[3] = {
52        // Linear
53        "uniform mat4 screenSpace;\n",
54        // Circular
55        "uniform mat4 screenSpace;\n",
56        // Sweep
57        "uniform mat4 screenSpace;\n"
58};
59const char* gVS_Header_Uniforms_HasBitmap =
60        "uniform mat4 textureTransform;\n"
61        "uniform mediump vec2 textureDimension;\n";
62const char* gVS_Header_Varyings_HasTexture =
63        "varying vec2 outTexCoords;\n";
64const char* gVS_Header_Varyings_IsAA =
65        "varying float widthProportion;\n"
66        "varying float lengthProportion;\n";
67const char* gVS_Header_Varyings_HasBitmap =
68        "varying vec2 outBitmapTexCoords;\n";
69const char* gVS_Header_Varyings_PointHasBitmap =
70        "varying vec2 outPointBitmapTexCoords;\n";
71const char* gVS_Header_Varyings_HasGradient[3] = {
72        // Linear
73        "varying vec2 linear;\n",
74        // Circular
75        "varying vec2 circular;\n",
76        // Sweep
77        "varying vec2 sweep;\n"
78};
79const char* gVS_Main =
80        "\nvoid main(void) {\n";
81const char* gVS_Main_OutTexCoords =
82        "    outTexCoords = texCoords;\n";
83const char* gVS_Main_OutTransformedTexCoords =
84        "    outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
85const char* gVS_Main_OutGradient[3] = {
86        // Linear
87        "    linear = vec2((screenSpace * position).x, 0.5);\n",
88        // Circular
89        "    circular = (screenSpace * position).xy;\n",
90        // Sweep
91        "    sweep = (screenSpace * position).xy;\n"
92};
93const char* gVS_Main_OutBitmapTexCoords =
94        "    outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
95const char* gVS_Main_OutPointBitmapTexCoords =
96        "    outPointBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
97const char* gVS_Main_Position =
98        "    gl_Position = transform * position;\n";
99const char* gVS_Main_PointSize =
100        "    gl_PointSize = pointSize;\n";
101const char* gVS_Main_AA =
102        "    widthProportion = vtxWidth;\n"
103        "    lengthProportion = vtxLength;\n";
104const char* gVS_Footer =
105        "}\n\n";
106
107///////////////////////////////////////////////////////////////////////////////
108// Fragment shaders snippets
109///////////////////////////////////////////////////////////////////////////////
110
111const char* gFS_Header_Extension_FramebufferFetch =
112        "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
113const char* gFS_Header_Extension_ExternalTexture =
114        "#extension GL_OES_EGL_image_external : require\n\n";
115const char* gFS_Header =
116        "precision mediump float;\n\n";
117const char* gFS_Uniforms_Color =
118        "uniform vec4 color;\n";
119const char* gFS_Uniforms_AA =
120        "uniform float boundaryWidth;\n"
121        "uniform float inverseBoundaryWidth;\n"
122        "uniform float boundaryLength;\n"
123        "uniform float inverseBoundaryLength;\n";
124const char* gFS_Header_Uniforms_PointHasBitmap =
125        "uniform vec2 textureDimension;\n"
126        "uniform float pointSize;\n";
127const char* gFS_Uniforms_TextureSampler =
128        "uniform sampler2D sampler;\n";
129const char* gFS_Uniforms_ExternalTextureSampler =
130        "uniform samplerExternalOES sampler;\n";
131const char* gFS_Uniforms_GradientSampler[3] = {
132        // Linear
133        "uniform sampler2D gradientSampler;\n",
134        // Circular
135        "uniform sampler2D gradientSampler;\n",
136        // Sweep
137        "uniform sampler2D gradientSampler;\n"
138};
139const char* gFS_Uniforms_BitmapSampler =
140        "uniform sampler2D bitmapSampler;\n";
141const char* gFS_Uniforms_ColorOp[4] = {
142        // None
143        "",
144        // Matrix
145        "uniform mat4 colorMatrix;\n"
146        "uniform vec4 colorMatrixVector;\n",
147        // Lighting
148        "uniform vec4 lightingMul;\n"
149        "uniform vec4 lightingAdd;\n",
150        // PorterDuff
151        "uniform vec4 colorBlend;\n"
152};
153const char* gFS_Main =
154        "\nvoid main(void) {\n"
155        "    lowp vec4 fragColor;\n";
156
157const char* gFS_Main_PointBitmapTexCoords =
158        "    vec2 outBitmapTexCoords = outPointBitmapTexCoords + "
159        "((gl_PointCoord - vec2(0.5, 0.5)) * textureDimension * vec2(pointSize, pointSize));\n";
160
161// Fast cases
162const char* gFS_Fast_SingleColor =
163        "\nvoid main(void) {\n"
164        "    gl_FragColor = color;\n"
165        "}\n\n";
166const char* gFS_Fast_SingleTexture =
167        "\nvoid main(void) {\n"
168        "    gl_FragColor = texture2D(sampler, outTexCoords);\n"
169        "}\n\n";
170const char* gFS_Fast_SingleModulateTexture =
171        "\nvoid main(void) {\n"
172        "    gl_FragColor = color.a * texture2D(sampler, outTexCoords);\n"
173        "}\n\n";
174const char* gFS_Fast_SingleA8Texture =
175        "\nvoid main(void) {\n"
176        "    gl_FragColor = texture2D(sampler, outTexCoords);\n"
177        "}\n\n";
178const char* gFS_Fast_SingleModulateA8Texture =
179        "\nvoid main(void) {\n"
180        "    gl_FragColor = color * texture2D(sampler, outTexCoords).a;\n"
181        "}\n\n";
182const char* gFS_Fast_SingleGradient =
183        "\nvoid main(void) {\n"
184        "    gl_FragColor = texture2D(gradientSampler, linear);\n"
185        "}\n\n";
186const char* gFS_Fast_SingleModulateGradient =
187        "\nvoid main(void) {\n"
188        "    gl_FragColor = color.a * texture2D(gradientSampler, linear);\n"
189        "}\n\n";
190
191// General case
192const char* gFS_Main_FetchColor =
193        "    fragColor = color;\n";
194const char* gFS_Main_ModulateColor =
195        "    fragColor *= color.a;\n";
196const char* gFS_Main_AccountForAA =
197        "    if (widthProportion < boundaryWidth) {\n"
198        "        fragColor *= (widthProportion * inverseBoundaryWidth);\n"
199        "    } else if (widthProportion > (1.0 - boundaryWidth)) {\n"
200        "        fragColor *= ((1.0 - widthProportion) * inverseBoundaryWidth);\n"
201        "    }\n"
202        "    if (lengthProportion < boundaryLength) {\n"
203        "        fragColor *= (lengthProportion * inverseBoundaryLength);\n"
204        "    } else if (lengthProportion > (1.0 - boundaryLength)) {\n"
205        "        fragColor *= ((1.0 - lengthProportion) * inverseBoundaryLength);\n"
206        "    }\n";
207const char* gFS_Main_FetchTexture[2] = {
208        // Don't modulate
209        "    fragColor = texture2D(sampler, outTexCoords);\n",
210        // Modulate
211        "    fragColor = color * texture2D(sampler, outTexCoords);\n"
212};
213const char* gFS_Main_FetchA8Texture[2] = {
214        // Don't modulate
215        "    fragColor = texture2D(sampler, outTexCoords);\n",
216        // Modulate
217        "    fragColor = color * texture2D(sampler, outTexCoords).a;\n"
218};
219const char* gFS_Main_FetchGradient[3] = {
220        // Linear
221        "    vec4 gradientColor = texture2D(gradientSampler, linear);\n",
222        // Circular
223        "    float index = length(circular);\n"
224        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
225        // Sweep
226        "    float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
227        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n"
228};
229const char* gFS_Main_FetchBitmap =
230        "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
231const char* gFS_Main_FetchBitmapNpot =
232        "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
233const char* gFS_Main_BlendShadersBG =
234        "    fragColor = blendShaders(gradientColor, bitmapColor)";
235const char* gFS_Main_BlendShadersGB =
236        "    fragColor = blendShaders(bitmapColor, gradientColor)";
237const char* gFS_Main_BlendShaders_Modulate[3] = {
238        // Don't modulate
239        ";\n",
240        // Modulate
241        " * fragColor.a;\n",
242        // Modulate with alpha 8 texture
243        " * texture2D(sampler, outTexCoords).a;\n"
244};
245const char* gFS_Main_GradientShader_Modulate[3] = {
246        // Don't modulate
247        "    fragColor = gradientColor;\n",
248        // Modulate
249        "    fragColor = gradientColor * fragColor.a;\n",
250        // Modulate with alpha 8 texture
251        "    fragColor = gradientColor * texture2D(sampler, outTexCoords).a;\n"
252    };
253const char* gFS_Main_BitmapShader_Modulate[3] = {
254        // Don't modulate
255        "    fragColor = bitmapColor;\n",
256        // Modulate
257        "    fragColor = bitmapColor * fragColor.a;\n",
258        // Modulate with alpha 8 texture
259        "    fragColor = bitmapColor * texture2D(sampler, outTexCoords).a;\n"
260    };
261const char* gFS_Main_FragColor =
262        "    gl_FragColor = fragColor;\n";
263const char* gFS_Main_FragColor_Blend =
264        "    gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
265const char* gFS_Main_FragColor_Blend_Swap =
266        "    gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
267const char* gFS_Main_ApplyColorOp[4] = {
268        // None
269        "",
270        // Matrix
271        // TODO: Fix premultiplied alpha computations for color matrix
272        "    fragColor *= colorMatrix;\n"
273        "    fragColor += colorMatrixVector;\n"
274        "    fragColor.rgb *= fragColor.a;\n",
275        // Lighting
276        "    float lightingAlpha = fragColor.a;\n"
277        "    fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n"
278        "    fragColor.a = lightingAlpha;\n",
279        // PorterDuff
280        "    fragColor = blendColors(colorBlend, fragColor);\n"
281};
282const char* gFS_Footer =
283        "}\n\n";
284
285///////////////////////////////////////////////////////////////////////////////
286// PorterDuff snippets
287///////////////////////////////////////////////////////////////////////////////
288
289const char* gBlendOps[18] = {
290        // Clear
291        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
292        // Src
293        "return src;\n",
294        // Dst
295        "return dst;\n",
296        // SrcOver
297        "return src + dst * (1.0 - src.a);\n",
298        // DstOver
299        "return dst + src * (1.0 - dst.a);\n",
300        // SrcIn
301        "return src * dst.a;\n",
302        // DstIn
303        "return dst * src.a;\n",
304        // SrcOut
305        "return src * (1.0 - dst.a);\n",
306        // DstOut
307        "return dst * (1.0 - src.a);\n",
308        // SrcAtop
309        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
310        // DstAtop
311        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
312        // Xor
313        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
314                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
315        // Add
316        "return min(src + dst, 1.0);\n",
317        // Multiply
318        "return src * dst;\n",
319        // Screen
320        "return src + dst - src * dst;\n",
321        // Overlay
322        "return clamp(vec4(mix("
323                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
324                "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), "
325                "step(dst.a, 2.0 * dst.rgb)), "
326                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
327        // Darken
328        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
329                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
330        // Lighten
331        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
332                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
333};
334
335///////////////////////////////////////////////////////////////////////////////
336// Constructors/destructors
337///////////////////////////////////////////////////////////////////////////////
338
339ProgramCache::ProgramCache() {
340}
341
342ProgramCache::~ProgramCache() {
343    clear();
344}
345
346///////////////////////////////////////////////////////////////////////////////
347// Cache management
348///////////////////////////////////////////////////////////////////////////////
349
350void ProgramCache::clear() {
351    PROGRAM_LOGD("Clearing program cache");
352
353    size_t count = mCache.size();
354    for (size_t i = 0; i < count; i++) {
355        delete mCache.valueAt(i);
356    }
357    mCache.clear();
358}
359
360Program* ProgramCache::get(const ProgramDescription& description) {
361    programid key = description.key();
362    ssize_t index = mCache.indexOfKey(key);
363    Program* program = NULL;
364    if (index < 0) {
365        description.log("Could not find program");
366        program = generateProgram(description, key);
367        mCache.add(key, program);
368    } else {
369        program = mCache.valueAt(index);
370    }
371    return program;
372}
373
374///////////////////////////////////////////////////////////////////////////////
375// Program generation
376///////////////////////////////////////////////////////////////////////////////
377
378Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
379    String8 vertexShader = generateVertexShader(description);
380    String8 fragmentShader = generateFragmentShader(description);
381
382    Program* program = new Program(vertexShader.string(), fragmentShader.string());
383    return program;
384}
385
386String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
387    // Add attributes
388    String8 shader(gVS_Header_Attributes);
389    if (description.hasTexture || description.hasExternalTexture) {
390        shader.append(gVS_Header_Attributes_TexCoords);
391    }
392    if (description.isAA) {
393        shader.append(gVS_Header_Attributes_AAParameters);
394    }
395    // Uniforms
396    shader.append(gVS_Header_Uniforms);
397    if (description.hasExternalTexture) {
398        shader.append(gVS_Header_Uniforms_TextureTransform);
399    }
400    if (description.hasGradient) {
401        shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]);
402    }
403    if (description.hasBitmap) {
404        shader.append(gVS_Header_Uniforms_HasBitmap);
405    }
406    if (description.isPoint) {
407        shader.append(gVS_Header_Uniforms_IsPoint);
408    }
409    // Varyings
410    if (description.hasTexture || description.hasExternalTexture) {
411        shader.append(gVS_Header_Varyings_HasTexture);
412    }
413    if (description.isAA) {
414        shader.append(gVS_Header_Varyings_IsAA);
415    }
416    if (description.hasGradient) {
417        shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
418    }
419    if (description.hasBitmap) {
420        shader.append(description.isPoint ?
421                gVS_Header_Varyings_PointHasBitmap :
422                gVS_Header_Varyings_HasBitmap);
423    }
424
425    // Begin the shader
426    shader.append(gVS_Main); {
427        if (description.hasTexture) {
428            shader.append(gVS_Main_OutTexCoords);
429        }
430        if (description.hasExternalTexture) {
431            shader.append(gVS_Main_OutTransformedTexCoords);
432        }
433        if (description.isAA) {
434            shader.append(gVS_Main_AA);
435        }
436        if (description.hasGradient) {
437            shader.append(gVS_Main_OutGradient[description.gradientType]);
438        }
439        if (description.hasBitmap) {
440            shader.append(description.isPoint ?
441                    gVS_Main_OutPointBitmapTexCoords :
442                    gVS_Main_OutBitmapTexCoords);
443        }
444        if (description.isPoint) {
445            shader.append(gVS_Main_PointSize);
446        }
447        // Output transformed position
448        shader.append(gVS_Main_Position);
449    }
450    // End the shader
451    shader.append(gVS_Footer);
452
453    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
454
455    return shader;
456}
457
458String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
459    // Set the default precision
460    String8 shader;
461
462    const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
463    if (blendFramebuffer) {
464        shader.append(gFS_Header_Extension_FramebufferFetch);
465    }
466    if (description.hasExternalTexture) {
467        shader.append(gFS_Header_Extension_ExternalTexture);
468    }
469
470    shader.append(gFS_Header);
471
472    // Varyings
473    if (description.hasTexture || description.hasExternalTexture) {
474        shader.append(gVS_Header_Varyings_HasTexture);
475    }
476    if (description.isAA) {
477        shader.append(gVS_Header_Varyings_IsAA);
478    }
479    if (description.hasGradient) {
480        shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
481    }
482    if (description.hasBitmap) {
483        shader.append(description.isPoint ?
484                gVS_Header_Varyings_PointHasBitmap :
485                gVS_Header_Varyings_HasBitmap);
486    }
487
488    // Uniforms
489    int modulateOp = MODULATE_OP_NO_MODULATE;
490    const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
491            !description.hasGradient && !description.hasBitmap;
492
493    if (description.modulate || singleColor) {
494        shader.append(gFS_Uniforms_Color);
495        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
496    }
497    if (description.hasTexture) {
498        shader.append(gFS_Uniforms_TextureSampler);
499    }
500    if (description.hasExternalTexture) {
501        shader.append(gFS_Uniforms_ExternalTextureSampler);
502    }
503    if (description.isAA) {
504        shader.append(gFS_Uniforms_AA);
505    }
506    if (description.hasGradient) {
507        shader.append(gFS_Uniforms_GradientSampler[description.gradientType]);
508    }
509    if (description.hasBitmap && description.isPoint) {
510        shader.append(gFS_Header_Uniforms_PointHasBitmap);
511    }
512
513    // Optimization for common cases
514    if (!description.isAA && !blendFramebuffer &&
515            description.colorOp == ProgramDescription::kColorNone && !description.isPoint) {
516        bool fast = false;
517
518        const bool noShader = !description.hasGradient && !description.hasBitmap;
519        const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
520                !description.hasAlpha8Texture && noShader;
521        const bool singleA8Texture = description.hasTexture &&
522                description.hasAlpha8Texture && noShader;
523        const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
524                description.hasGradient && !description.hasBitmap &&
525                description.gradientType == ProgramDescription::kGradientLinear;
526
527        if (singleColor) {
528            shader.append(gFS_Fast_SingleColor);
529            fast = true;
530        } else if (singleTexture) {
531            if (!description.modulate) {
532                shader.append(gFS_Fast_SingleTexture);
533            } else {
534                shader.append(gFS_Fast_SingleModulateTexture);
535            }
536            fast = true;
537        } else if (singleA8Texture) {
538            if (!description.modulate) {
539                shader.append(gFS_Fast_SingleA8Texture);
540            } else {
541                shader.append(gFS_Fast_SingleModulateA8Texture);
542            }
543            fast = true;
544        } else if (singleGradient) {
545            if (!description.modulate) {
546                shader.append(gFS_Fast_SingleGradient);
547            } else {
548                shader.append(gFS_Fast_SingleModulateGradient);
549            }
550            fast = true;
551        }
552
553        if (fast) {
554#if DEBUG_PROGRAMS
555                PROGRAM_LOGD("*** Fast case:\n");
556                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
557                printLongString(shader);
558#endif
559
560            return shader;
561        }
562    }
563
564    if (description.hasBitmap) {
565        shader.append(gFS_Uniforms_BitmapSampler);
566    }
567    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
568
569    // Generate required functions
570    if (description.hasGradient && description.hasBitmap) {
571        generateBlend(shader, "blendShaders", description.shadersMode);
572    }
573    if (description.colorOp == ProgramDescription::kColorBlend) {
574        generateBlend(shader, "blendColors", description.colorMode);
575    }
576    if (blendFramebuffer) {
577        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
578    }
579    if (description.isBitmapNpot) {
580        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
581    }
582
583    // Begin the shader
584    shader.append(gFS_Main); {
585        // Stores the result in fragColor directly
586        if (description.hasTexture || description.hasExternalTexture) {
587            if (description.hasAlpha8Texture) {
588                if (!description.hasGradient && !description.hasBitmap) {
589                    shader.append(gFS_Main_FetchA8Texture[modulateOp]);
590                }
591            } else {
592                shader.append(gFS_Main_FetchTexture[modulateOp]);
593            }
594        } else {
595            if ((!description.hasGradient && !description.hasBitmap) || description.modulate) {
596                shader.append(gFS_Main_FetchColor);
597            }
598        }
599        if (description.isAA) {
600            shader.append(gFS_Main_AccountForAA);
601        }
602        if (description.hasGradient) {
603            shader.append(gFS_Main_FetchGradient[description.gradientType]);
604        }
605        if (description.hasBitmap) {
606            if (description.isPoint) {
607                shader.append(gFS_Main_PointBitmapTexCoords);
608            }
609            if (!description.isBitmapNpot) {
610                shader.append(gFS_Main_FetchBitmap);
611            } else {
612                shader.append(gFS_Main_FetchBitmapNpot);
613            }
614        }
615        bool applyModulate = false;
616        // Case when we have two shaders set
617        if (description.hasGradient && description.hasBitmap) {
618            int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
619            if (description.isBitmapFirst) {
620                shader.append(gFS_Main_BlendShadersBG);
621            } else {
622                shader.append(gFS_Main_BlendShadersGB);
623            }
624            shader.append(gFS_Main_BlendShaders_Modulate[op]);
625            applyModulate = true;
626        } else {
627            if (description.hasGradient) {
628                int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
629                shader.append(gFS_Main_GradientShader_Modulate[op]);
630                applyModulate = true;
631            } else if (description.hasBitmap) {
632                int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
633                shader.append(gFS_Main_BitmapShader_Modulate[op]);
634                applyModulate = true;
635            }
636        }
637        if (description.modulate && applyModulate) {
638            shader.append(gFS_Main_ModulateColor);
639        }
640        // Apply the color op if needed
641        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
642        // Output the fragment
643        if (!blendFramebuffer) {
644            shader.append(gFS_Main_FragColor);
645        } else {
646            shader.append(!description.swapSrcDst ?
647                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
648        }
649    }
650    // End the shader
651    shader.append(gFS_Footer);
652
653#if DEBUG_PROGRAMS
654        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
655        printLongString(shader);
656#endif
657
658    return shader;
659}
660
661void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
662    shader.append("\nvec4 ");
663    shader.append(name);
664    shader.append("(vec4 src, vec4 dst) {\n");
665    shader.append("    ");
666    shader.append(gBlendOps[mode]);
667    shader.append("}\n");
668}
669
670void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
671    shader.append("\nvec2 wrap(vec2 texCoords) {\n");
672    if (wrapS == GL_MIRRORED_REPEAT) {
673        shader.append("    float xMod2 = mod(texCoords.x, 2.0);\n");
674        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
675    }
676    if (wrapT == GL_MIRRORED_REPEAT) {
677        shader.append("    float yMod2 = mod(texCoords.y, 2.0);\n");
678        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
679    }
680    shader.append("    return vec2(");
681    switch (wrapS) {
682        case GL_CLAMP_TO_EDGE:
683            shader.append("texCoords.x");
684            break;
685        case GL_REPEAT:
686            shader.append("mod(texCoords.x, 1.0)");
687            break;
688        case GL_MIRRORED_REPEAT:
689            shader.append("xMod2");
690            break;
691    }
692    shader.append(", ");
693    switch (wrapT) {
694        case GL_CLAMP_TO_EDGE:
695            shader.append("texCoords.y");
696            break;
697        case GL_REPEAT:
698            shader.append("mod(texCoords.y, 1.0)");
699            break;
700        case GL_MIRRORED_REPEAT:
701            shader.append("yMod2");
702            break;
703    }
704    shader.append(");\n");
705    shader.append("}\n");
706}
707
708void ProgramCache::printLongString(const String8& shader) const {
709    ssize_t index = 0;
710    ssize_t lastIndex = 0;
711    const char* str = shader.string();
712    while ((index = shader.find("\n", index)) > -1) {
713        String8 line(str, index - lastIndex);
714        if (line.length() == 0) line.append("\n");
715        PROGRAM_LOGD("%s", line.string());
716        index++;
717        str += (index - lastIndex);
718        lastIndex = index;
719    }
720}
721
722}; // namespace uirenderer
723}; // namespace android
724