ProgramCache.cpp revision 9fe7e16399aa9739b63ce9add1d04fd8ef00678f
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#include <utils/String8.h>
18
19#include "Caches.h"
20#include "ProgramCache.h"
21#include "Properties.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#define STR(x) STR1(x)
35#define STR1(x) #x
36
37///////////////////////////////////////////////////////////////////////////////
38// Vertex shaders snippets
39///////////////////////////////////////////////////////////////////////////////
40
41const char* gVS_Header_Start =
42        "#version 100\n"
43        "attribute vec4 position;\n";
44const char* gVS_Header_Attributes_TexCoords =
45        "attribute vec2 texCoords;\n";
46const char* gVS_Header_Attributes_Colors =
47        "attribute vec4 colors;\n";
48const char* gVS_Header_Attributes_VertexAlphaParameters =
49        "attribute float vtxAlpha;\n";
50const char* gVS_Header_Uniforms_TextureTransform =
51        "uniform mat4 mainTextureTransform;\n";
52const char* gVS_Header_Uniforms =
53        "uniform mat4 projection;\n" \
54        "uniform mat4 transform;\n";
55const char* gVS_Header_Uniforms_HasGradient =
56        "uniform mat4 screenSpace;\n";
57const char* gVS_Header_Uniforms_HasBitmap =
58        "uniform mat4 textureTransform;\n"
59        "uniform mediump vec2 textureDimension;\n";
60const char* gVS_Header_Uniforms_HasRoundRectClip =
61        "uniform mat4 roundRectInvTransform;\n";
62const char* gVS_Header_Varyings_HasTexture =
63        "varying vec2 outTexCoords;\n";
64const char* gVS_Header_Varyings_HasColors =
65        "varying vec4 outColors;\n";
66const char* gVS_Header_Varyings_HasVertexAlpha =
67        "varying float alpha;\n";
68const char* gVS_Header_Varyings_HasBitmap =
69        "varying highp vec2 outBitmapTexCoords;\n";
70const char* gVS_Header_Varyings_HasGradient[6] = {
71        // Linear
72        "varying highp vec2 linear;\n",
73        "varying float linear;\n",
74
75        // Circular
76        "varying highp vec2 circular;\n",
77        "varying highp vec2 circular;\n",
78
79        // Sweep
80        "varying highp vec2 sweep;\n",
81        "varying highp vec2 sweep;\n",
82};
83const char* gVS_Header_Varyings_HasRoundRectClip =
84        "varying highp vec2 roundRectPos;\n";
85const char* gVS_Main =
86        "\nvoid main(void) {\n";
87const char* gVS_Main_OutTexCoords =
88        "    outTexCoords = texCoords;\n";
89const char* gVS_Main_OutColors =
90        "    outColors = colors;\n";
91const char* gVS_Main_OutTransformedTexCoords =
92        "    outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
93const char* gVS_Main_OutGradient[6] = {
94        // Linear
95        "    linear = vec2((screenSpace * position).x, 0.5);\n",
96        "    linear = (screenSpace * position).x;\n",
97
98        // Circular
99        "    circular = (screenSpace * position).xy;\n",
100        "    circular = (screenSpace * position).xy;\n",
101
102        // Sweep
103        "    sweep = (screenSpace * position).xy;\n",
104        "    sweep = (screenSpace * position).xy;\n"
105};
106const char* gVS_Main_OutBitmapTexCoords =
107        "    outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
108const char* gVS_Main_Position =
109        "    vec4 transformedPosition = projection * transform * position;\n"
110        "    gl_Position = transformedPosition;\n";
111
112const char* gVS_Main_VertexAlpha =
113        "    alpha = vtxAlpha;\n";
114
115const char* gVS_Main_HasRoundRectClip =
116        "    roundRectPos = (roundRectInvTransform * transformedPosition).xy;\n";
117const char* gVS_Footer =
118        "}\n\n";
119
120///////////////////////////////////////////////////////////////////////////////
121// Fragment shaders snippets
122///////////////////////////////////////////////////////////////////////////////
123
124const char* gFS_Header_Start =
125        "#version 100\n";
126const char* gFS_Header_Extension_FramebufferFetch =
127        "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
128const char* gFS_Header_Extension_ExternalTexture =
129        "#extension GL_OES_EGL_image_external : require\n\n";
130const char* gFS_Header =
131        "precision mediump float;\n\n";
132const char* gFS_Uniforms_Color =
133        "uniform vec4 color;\n";
134const char* gFS_Uniforms_TextureSampler =
135        "uniform sampler2D baseSampler;\n";
136const char* gFS_Uniforms_ExternalTextureSampler =
137        "uniform samplerExternalOES baseSampler;\n";
138const char* gFS_Uniforms_GradientSampler[2] = {
139        "uniform vec2 screenSize;\n"
140        "uniform sampler2D gradientSampler;\n",
141
142        "uniform vec2 screenSize;\n"
143        "uniform vec4 startColor;\n"
144        "uniform vec4 endColor;\n"
145};
146const char* gFS_Uniforms_BitmapSampler =
147        "uniform sampler2D bitmapSampler;\n";
148const char* gFS_Uniforms_BitmapExternalSampler =
149        "uniform samplerExternalOES bitmapSampler;\n";
150const char* gFS_Uniforms_ColorOp[3] = {
151        // None
152        "",
153        // Matrix
154        "uniform mat4 colorMatrix;\n"
155        "uniform vec4 colorMatrixVector;\n",
156        // PorterDuff
157        "uniform vec4 colorBlend;\n"
158};
159
160const char* gFS_Uniforms_HasRoundRectClip =
161        "uniform vec4 roundRectInnerRectLTRB;\n"
162        "uniform float roundRectRadius;\n";
163
164// Dithering must be done in the quantization space
165// When we are writing to an sRGB framebuffer, we must do the following:
166//     EOCF(OECF(color) + dither)
167// The dithering pattern is generated with a triangle noise generator in the range [-0.0,1.0]
168// TODO: Handle linear fp16 render targets
169const char* gFS_Gradient_Functions = R"__SHADER__(
170        float triangleNoise(const highp vec2 n) {
171            highp vec2 p = fract(n * vec2(5.3987, 5.4421));
172            p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
173            highp float xy = p.x * p.y;
174            return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;
175        }
176
177        float OECF_sRGB(const float linear) {
178            // IEC 61966-2-1:1999
179            return linear <= 0.0031308 ? linear * 12.92 : (pow(linear, 1.0 / 2.4) * 1.055) - 0.055;
180        }
181
182        vec3 OECF_sRGB(const vec3 linear) {
183            return vec3(OECF_sRGB(linear.r), OECF_sRGB(linear.g), OECF_sRGB(linear.b));
184        }
185
186        float EOCF_sRGB(float srgb) {
187            // IEC 61966-2-1:1999
188            return srgb <= 0.04045 ? srgb / 12.92 : pow((srgb + 0.055) / 1.055, 2.4);
189        }
190)__SHADER__";
191const char* gFS_Gradient_Preamble[2] = {
192        // Linear framebuffer
193        "\nvec4 dither(const vec4 color) {\n"
194        "    return vec4(color.rgb + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0), color.a);\n"
195        "}\n"
196        "\nvec4 gammaMix(const vec4 a, const vec4 b, float v) {\n"
197        "    vec4 c = mix(a, b, v);\n"
198        "    c.a = EOCF_sRGB(c.a);\n" // This is technically incorrect but preserves compatibility
199        "    return vec4(OECF_sRGB(c.rgb) * c.a, c.a);\n"
200        "}\n",
201        // sRGB framebuffer
202        "\nvec4 dither(const vec4 color) {\n"
203        "    vec3 dithered = sqrt(color.rgb) + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);\n"
204        "    return vec4(dithered * dithered, color.a);\n"
205        "}\n"
206        "\nvec4 gammaMix(const vec4 a, const vec4 b, float v) {\n"
207        "    vec4 c = mix(a, b, v);\n"
208        "    return vec4(c.rgb * c.a, c.a);\n"
209        "}\n"
210};
211
212// Uses luminance coefficients from Rec.709 to choose the appropriate gamma
213// The gamma() function assumes that bright text will be displayed on a dark
214// background and that dark text will be displayed on bright background
215// The gamma coefficient is chosen to thicken or thin the text accordingly
216// The dot product used to compute the luminance could be approximated with
217// a simple max(color.r, color.g, color.b)
218const char* gFS_Gamma_Preamble = R"__SHADER__(
219        #define GAMMA (%.2f)
220        #define GAMMA_INV (%.2f)
221
222        float gamma(float a, const vec3 color) {
223            float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
224            return pow(a, luminance < 0.5 ? GAMMA_INV : GAMMA);
225        }
226)__SHADER__";
227
228const char* gFS_Main =
229        "\nvoid main(void) {\n"
230        "    vec4 fragColor;\n";
231
232const char* gFS_Main_AddDither =
233        "    fragColor = dither(fragColor);\n";
234
235// Fast cases
236const char* gFS_Fast_SingleColor =
237        "\nvoid main(void) {\n"
238        "    gl_FragColor = color;\n"
239        "}\n\n";
240const char* gFS_Fast_SingleTexture =
241        "\nvoid main(void) {\n"
242        "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
243        "}\n\n";
244const char* gFS_Fast_SingleModulateTexture =
245        "\nvoid main(void) {\n"
246        "    gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n"
247        "}\n\n";
248const char* gFS_Fast_SingleA8Texture =
249        "\nvoid main(void) {\n"
250        "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
251        "}\n\n";
252const char* gFS_Fast_SingleA8Texture_ApplyGamma =
253        "\nvoid main(void) {\n"
254        "    gl_FragColor = vec4(0.0, 0.0, 0.0, pow(texture2D(baseSampler, outTexCoords).a, GAMMA));\n"
255        "}\n\n";
256const char* gFS_Fast_SingleModulateA8Texture =
257        "\nvoid main(void) {\n"
258        "    gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n"
259        "}\n\n";
260const char* gFS_Fast_SingleModulateA8Texture_ApplyGamma =
261        "\nvoid main(void) {\n"
262        "    gl_FragColor = color * gamma(texture2D(baseSampler, outTexCoords).a, color.rgb);\n"
263        "}\n\n";
264const char* gFS_Fast_SingleGradient[2] = {
265        "\nvoid main(void) {\n"
266        "    gl_FragColor = dither(texture2D(gradientSampler, linear));\n"
267        "}\n\n",
268        "\nvoid main(void) {\n"
269        "    gl_FragColor = dither(gammaMix(startColor, endColor, clamp(linear, 0.0, 1.0)));\n"
270        "}\n\n",
271};
272const char* gFS_Fast_SingleModulateGradient[2] = {
273        "\nvoid main(void) {\n"
274        "    gl_FragColor = dither(color.a * texture2D(gradientSampler, linear));\n"
275        "}\n\n",
276        "\nvoid main(void) {\n"
277        "    gl_FragColor = dither(color.a * gammaMix(startColor, endColor, clamp(linear, 0.0, 1.0)));\n"
278        "}\n\n"
279};
280
281// General case
282const char* gFS_Main_FetchColor =
283        "    fragColor = color;\n";
284const char* gFS_Main_ModulateColor =
285        "    fragColor *= color.a;\n";
286const char* gFS_Main_ApplyVertexAlphaLinearInterp =
287        "    fragColor *= alpha;\n";
288const char* gFS_Main_ApplyVertexAlphaShadowInterp =
289        // map alpha through shadow alpha sampler
290        "    fragColor *= texture2D(baseSampler, vec2(alpha, 0.5)).a;\n";
291const char* gFS_Main_FetchTexture[2] = {
292        // Don't modulate
293        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
294        // Modulate
295        "    fragColor = color * texture2D(baseSampler, outTexCoords);\n"
296};
297const char* gFS_Main_FetchA8Texture[4] = {
298        // Don't modulate
299        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
300        "    fragColor = texture2D(baseSampler, outTexCoords);\n",
301        // Modulate
302        "    fragColor = color * texture2D(baseSampler, outTexCoords).a;\n",
303        "    fragColor = color * gamma(texture2D(baseSampler, outTexCoords).a, color.rgb);\n",
304};
305const char* gFS_Main_FetchGradient[6] = {
306        // Linear
307        "    vec4 gradientColor = texture2D(gradientSampler, linear);\n",
308
309        "    vec4 gradientColor = gammaMix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
310
311        // Circular
312        "    vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
313
314        "    vec4 gradientColor = gammaMix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
315
316        // Sweep
317        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
318        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
319
320        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
321        "    vec4 gradientColor = gammaMix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
322};
323const char* gFS_Main_FetchBitmap =
324        "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
325const char* gFS_Main_FetchBitmapNpot =
326        "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
327const char* gFS_Main_BlendShadersBG =
328        "    fragColor = blendShaders(gradientColor, bitmapColor)";
329const char* gFS_Main_BlendShadersGB =
330        "    fragColor = blendShaders(bitmapColor, gradientColor)";
331const char* gFS_Main_BlendShaders_Modulate[6] = {
332        // Don't modulate
333        ";\n",
334        ";\n",
335        // Modulate
336        " * color.a;\n",
337        " * color.a;\n",
338        // Modulate with alpha 8 texture
339        " * texture2D(baseSampler, outTexCoords).a;\n",
340        " * gamma(texture2D(baseSampler, outTexCoords).a, color.rgb);\n",
341};
342const char* gFS_Main_GradientShader_Modulate[6] = {
343        // Don't modulate
344        "    fragColor = gradientColor;\n",
345        "    fragColor = gradientColor;\n",
346        // Modulate
347        "    fragColor = gradientColor * color.a;\n",
348        "    fragColor = gradientColor * color.a;\n",
349        // Modulate with alpha 8 texture
350        "    fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
351        "    fragColor = gradientColor * gamma(texture2D(baseSampler, outTexCoords).a, gradientColor.rgb);\n",
352    };
353const char* gFS_Main_BitmapShader_Modulate[6] = {
354        // Don't modulate
355        "    fragColor = bitmapColor;\n",
356        "    fragColor = bitmapColor;\n",
357        // Modulate
358        "    fragColor = bitmapColor * color.a;\n",
359        "    fragColor = bitmapColor * color.a;\n",
360        // Modulate with alpha 8 texture
361        "    fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
362        "    fragColor = bitmapColor * gamma(texture2D(baseSampler, outTexCoords).a, bitmapColor.rgb);\n",
363    };
364const char* gFS_Main_FragColor =
365        "    gl_FragColor = fragColor;\n";
366const char* gFS_Main_FragColor_HasColors =
367        "    gl_FragColor *= outColors;\n";
368const char* gFS_Main_FragColor_Blend =
369        "    gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
370const char* gFS_Main_FragColor_Blend_Swap =
371        "    gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
372const char* gFS_Main_ApplyColorOp[3] = {
373        // None
374        "",
375        // Matrix
376        "    fragColor.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply
377        "    fragColor *= colorMatrix;\n"
378        "    fragColor += colorMatrixVector;\n"
379        "    fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply
380        // PorterDuff
381        "    fragColor = blendColors(colorBlend, fragColor);\n"
382};
383
384// Note: LTRB -> xyzw
385const char* gFS_Main_FragColor_HasRoundRectClip =
386        "    mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
387        "    mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"
388
389        // divide + multiply by 128 to avoid falling out of range in length() function
390        "    mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
391        "    mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
392        "    gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n";
393
394const char* gFS_Main_DebugHighlight =
395        "    gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
396const char* gFS_Footer =
397        "}\n\n";
398
399///////////////////////////////////////////////////////////////////////////////
400// PorterDuff snippets
401///////////////////////////////////////////////////////////////////////////////
402
403const char* gBlendOps[18] = {
404        // Clear
405        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
406        // Src
407        "return src;\n",
408        // Dst
409        "return dst;\n",
410        // SrcOver
411        "return src + dst * (1.0 - src.a);\n",
412        // DstOver
413        "return dst + src * (1.0 - dst.a);\n",
414        // SrcIn
415        "return src * dst.a;\n",
416        // DstIn
417        "return dst * src.a;\n",
418        // SrcOut
419        "return src * (1.0 - dst.a);\n",
420        // DstOut
421        "return dst * (1.0 - src.a);\n",
422        // SrcAtop
423        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
424        // DstAtop
425        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
426        // Xor
427        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
428                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
429        // Plus
430        "return min(src + dst, 1.0);\n",
431        // Modulate
432        "return src * dst;\n",
433        // Screen
434        "return src + dst - src * dst;\n",
435        // Overlay
436        "return clamp(vec4(mix("
437                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
438                "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), "
439                "step(dst.a, 2.0 * dst.rgb)), "
440                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
441        // Darken
442        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
443                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
444        // Lighten
445        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
446                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
447};
448
449///////////////////////////////////////////////////////////////////////////////
450// Constructors/destructors
451///////////////////////////////////////////////////////////////////////////////
452
453ProgramCache::ProgramCache(Extensions& extensions)
454        : mHasES3(extensions.getMajorGlVersion() >= 3)
455        , mHasSRGB(extensions.hasSRGB()) {
456}
457
458ProgramCache::~ProgramCache() {
459    clear();
460}
461
462///////////////////////////////////////////////////////////////////////////////
463// Cache management
464///////////////////////////////////////////////////////////////////////////////
465
466void ProgramCache::clear() {
467    PROGRAM_LOGD("Clearing program cache");
468    mCache.clear();
469}
470
471Program* ProgramCache::get(const ProgramDescription& description) {
472    programid key = description.key();
473    if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) {
474        // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
475        // to standard texture program (bitmaps, patches). Consider them equivalent.
476        key = PROGRAM_KEY_TEXTURE;
477    }
478
479    auto iter = mCache.find(key);
480    Program* program = nullptr;
481    if (iter == mCache.end()) {
482        description.log("Could not find program");
483        program = generateProgram(description, key);
484        mCache[key] = std::unique_ptr<Program>(program);
485    } else {
486        program = iter->second.get();
487    }
488    return program;
489}
490
491///////////////////////////////////////////////////////////////////////////////
492// Program generation
493///////////////////////////////////////////////////////////////////////////////
494
495Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
496    String8 vertexShader = generateVertexShader(description);
497    String8 fragmentShader = generateFragmentShader(description);
498
499    return new Program(description, vertexShader.string(), fragmentShader.string());
500}
501
502static inline size_t gradientIndex(const ProgramDescription& description) {
503    return description.gradientType * 2 + description.isSimpleGradient;
504}
505
506String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
507    // Add attributes
508    String8 shader(gVS_Header_Start);
509    if (description.hasTexture || description.hasExternalTexture) {
510        shader.append(gVS_Header_Attributes_TexCoords);
511    }
512    if (description.hasVertexAlpha) {
513        shader.append(gVS_Header_Attributes_VertexAlphaParameters);
514    }
515    if (description.hasColors) {
516        shader.append(gVS_Header_Attributes_Colors);
517    }
518    // Uniforms
519    shader.append(gVS_Header_Uniforms);
520    if (description.hasTextureTransform) {
521        shader.append(gVS_Header_Uniforms_TextureTransform);
522    }
523    if (description.hasGradient) {
524        shader.append(gVS_Header_Uniforms_HasGradient);
525    }
526    if (description.hasBitmap) {
527        shader.append(gVS_Header_Uniforms_HasBitmap);
528    }
529    if (description.hasRoundRectClip) {
530        shader.append(gVS_Header_Uniforms_HasRoundRectClip);
531    }
532    // Varyings
533    if (description.hasTexture || description.hasExternalTexture) {
534        shader.append(gVS_Header_Varyings_HasTexture);
535    }
536    if (description.hasVertexAlpha) {
537        shader.append(gVS_Header_Varyings_HasVertexAlpha);
538    }
539    if (description.hasColors) {
540        shader.append(gVS_Header_Varyings_HasColors);
541    }
542    if (description.hasGradient) {
543        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
544    }
545    if (description.hasBitmap) {
546        shader.append(gVS_Header_Varyings_HasBitmap);
547    }
548    if (description.hasRoundRectClip) {
549        shader.append(gVS_Header_Varyings_HasRoundRectClip);
550    }
551
552    // Begin the shader
553    shader.append(gVS_Main); {
554        if (description.hasTextureTransform) {
555            shader.append(gVS_Main_OutTransformedTexCoords);
556        } else if (description.hasTexture || description.hasExternalTexture) {
557            shader.append(gVS_Main_OutTexCoords);
558        }
559        if (description.hasVertexAlpha) {
560            shader.append(gVS_Main_VertexAlpha);
561        }
562        if (description.hasColors) {
563            shader.append(gVS_Main_OutColors);
564        }
565        if (description.hasBitmap) {
566            shader.append(gVS_Main_OutBitmapTexCoords);
567        }
568        // Output transformed position
569        shader.append(gVS_Main_Position);
570        if (description.hasGradient) {
571            shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
572        }
573        if (description.hasRoundRectClip) {
574            shader.append(gVS_Main_HasRoundRectClip);
575        }
576    }
577    // End the shader
578    shader.append(gVS_Footer);
579
580    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
581
582    return shader;
583}
584
585static bool shaderOp(const ProgramDescription& description, String8& shader,
586        const int modulateOp, const char** snippets) {
587    int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
588    op = op * 2 + description.hasGammaCorrection;
589    shader.append(snippets[op]);
590    return description.hasAlpha8Texture;
591}
592
593String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
594    String8 shader(gFS_Header_Start);
595
596    const bool blendFramebuffer = description.framebufferMode >= SkBlendMode::kPlus;
597    if (blendFramebuffer) {
598        shader.append(gFS_Header_Extension_FramebufferFetch);
599    }
600    if (description.hasExternalTexture
601            || (description.hasBitmap && description.isShaderBitmapExternal)) {
602        shader.append(gFS_Header_Extension_ExternalTexture);
603    }
604
605    shader.append(gFS_Header);
606
607    // Varyings
608    if (description.hasTexture || description.hasExternalTexture) {
609        shader.append(gVS_Header_Varyings_HasTexture);
610    }
611    if (description.hasVertexAlpha) {
612        shader.append(gVS_Header_Varyings_HasVertexAlpha);
613    }
614    if (description.hasColors) {
615        shader.append(gVS_Header_Varyings_HasColors);
616    }
617    if (description.hasGradient) {
618        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
619    }
620    if (description.hasBitmap) {
621        shader.append(gVS_Header_Varyings_HasBitmap);
622    }
623    if (description.hasRoundRectClip) {
624        shader.append(gVS_Header_Varyings_HasRoundRectClip);
625    }
626
627    // Uniforms
628    int modulateOp = MODULATE_OP_NO_MODULATE;
629    const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
630            !description.hasGradient && !description.hasBitmap;
631
632    if (description.modulate || singleColor) {
633        shader.append(gFS_Uniforms_Color);
634        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
635    }
636    if (description.hasTexture || description.useShadowAlphaInterp) {
637        shader.append(gFS_Uniforms_TextureSampler);
638    } else if (description.hasExternalTexture) {
639        shader.append(gFS_Uniforms_ExternalTextureSampler);
640    }
641    if (description.hasGradient) {
642        shader.append(gFS_Uniforms_GradientSampler[description.isSimpleGradient]);
643    }
644    if (description.hasRoundRectClip) {
645        shader.append(gFS_Uniforms_HasRoundRectClip);
646    }
647
648    if (description.hasGammaCorrection) {
649        shader.appendFormat(gFS_Gamma_Preamble, Properties::textGamma, 1.0f / Properties::textGamma);
650    }
651
652    // Optimization for common cases
653    if (!description.hasVertexAlpha
654            && !blendFramebuffer
655            && !description.hasColors
656            && description.colorOp == ProgramDescription::ColorFilterMode::None
657            && !description.hasDebugHighlight
658            && !description.hasRoundRectClip) {
659        bool fast = false;
660
661        const bool noShader = !description.hasGradient && !description.hasBitmap;
662        const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
663                !description.hasAlpha8Texture && noShader;
664        const bool singleA8Texture = description.hasTexture &&
665                description.hasAlpha8Texture && noShader;
666        const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
667                description.hasGradient && !description.hasBitmap &&
668                description.gradientType == ProgramDescription::kGradientLinear;
669
670        if (singleColor) {
671            shader.append(gFS_Fast_SingleColor);
672            fast = true;
673        } else if (singleTexture) {
674            if (!description.modulate) {
675                shader.append(gFS_Fast_SingleTexture);
676            } else {
677                shader.append(gFS_Fast_SingleModulateTexture);
678            }
679            fast = true;
680        } else if (singleA8Texture) {
681            if (!description.modulate) {
682                if (description.hasGammaCorrection) {
683                    shader.append(gFS_Fast_SingleA8Texture_ApplyGamma);
684                } else {
685                    shader.append(gFS_Fast_SingleA8Texture);
686                }
687            } else {
688                if (description.hasGammaCorrection) {
689                    shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma);
690                } else {
691                    shader.append(gFS_Fast_SingleModulateA8Texture);
692                }
693            }
694            fast = true;
695        } else if (singleGradient) {
696            shader.append(gFS_Gradient_Functions);
697            shader.append(gFS_Gradient_Preamble[mHasSRGB]);
698            if (!description.modulate) {
699                shader.append(gFS_Fast_SingleGradient[description.isSimpleGradient]);
700            } else {
701                shader.append(gFS_Fast_SingleModulateGradient[description.isSimpleGradient]);
702            }
703            fast = true;
704        }
705
706        if (fast) {
707#if DEBUG_PROGRAMS
708                PROGRAM_LOGD("*** Fast case:\n");
709                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
710                printLongString(shader);
711#endif
712
713            return shader;
714        }
715    }
716
717    if (description.hasBitmap) {
718        if (description.isShaderBitmapExternal) {
719            shader.append(gFS_Uniforms_BitmapExternalSampler);
720        } else {
721            shader.append(gFS_Uniforms_BitmapSampler);
722        }
723    }
724    shader.append(gFS_Uniforms_ColorOp[static_cast<int>(description.colorOp)]);
725
726    // Generate required functions
727    if (description.hasGradient && description.hasBitmap) {
728        generateBlend(shader, "blendShaders", description.shadersMode);
729    }
730    if (description.colorOp == ProgramDescription::ColorFilterMode::Blend) {
731        generateBlend(shader, "blendColors", description.colorMode);
732    }
733    if (blendFramebuffer) {
734        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
735    }
736    if (description.useShaderBasedWrap) {
737        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
738    }
739    if (description.hasGradient) {
740        shader.append(gFS_Gradient_Functions);
741        shader.append(gFS_Gradient_Preamble[mHasSRGB]);
742    }
743
744    // Begin the shader
745    shader.append(gFS_Main); {
746        // Stores the result in fragColor directly
747        if (description.hasTexture || description.hasExternalTexture) {
748            if (description.hasAlpha8Texture) {
749                if (!description.hasGradient && !description.hasBitmap) {
750                    shader.append(
751                            gFS_Main_FetchA8Texture[modulateOp * 2 + description.hasGammaCorrection]);
752                }
753            } else {
754                shader.append(gFS_Main_FetchTexture[modulateOp]);
755            }
756        } else {
757            if (!description.hasGradient && !description.hasBitmap) {
758                shader.append(gFS_Main_FetchColor);
759            }
760        }
761        if (description.hasGradient) {
762            shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
763        }
764        if (description.hasBitmap) {
765            if (!description.useShaderBasedWrap) {
766                shader.append(gFS_Main_FetchBitmap);
767            } else {
768                shader.append(gFS_Main_FetchBitmapNpot);
769            }
770        }
771        bool applyModulate = false;
772        // Case when we have two shaders set
773        if (description.hasGradient && description.hasBitmap) {
774            if (description.isBitmapFirst) {
775                shader.append(gFS_Main_BlendShadersBG);
776            } else {
777                shader.append(gFS_Main_BlendShadersGB);
778            }
779            applyModulate = shaderOp(description, shader, modulateOp,
780                    gFS_Main_BlendShaders_Modulate);
781        } else {
782            if (description.hasGradient) {
783                applyModulate = shaderOp(description, shader, modulateOp,
784                        gFS_Main_GradientShader_Modulate);
785            } else if (description.hasBitmap) {
786                applyModulate = shaderOp(description, shader, modulateOp,
787                        gFS_Main_BitmapShader_Modulate);
788            }
789        }
790
791        if (description.modulate && applyModulate) {
792            shader.append(gFS_Main_ModulateColor);
793        }
794
795        // Apply the color op if needed
796        shader.append(gFS_Main_ApplyColorOp[static_cast<int>(description.colorOp)]);
797
798        if (description.hasVertexAlpha) {
799            if (description.useShadowAlphaInterp) {
800                shader.append(gFS_Main_ApplyVertexAlphaShadowInterp);
801            } else {
802                shader.append(gFS_Main_ApplyVertexAlphaLinearInterp);
803            }
804        }
805
806        if (description.hasGradient) {
807            shader.append(gFS_Main_AddDither);
808        }
809
810        // Output the fragment
811        if (!blendFramebuffer) {
812            shader.append(gFS_Main_FragColor);
813        } else {
814            shader.append(!description.swapSrcDst ?
815                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
816        }
817        if (description.hasColors) {
818            shader.append(gFS_Main_FragColor_HasColors);
819        }
820        if (description.hasRoundRectClip) {
821            shader.append(gFS_Main_FragColor_HasRoundRectClip);
822        }
823        if (description.hasDebugHighlight) {
824            shader.append(gFS_Main_DebugHighlight);
825        }
826    }
827    // End the shader
828    shader.append(gFS_Footer);
829
830#if DEBUG_PROGRAMS
831        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
832        printLongString(shader);
833#endif
834
835    return shader;
836}
837
838void ProgramCache::generateBlend(String8& shader, const char* name, SkBlendMode mode) {
839    shader.append("\nvec4 ");
840    shader.append(name);
841    shader.append("(vec4 src, vec4 dst) {\n");
842    shader.append("    ");
843    shader.append(gBlendOps[(int)mode]);
844    shader.append("}\n");
845}
846
847void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
848    shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n");
849    if (wrapS == GL_MIRRORED_REPEAT) {
850        shader.append("    highp float xMod2 = mod(texCoords.x, 2.0);\n");
851        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
852    }
853    if (wrapT == GL_MIRRORED_REPEAT) {
854        shader.append("    highp float yMod2 = mod(texCoords.y, 2.0);\n");
855        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
856    }
857    shader.append("    return vec2(");
858    switch (wrapS) {
859        case GL_CLAMP_TO_EDGE:
860            shader.append("texCoords.x");
861            break;
862        case GL_REPEAT:
863            shader.append("mod(texCoords.x, 1.0)");
864            break;
865        case GL_MIRRORED_REPEAT:
866            shader.append("xMod2");
867            break;
868    }
869    shader.append(", ");
870    switch (wrapT) {
871        case GL_CLAMP_TO_EDGE:
872            shader.append("texCoords.y");
873            break;
874        case GL_REPEAT:
875            shader.append("mod(texCoords.y, 1.0)");
876            break;
877        case GL_MIRRORED_REPEAT:
878            shader.append("yMod2");
879            break;
880    }
881    shader.append(");\n");
882    shader.append("}\n");
883}
884
885void ProgramCache::printLongString(const String8& shader) const {
886    ssize_t index = 0;
887    ssize_t lastIndex = 0;
888    const char* str = shader.string();
889    while ((index = shader.find("\n", index)) > -1) {
890        String8 line(str, index - lastIndex);
891        if (line.length() == 0) line.append("\n");
892        ALOGD("%s", line.string());
893        index++;
894        str += (index - lastIndex);
895        lastIndex = index;
896    }
897}
898
899}; // namespace uirenderer
900}; // namespace android
901