ProgramCache.cpp revision a5aed0d58962a24c44728ffc46dc9e1ba2f9fda5
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// Vertex shaders snippets 28/////////////////////////////////////////////////////////////////////////////// 29 30const char* gVS_Header_Attributes = 31 "attribute vec4 position;\n"; 32const char* gVS_Header_Attributes_TexCoords = 33 "attribute vec2 texCoords;\n"; 34const char* gVS_Header_Uniforms = 35 "uniform mat4 transform;\n"; 36const char* gVS_Header_Uniforms_HasGradient = 37 "uniform float gradientLength;\n" 38 "uniform vec2 gradient;\n" 39 "uniform vec2 gradientStart;\n" 40 "uniform mat4 screenSpace;\n"; 41const char* gVS_Header_Uniforms_HasBitmap = 42 "uniform mat4 textureTransform;\n" 43 "uniform vec2 textureDimension;\n"; 44const char* gVS_Header_Varyings_HasTexture = 45 "varying vec2 outTexCoords;\n"; 46const char* gVS_Header_Varyings_HasBitmap = 47 "varying vec2 outBitmapTexCoords;\n"; 48const char* gVS_Header_Varyings_HasGradient = 49 "varying float index;\n"; 50const char* gVS_Main = 51 "\nvoid main(void) {\n"; 52const char* gVS_Main_OutTexCoords = 53 " outTexCoords = texCoords;\n"; 54const char* gVS_Main_OutGradientIndex = 55 " vec4 location = screenSpace * position;\n" 56 " index = dot(location.xy - gradientStart, gradient) * gradientLength;\n"; 57const char* gVS_Main_OutBitmapTexCoords = 58 " vec4 bitmapCoords = textureTransform * position;\n" 59 " outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n"; 60const char* gVS_Main_Position = 61 " gl_Position = transform * position;\n"; 62const char* gVS_Footer = 63 "}\n\n"; 64 65/////////////////////////////////////////////////////////////////////////////// 66// Fragment shaders snippets 67/////////////////////////////////////////////////////////////////////////////// 68 69const char* gFS_Header_Extension_FramebufferFetch = 70 "#extension GL_NV_shader_framebuffer_fetch : enable\n\n"; 71const char* gFS_Header = 72 "precision mediump float;\n\n"; 73const char* gFS_Uniforms_Color = 74 "uniform vec4 color;\n"; 75const char* gFS_Uniforms_TextureSampler = 76 "uniform sampler2D sampler;\n"; 77const char* gFS_Uniforms_GradientSampler = 78 "uniform sampler2D gradientSampler;\n"; 79const char* gFS_Uniforms_BitmapSampler = 80 "uniform sampler2D bitmapSampler;\n"; 81const char* gFS_Uniforms_ColorOp[4] = { 82 // None 83 "", 84 // Matrix 85 "uniform mat4 colorMatrix;\n" 86 "uniform vec4 colorMatrixVector;\n", 87 // Lighting 88 "uniform vec4 lightingMul;\n" 89 "uniform vec4 lightingAdd;\n", 90 // PorterDuff 91 "uniform vec4 colorBlend;\n" 92}; 93const char* gFS_Main = 94 "\nvoid main(void) {\n" 95 " lowp vec4 fragColor;\n"; 96const char* gFS_Main_FetchColor = 97 " fragColor = color;\n"; 98const char* gFS_Main_FetchTexture = 99 " fragColor = color * texture2D(sampler, outTexCoords);\n"; 100const char* gFS_Main_FetchA8Texture = 101 " fragColor = color * texture2D(sampler, outTexCoords).a;\n"; 102const char* gFS_Main_FetchGradient = 103 " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n"; 104const char* gFS_Main_FetchBitmap = 105 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n"; 106const char* gFS_Main_FetchBitmapNpot = 107 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n"; 108const char* gFS_Main_BlendShadersBG = 109 " fragColor = blendShaders(gradientColor, bitmapColor)"; 110const char* gFS_Main_BlendShadersGB = 111 " fragColor = blendShaders(bitmapColor, gradientColor)"; 112const char* gFS_Main_BlendShaders_Modulate = 113 " * fragColor.a;\n"; 114const char* gFS_Main_GradientShader_Modulate = 115 " fragColor = gradientColor * fragColor.a;\n"; 116const char* gFS_Main_BitmapShader_Modulate = 117 " fragColor = bitmapColor * fragColor.a;\n"; 118const char* gFS_Main_FragColor = 119 " gl_FragColor = fragColor;\n"; 120const char* gFS_Main_FragColor_Blend = 121 " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n"; 122const char* gFS_Main_ApplyColorOp[4] = { 123 // None 124 "", 125 // Matrix 126 // TODO: Fix premultiplied alpha computations for color matrix 127 " fragColor *= colorMatrix;\n" 128 " fragColor += colorMatrixVector;\n" 129 " fragColor.rgb *= fragColor.a;\n", 130 // Lighting 131 " float lightingAlpha = fragColor.a;\n" 132 " fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n" 133 " fragColor.a = lightingAlpha;\n", 134 // PorterDuff 135 " fragColor = blendColors(colorBlend, fragColor);\n" 136}; 137const char* gFS_Footer = 138 "}\n\n"; 139 140/////////////////////////////////////////////////////////////////////////////// 141// PorterDuff snippets 142/////////////////////////////////////////////////////////////////////////////// 143 144const char* gBlendOps[18] = { 145 // Clear 146 "return vec4(0.0, 0.0, 0.0, 0.0);\n", 147 // Src 148 "return src;\n", 149 // Dst 150 "return dst;\n", 151 // SrcOver 152 "return src + dst * (1.0 - src.a);\n", 153 // DstOver 154 "return dst + src * (1.0 - dst.a);\n", 155 // SrcIn 156 "return src * dst.a;\n", 157 // DstIn 158 "return dst * src.a;\n", 159 // SrcOut 160 "return src * (1.0 - dst.a);\n", 161 // DstOut 162 "return dst * (1.0 - src.a);\n", 163 // SrcAtop 164 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n", 165 // DstAtop 166 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n", 167 // Xor 168 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, " 169 "src.a + dst.a - 2.0 * src.a * dst.a);\n", 170 // Add 171 "return min(src + dst, 1.0);\n", 172 // Multiply 173 "return src * dst;\n", 174 // Screen 175 "return src + dst - src * dst;\n", 176 // Overlay 177 "return clamp(vec4(mix(" 178 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), " 179 "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), " 180 "step(dst.a, 2.0 * dst.rgb)), " 181 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n", 182 // Darken 183 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 184 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 185 // Lighten 186 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 187 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 188}; 189 190/////////////////////////////////////////////////////////////////////////////// 191// Constructors/destructors 192/////////////////////////////////////////////////////////////////////////////// 193 194ProgramCache::ProgramCache() { 195} 196 197ProgramCache::~ProgramCache() { 198 clear(); 199} 200 201/////////////////////////////////////////////////////////////////////////////// 202// Cache management 203/////////////////////////////////////////////////////////////////////////////// 204 205void ProgramCache::clear() { 206 size_t count = mCache.size(); 207 for (size_t i = 0; i < count; i++) { 208 delete mCache.valueAt(i); 209 } 210 mCache.clear(); 211} 212 213Program* ProgramCache::get(const ProgramDescription& description) { 214 programid key = description.key(); 215 ssize_t index = mCache.indexOfKey(key); 216 Program* program = NULL; 217 if (index < 0) { 218 PROGRAM_LOGD("Could not find program with key 0x%x", key); 219 program = generateProgram(description, key); 220 mCache.add(key, program); 221 } else { 222 program = mCache.valueAt(index); 223 } 224 return program; 225} 226 227/////////////////////////////////////////////////////////////////////////////// 228// Program generation 229/////////////////////////////////////////////////////////////////////////////// 230 231Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) { 232 String8 vertexShader = generateVertexShader(description); 233 String8 fragmentShader = generateFragmentShader(description); 234 235 Program* program = new Program(vertexShader.string(), fragmentShader.string()); 236 return program; 237} 238 239String8 ProgramCache::generateVertexShader(const ProgramDescription& description) { 240 // Add attributes 241 String8 shader(gVS_Header_Attributes); 242 if (description.hasTexture) { 243 shader.append(gVS_Header_Attributes_TexCoords); 244 } 245 // Uniforms 246 shader.append(gVS_Header_Uniforms); 247 if (description.hasGradient) { 248 shader.append(gVS_Header_Uniforms_HasGradient); 249 } 250 if (description.hasBitmap) { 251 shader.append(gVS_Header_Uniforms_HasBitmap); 252 } 253 // Varyings 254 if (description.hasTexture) { 255 shader.append(gVS_Header_Varyings_HasTexture); 256 } 257 if (description.hasGradient) { 258 shader.append(gVS_Header_Varyings_HasGradient); 259 } 260 if (description.hasBitmap) { 261 shader.append(gVS_Header_Varyings_HasBitmap); 262 } 263 264 // Begin the shader 265 shader.append(gVS_Main); { 266 if (description.hasTexture) { 267 shader.append(gVS_Main_OutTexCoords); 268 } 269 if (description.hasGradient) { 270 shader.append(gVS_Main_OutGradientIndex); 271 } 272 if (description.hasBitmap) { 273 shader.append(gVS_Main_OutBitmapTexCoords); 274 } 275 // Output transformed position 276 shader.append(gVS_Main_Position); 277 } 278 // End the shader 279 shader.append(gVS_Footer); 280 281 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string()); 282 283 return shader; 284} 285 286String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) { 287 // Set the default precision 288 String8 shader; 289 290 bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode; 291 if (blendFramebuffer) { 292 shader.append(gFS_Header_Extension_FramebufferFetch); 293 } 294 295 shader.append(gFS_Header); 296 297 // Varyings 298 if (description.hasTexture) { 299 shader.append(gVS_Header_Varyings_HasTexture); 300 } 301 if (description.hasGradient) { 302 shader.append(gVS_Header_Varyings_HasGradient); 303 } 304 if (description.hasBitmap) { 305 shader.append(gVS_Header_Varyings_HasBitmap); 306 } 307 308 309 // Uniforms 310 shader.append(gFS_Uniforms_Color); 311 if (description.hasTexture) { 312 shader.append(gFS_Uniforms_TextureSampler); 313 } 314 if (description.hasGradient) { 315 shader.append(gFS_Uniforms_GradientSampler); 316 } 317 if (description.hasBitmap) { 318 shader.append(gFS_Uniforms_BitmapSampler); 319 } 320 shader.append(gFS_Uniforms_ColorOp[description.colorOp]); 321 322 // Generate required functions 323 if (description.hasGradient && description.hasBitmap) { 324 generateBlend(shader, "blendShaders", description.shadersMode); 325 } 326 if (description.colorOp == ProgramDescription::kColorBlend) { 327 generateBlend(shader, "blendColors", description.colorMode); 328 } 329 if (blendFramebuffer) { 330 generateBlend(shader, "blendFramebuffer", description.framebufferMode); 331 } 332 if (description.isBitmapNpot) { 333 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT); 334 } 335 336 // Begin the shader 337 shader.append(gFS_Main); { 338 // Stores the result in fragColor directly 339 if (description.hasTexture) { 340 if (description.hasAlpha8Texture) { 341 shader.append(gFS_Main_FetchA8Texture); 342 } else { 343 shader.append(gFS_Main_FetchTexture); 344 } 345 } else { 346 shader.append(gFS_Main_FetchColor); 347 } 348 if (description.hasGradient) { 349 shader.append(gFS_Main_FetchGradient); 350 } 351 if (description.hasBitmap) { 352 if (!description.isBitmapNpot) { 353 shader.append(gFS_Main_FetchBitmap); 354 } else { 355 shader.append(gFS_Main_FetchBitmapNpot); 356 } 357 } 358 // Case when we have two shaders set 359 if (description.hasGradient && description.hasBitmap) { 360 if (description.isBitmapFirst) { 361 shader.append(gFS_Main_BlendShadersBG); 362 } else { 363 shader.append(gFS_Main_BlendShadersGB); 364 } 365 shader.append(gFS_Main_BlendShaders_Modulate); 366 } else { 367 if (description.hasGradient) { 368 shader.append(gFS_Main_GradientShader_Modulate); 369 } else if (description.hasBitmap) { 370 shader.append(gFS_Main_BitmapShader_Modulate); 371 } 372 } 373 // Apply the color op if needed 374 shader.append(gFS_Main_ApplyColorOp[description.colorOp]); 375 // Output the fragment 376 if (!blendFramebuffer) { 377 shader.append(gFS_Main_FragColor); 378 } else { 379 shader.append(gFS_Main_FragColor_Blend); 380 } 381 } 382 // End the shader 383 shader.append(gFS_Footer); 384 385 if (DEBUG_PROGRAM_CACHE) { 386 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 387 printLongString(shader); 388 } 389 390 return shader; 391} 392 393void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) { 394 shader.append("\nvec4 "); 395 shader.append(name); 396 shader.append("(vec4 src, vec4 dst) {\n"); 397 shader.append(" "); 398 shader.append(gBlendOps[mode]); 399 shader.append("}\n"); 400} 401 402void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) { 403 shader.append("\nvec2 wrap(vec2 texCoords) {\n"); 404 if (wrapS == GL_MIRRORED_REPEAT) { 405 shader.append(" float xMod2 = mod(texCoords.x, 2.0);\n"); 406 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n"); 407 } 408 if (wrapT == GL_MIRRORED_REPEAT) { 409 shader.append(" float yMod2 = mod(texCoords.y, 2.0);\n"); 410 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n"); 411 } 412 shader.append(" return vec2("); 413 switch (wrapS) { 414 case GL_CLAMP_TO_EDGE: 415 shader.append("texCoords.x"); 416 break; 417 case GL_REPEAT: 418 shader.append("mod(texCoords.x, 1.0)"); 419 break; 420 case GL_MIRRORED_REPEAT: 421 shader.append("xMod2"); 422 break; 423 } 424 shader.append(", "); 425 switch (wrapT) { 426 case GL_CLAMP_TO_EDGE: 427 shader.append("texCoords.y"); 428 break; 429 case GL_REPEAT: 430 shader.append("mod(texCoords.y, 1.0)"); 431 break; 432 case GL_MIRRORED_REPEAT: 433 shader.append("yMod2"); 434 break; 435 } 436 shader.append(");\n"); 437 shader.append("}\n"); 438} 439 440void ProgramCache::printLongString(const String8& shader) const { 441 ssize_t index = 0; 442 ssize_t lastIndex = 0; 443 const char* str = shader.string(); 444 while ((index = shader.find("\n", index)) > -1) { 445 String8 line(str, index - lastIndex); 446 if (line.length() == 0) line.append("\n"); 447 PROGRAM_LOGD("%s", line.string()); 448 index++; 449 str += (index - lastIndex); 450 lastIndex = index; 451 } 452} 453 454}; // namespace uirenderer 455}; // namespace android 456