ProgramCache.cpp revision d41c4d8c732095ae99c955b6b82f7306633004b1
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 highp 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.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply
331        "    fragColor *= colorMatrix;\n"
332        "    fragColor += colorMatrixVector;\n"
333        "    fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply
334        // PorterDuff
335        "    fragColor = blendColors(colorBlend, fragColor);\n"
336};
337
338// Note: LTRB -> xyzw
339const char* gFS_Main_FragColor_HasRoundRectClip =
340        "    mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
341        "    mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"
342
343        // divide + multiply by 128 to avoid falling out of range in length() function
344        "    mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
345        "    mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
346        "    gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n";
347
348const char* gFS_Main_DebugHighlight =
349        "    gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
350const char* gFS_Footer =
351        "}\n\n";
352
353///////////////////////////////////////////////////////////////////////////////
354// PorterDuff snippets
355///////////////////////////////////////////////////////////////////////////////
356
357const char* gBlendOps[18] = {
358        // Clear
359        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
360        // Src
361        "return src;\n",
362        // Dst
363        "return dst;\n",
364        // SrcOver
365        "return src + dst * (1.0 - src.a);\n",
366        // DstOver
367        "return dst + src * (1.0 - dst.a);\n",
368        // SrcIn
369        "return src * dst.a;\n",
370        // DstIn
371        "return dst * src.a;\n",
372        // SrcOut
373        "return src * (1.0 - dst.a);\n",
374        // DstOut
375        "return dst * (1.0 - src.a);\n",
376        // SrcAtop
377        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
378        // DstAtop
379        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
380        // Xor
381        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
382                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
383        // Add
384        "return min(src + dst, 1.0);\n",
385        // Multiply
386        "return src * dst;\n",
387        // Screen
388        "return src + dst - src * dst;\n",
389        // Overlay
390        "return clamp(vec4(mix("
391                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
392                "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), "
393                "step(dst.a, 2.0 * dst.rgb)), "
394                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
395        // Darken
396        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
397                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
398        // Lighten
399        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
400                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
401};
402
403///////////////////////////////////////////////////////////////////////////////
404// Constructors/destructors
405///////////////////////////////////////////////////////////////////////////////
406
407ProgramCache::ProgramCache(): mHasES3(Extensions::getInstance().getMajorGlVersion() >= 3) {
408}
409
410ProgramCache::~ProgramCache() {
411    clear();
412}
413
414///////////////////////////////////////////////////////////////////////////////
415// Cache management
416///////////////////////////////////////////////////////////////////////////////
417
418void ProgramCache::clear() {
419    PROGRAM_LOGD("Clearing program cache");
420    mCache.clear();
421}
422
423Program* ProgramCache::get(const ProgramDescription& description) {
424    programid key = description.key();
425    if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) {
426        // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
427        // to standard texture program (bitmaps, patches). Consider them equivalent.
428        key = PROGRAM_KEY_TEXTURE;
429    }
430
431    auto iter = mCache.find(key);
432    Program* program = nullptr;
433    if (iter == mCache.end()) {
434        description.log("Could not find program");
435        program = generateProgram(description, key);
436        mCache[key] = std::unique_ptr<Program>(program);
437    } else {
438        program = iter->second.get();
439    }
440    return program;
441}
442
443///////////////////////////////////////////////////////////////////////////////
444// Program generation
445///////////////////////////////////////////////////////////////////////////////
446
447Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
448    String8 vertexShader = generateVertexShader(description);
449    String8 fragmentShader = generateFragmentShader(description);
450
451    return new Program(description, vertexShader.string(), fragmentShader.string());
452}
453
454static inline size_t gradientIndex(const ProgramDescription& description) {
455    return description.gradientType * 2 + description.isSimpleGradient;
456}
457
458String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
459    // Add attributes
460    String8 shader(gVS_Header_Attributes);
461    if (description.hasTexture || description.hasExternalTexture) {
462        shader.append(gVS_Header_Attributes_TexCoords);
463    }
464    if (description.hasVertexAlpha) {
465        shader.append(gVS_Header_Attributes_VertexAlphaParameters);
466    }
467    if (description.hasColors) {
468        shader.append(gVS_Header_Attributes_Colors);
469    }
470    // Uniforms
471    shader.append(gVS_Header_Uniforms);
472    if (description.hasTextureTransform) {
473        shader.append(gVS_Header_Uniforms_TextureTransform);
474    }
475    if (description.hasGradient) {
476        shader.append(gVS_Header_Uniforms_HasGradient);
477    }
478    if (description.hasBitmap) {
479        shader.append(gVS_Header_Uniforms_HasBitmap);
480    }
481    if (description.hasRoundRectClip) {
482        shader.append(gVS_Header_Uniforms_HasRoundRectClip);
483    }
484    // Varyings
485    if (description.hasTexture || description.hasExternalTexture) {
486        shader.append(gVS_Header_Varyings_HasTexture);
487    }
488    if (description.hasVertexAlpha) {
489        shader.append(gVS_Header_Varyings_HasVertexAlpha);
490    }
491    if (description.hasColors) {
492        shader.append(gVS_Header_Varyings_HasColors);
493    }
494    if (description.hasGradient) {
495        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
496    }
497    if (description.hasBitmap) {
498        shader.append(gVS_Header_Varyings_HasBitmap);
499    }
500    if (description.hasRoundRectClip) {
501        shader.append(gVS_Header_Varyings_HasRoundRectClip);
502    }
503
504    // Begin the shader
505    shader.append(gVS_Main); {
506        if (description.hasTextureTransform) {
507            shader.append(gVS_Main_OutTransformedTexCoords);
508        } else if (description.hasTexture || description.hasExternalTexture) {
509            shader.append(gVS_Main_OutTexCoords);
510        }
511        if (description.hasVertexAlpha) {
512            shader.append(gVS_Main_VertexAlpha);
513        }
514        if (description.hasColors) {
515            shader.append(gVS_Main_OutColors);
516        }
517        if (description.hasBitmap) {
518            shader.append(gVS_Main_OutBitmapTexCoords);
519        }
520        // Output transformed position
521        shader.append(gVS_Main_Position);
522        if (description.hasGradient) {
523            shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
524        }
525        if (description.hasRoundRectClip) {
526            shader.append(gVS_Main_HasRoundRectClip);
527        }
528    }
529    // End the shader
530    shader.append(gVS_Footer);
531
532    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
533
534    return shader;
535}
536
537static bool shaderOp(const ProgramDescription& description, String8& shader,
538        const int modulateOp, const char** snippets) {
539    int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
540    op = op * 2 + description.hasGammaCorrection;
541    shader.append(snippets[op]);
542    return description.hasAlpha8Texture;
543}
544
545String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
546    String8 shader;
547
548    const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
549    if (blendFramebuffer) {
550        shader.append(gFS_Header_Extension_FramebufferFetch);
551    }
552    if (description.hasExternalTexture) {
553        shader.append(gFS_Header_Extension_ExternalTexture);
554    }
555
556    shader.append(gFS_Header);
557
558    // Varyings
559    if (description.hasTexture || description.hasExternalTexture) {
560        shader.append(gVS_Header_Varyings_HasTexture);
561    }
562    if (description.hasVertexAlpha) {
563        shader.append(gVS_Header_Varyings_HasVertexAlpha);
564    }
565    if (description.hasColors) {
566        shader.append(gVS_Header_Varyings_HasColors);
567    }
568    if (description.hasGradient) {
569        shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
570    }
571    if (description.hasBitmap) {
572        shader.append(gVS_Header_Varyings_HasBitmap);
573    }
574    if (description.hasRoundRectClip) {
575        shader.append(gVS_Header_Varyings_HasRoundRectClip);
576    }
577
578    // Uniforms
579    int modulateOp = MODULATE_OP_NO_MODULATE;
580    const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
581            !description.hasGradient && !description.hasBitmap;
582
583    if (description.modulate || singleColor) {
584        shader.append(gFS_Uniforms_Color);
585        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
586    }
587    if (description.hasTexture) {
588        shader.append(gFS_Uniforms_TextureSampler);
589    } else if (description.hasExternalTexture) {
590        shader.append(gFS_Uniforms_ExternalTextureSampler);
591    }
592    if (description.hasGradient) {
593        shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient],
594                gFS_Uniforms_Dither);
595    }
596    if (description.hasGammaCorrection) {
597        shader.append(gFS_Uniforms_Gamma);
598    }
599    if (description.hasRoundRectClip) {
600        shader.append(gFS_Uniforms_HasRoundRectClip);
601    }
602
603    // Optimization for common cases
604    if (!description.hasVertexAlpha
605            && !blendFramebuffer
606            && !description.hasColors
607            && description.colorOp == ProgramDescription::kColorNone
608            && !description.hasDebugHighlight
609            && !description.hasRoundRectClip) {
610        bool fast = false;
611
612        const bool noShader = !description.hasGradient && !description.hasBitmap;
613        const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
614                !description.hasAlpha8Texture && noShader;
615        const bool singleA8Texture = description.hasTexture &&
616                description.hasAlpha8Texture && noShader;
617        const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
618                description.hasGradient && !description.hasBitmap &&
619                description.gradientType == ProgramDescription::kGradientLinear;
620
621        if (singleColor) {
622            shader.append(gFS_Fast_SingleColor);
623            fast = true;
624        } else if (singleTexture) {
625            if (!description.modulate) {
626                shader.append(gFS_Fast_SingleTexture);
627            } else {
628                shader.append(gFS_Fast_SingleModulateTexture);
629            }
630            fast = true;
631        } else if (singleA8Texture) {
632            if (!description.modulate) {
633                if (description.hasGammaCorrection) {
634                    shader.append(gFS_Fast_SingleA8Texture_ApplyGamma);
635                } else {
636                    shader.append(gFS_Fast_SingleA8Texture);
637                }
638            } else {
639                if (description.hasGammaCorrection) {
640                    shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma);
641                } else {
642                    shader.append(gFS_Fast_SingleModulateA8Texture);
643                }
644            }
645            fast = true;
646        } else if (singleGradient) {
647            if (!description.modulate) {
648                shader.appendFormat(gFS_Fast_SingleGradient[description.isSimpleGradient],
649                        gFS_Main_Dither[mHasES3]);
650            } else {
651                shader.appendFormat(gFS_Fast_SingleModulateGradient[description.isSimpleGradient],
652                        gFS_Main_Dither[mHasES3]);
653            }
654            fast = true;
655        }
656
657        if (fast) {
658#if DEBUG_PROGRAMS
659                PROGRAM_LOGD("*** Fast case:\n");
660                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
661                printLongString(shader);
662#endif
663
664            return shader;
665        }
666    }
667
668    if (description.hasBitmap) {
669        shader.append(gFS_Uniforms_BitmapSampler);
670    }
671    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
672
673    // Generate required functions
674    if (description.hasGradient && description.hasBitmap) {
675        generateBlend(shader, "blendShaders", description.shadersMode);
676    }
677    if (description.colorOp == ProgramDescription::kColorBlend) {
678        generateBlend(shader, "blendColors", description.colorMode);
679    }
680    if (blendFramebuffer) {
681        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
682    }
683    if (description.isBitmapNpot) {
684        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
685    }
686
687    // Begin the shader
688    shader.append(gFS_Main); {
689        // Stores the result in fragColor directly
690        if (description.hasTexture || description.hasExternalTexture) {
691            if (description.hasAlpha8Texture) {
692                if (!description.hasGradient && !description.hasBitmap) {
693                    shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 +
694                                                          description.hasGammaCorrection]);
695                }
696            } else {
697                shader.append(gFS_Main_FetchTexture[modulateOp]);
698            }
699        } else {
700            if (!description.hasGradient && !description.hasBitmap) {
701                shader.append(gFS_Main_FetchColor);
702            }
703        }
704        if (description.hasGradient) {
705            shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
706            shader.appendFormat(gFS_Main_AddDitherToGradient, gFS_Main_Dither[mHasES3]);
707        }
708        if (description.hasBitmap) {
709            if (!description.isBitmapNpot) {
710                shader.append(gFS_Main_FetchBitmap);
711            } else {
712                shader.append(gFS_Main_FetchBitmapNpot);
713            }
714        }
715        bool applyModulate = false;
716        // Case when we have two shaders set
717        if (description.hasGradient && description.hasBitmap) {
718            if (description.isBitmapFirst) {
719                shader.append(gFS_Main_BlendShadersBG);
720            } else {
721                shader.append(gFS_Main_BlendShadersGB);
722            }
723            applyModulate = shaderOp(description, shader, modulateOp,
724                    gFS_Main_BlendShaders_Modulate);
725        } else {
726            if (description.hasGradient) {
727                applyModulate = shaderOp(description, shader, modulateOp,
728                        gFS_Main_GradientShader_Modulate);
729            } else if (description.hasBitmap) {
730                applyModulate = shaderOp(description, shader, modulateOp,
731                        gFS_Main_BitmapShader_Modulate);
732            }
733        }
734
735        if (description.modulate && applyModulate) {
736            shader.append(gFS_Main_ModulateColor);
737        }
738
739        // Apply the color op if needed
740        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
741
742        if (description.hasVertexAlpha) {
743            if (description.useShadowAlphaInterp) {
744                shader.append(gFS_Main_ApplyVertexAlphaShadowInterp);
745            } else {
746                shader.append(gFS_Main_ApplyVertexAlphaLinearInterp);
747            }
748        }
749
750        // Output the fragment
751        if (!blendFramebuffer) {
752            shader.append(gFS_Main_FragColor);
753        } else {
754            shader.append(!description.swapSrcDst ?
755                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
756        }
757        if (description.hasColors) {
758            shader.append(gFS_Main_FragColor_HasColors);
759        }
760        if (description.hasRoundRectClip) {
761            shader.append(gFS_Main_FragColor_HasRoundRectClip);
762        }
763        if (description.hasDebugHighlight) {
764            shader.append(gFS_Main_DebugHighlight);
765        }
766    }
767    // End the shader
768    shader.append(gFS_Footer);
769
770#if DEBUG_PROGRAMS
771        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
772        printLongString(shader);
773#endif
774
775    return shader;
776}
777
778void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
779    shader.append("\nvec4 ");
780    shader.append(name);
781    shader.append("(vec4 src, vec4 dst) {\n");
782    shader.append("    ");
783    shader.append(gBlendOps[mode]);
784    shader.append("}\n");
785}
786
787void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
788    shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n");
789    if (wrapS == GL_MIRRORED_REPEAT) {
790        shader.append("    highp float xMod2 = mod(texCoords.x, 2.0);\n");
791        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
792    }
793    if (wrapT == GL_MIRRORED_REPEAT) {
794        shader.append("    highp float yMod2 = mod(texCoords.y, 2.0);\n");
795        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
796    }
797    shader.append("    return vec2(");
798    switch (wrapS) {
799        case GL_CLAMP_TO_EDGE:
800            shader.append("texCoords.x");
801            break;
802        case GL_REPEAT:
803            shader.append("mod(texCoords.x, 1.0)");
804            break;
805        case GL_MIRRORED_REPEAT:
806            shader.append("xMod2");
807            break;
808    }
809    shader.append(", ");
810    switch (wrapT) {
811        case GL_CLAMP_TO_EDGE:
812            shader.append("texCoords.y");
813            break;
814        case GL_REPEAT:
815            shader.append("mod(texCoords.y, 1.0)");
816            break;
817        case GL_MIRRORED_REPEAT:
818            shader.append("yMod2");
819            break;
820    }
821    shader.append(");\n");
822    shader.append("}\n");
823}
824
825void ProgramCache::printLongString(const String8& shader) const {
826    ssize_t index = 0;
827    ssize_t lastIndex = 0;
828    const char* str = shader.string();
829    while ((index = shader.find("\n", index)) > -1) {
830        String8 line(str, index - lastIndex);
831        if (line.length() == 0) line.append("\n");
832        PROGRAM_LOGD("%s", line.string());
833        index++;
834        str += (index - lastIndex);
835        lastIndex = index;
836    }
837}
838
839}; // namespace uirenderer
840}; // namespace android
841