ProgramCache.cpp revision db1938e0e6ef816e228c815adccebd5cb05f2aa8
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 = 70 "precision mediump float;\n\n"; 71const char* gFS_Uniforms_Color = 72 "uniform vec4 color;\n"; 73const char* gFS_Uniforms_TextureSampler = 74 "uniform sampler2D sampler;\n"; 75const char* gFS_Uniforms_GradientSampler = 76 "uniform sampler2D gradientSampler;\n"; 77const char* gFS_Uniforms_BitmapSampler = 78 "uniform sampler2D bitmapSampler;\n"; 79const char* gFS_Uniforms_ColorOp[4] = { 80 // None 81 "", 82 // Matrix 83 "uniform mat4 colorMatrix;\n" 84 "uniform vec4 colorMatrixVector;\n", 85 // Lighting 86 "uniform vec4 lightingMul;\n" 87 "uniform vec4 lightingAdd;\n", 88 // PorterDuff 89 "uniform vec4 colorBlend;\n" 90}; 91const char* gFS_Main = 92 "\nvoid main(void) {\n" 93 " vec4 fragColor;\n"; 94const char* gFS_Main_FetchColor = 95 " fragColor = color;\n"; 96const char* gFS_Main_FetchTexture = 97 " fragColor = color * texture2D(sampler, outTexCoords);\n"; 98const char* gFS_Main_FetchA8Texture = 99 " fragColor = color * texture2D(sampler, outTexCoords).a;\n"; 100const char* gFS_Main_FetchGradient = 101 " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n"; 102const char* gFS_Main_FetchBitmap = 103 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n"; 104const char* gFS_Main_FetchBitmapNpot = 105 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n"; 106const char* gFS_Main_BlendShadersBG = 107 " fragColor = blendShaders(gradientColor, bitmapColor)"; 108const char* gFS_Main_BlendShadersGB = 109 " fragColor = blendShaders(bitmapColor, gradientColor)"; 110const char* gFS_Main_BlendShaders_Modulate = 111 " * fragColor.a;\n"; 112const char* gFS_Main_GradientShader_Modulate = 113 " fragColor = gradientColor * fragColor.a;\n"; 114const char* gFS_Main_BitmapShader_Modulate = 115 " fragColor = bitmapColor * fragColor.a;\n"; 116const char* gFS_Main_FragColor = 117 " gl_FragColor = fragColor;\n"; 118const char* gFS_Main_ApplyColorOp[4] = { 119 // None 120 "", 121 // Matrix 122 // TODO: Fix premultiplied alpha computations for color matrix 123 " fragColor *= colorMatrix;\n" 124 " fragColor += colorMatrixVector;\n" 125 " fragColor.rgb *= fragColor.a;\n", 126 // Lighting 127 " float lightingAlpha = fragColor.a;\n" 128 " fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n" 129 " fragColor.a = lightingAlpha;\n", 130 // PorterDuff 131 " fragColor = blendColors(colorBlend, fragColor);\n" 132}; 133const char* gFS_Footer = 134 "}\n\n"; 135 136/////////////////////////////////////////////////////////////////////////////// 137// PorterDuff snippets 138/////////////////////////////////////////////////////////////////////////////// 139 140const char* gPorterDuff[12] = { 141 // Clear 142 "return vec4(0.0, 0.0, 0.0, 0.0);\n", 143 // Src 144 "return src;\n", 145 // Dst 146 "return dst;\n", 147 // SrcOver 148 "return src + dst * (1.0 - src.a);\n", 149 // DstOver 150 "return dst + src * (1.0 - dst.a);\n", 151 // SrcIn 152 "return src * dst.a;\n", 153 // DstIn 154 "return dst * src.a;\n", 155 // SrcOut 156 "return src * (1.0 - dst.a);\n", 157 // DstOut 158 "return dst * (1.0 - src.a);\n", 159 // SrcAtop 160 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n", 161 // DstAtop 162 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n", 163 // Xor 164 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, 1.0, " 165 "src.a + dst.a - 2.0 * src.a * dst.a);\n", 166}; 167 168/////////////////////////////////////////////////////////////////////////////// 169// Constructors/destructors 170/////////////////////////////////////////////////////////////////////////////// 171 172ProgramCache::ProgramCache() { 173} 174 175ProgramCache::~ProgramCache() { 176 clear(); 177} 178 179/////////////////////////////////////////////////////////////////////////////// 180// Cache management 181/////////////////////////////////////////////////////////////////////////////// 182 183void ProgramCache::clear() { 184 size_t count = mCache.size(); 185 for (size_t i = 0; i < count; i++) { 186 delete mCache.valueAt(i); 187 } 188 mCache.clear(); 189} 190 191Program* ProgramCache::get(const ProgramDescription& description) { 192 programid key = description.key(); 193 ssize_t index = mCache.indexOfKey(key); 194 Program* program = NULL; 195 if (index < 0) { 196 PROGRAM_LOGD("Could not find program with key 0x%x", key); 197 program = generateProgram(description, key); 198 mCache.add(key, program); 199 } else { 200 program = mCache.valueAt(index); 201 } 202 return program; 203} 204 205/////////////////////////////////////////////////////////////////////////////// 206// Program generation 207/////////////////////////////////////////////////////////////////////////////// 208 209Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) { 210 String8 vertexShader = generateVertexShader(description); 211 String8 fragmentShader = generateFragmentShader(description); 212 213 Program* program = new Program(vertexShader.string(), fragmentShader.string()); 214 return program; 215} 216 217String8 ProgramCache::generateVertexShader(const ProgramDescription& description) { 218 // Add attributes 219 String8 shader(gVS_Header_Attributes); 220 if (description.hasTexture) { 221 shader.append(gVS_Header_Attributes_TexCoords); 222 } 223 // Uniforms 224 shader.append(gVS_Header_Uniforms); 225 if (description.hasGradient) { 226 shader.append(gVS_Header_Uniforms_HasGradient); 227 } 228 if (description.hasBitmap) { 229 shader.append(gVS_Header_Uniforms_HasBitmap); 230 } 231 // Varyings 232 if (description.hasTexture) { 233 shader.append(gVS_Header_Varyings_HasTexture); 234 } 235 if (description.hasGradient) { 236 shader.append(gVS_Header_Varyings_HasGradient); 237 } 238 if (description.hasBitmap) { 239 shader.append(gVS_Header_Varyings_HasBitmap); 240 } 241 242 // Begin the shader 243 shader.append(gVS_Main); { 244 if (description.hasTexture) { 245 shader.append(gVS_Main_OutTexCoords); 246 } 247 if (description.hasGradient) { 248 shader.append(gVS_Main_OutGradientIndex); 249 } 250 if (description.hasBitmap) { 251 shader.append(gVS_Main_OutBitmapTexCoords); 252 } 253 // Output transformed position 254 shader.append(gVS_Main_Position); 255 } 256 // End the shader 257 shader.append(gVS_Footer); 258 259 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string()); 260 261 return shader; 262} 263 264String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) { 265 // Set the default precision 266 String8 shader(gFS_Header); 267 268 // Varyings 269 if (description.hasTexture) { 270 shader.append(gVS_Header_Varyings_HasTexture); 271 } 272 if (description.hasGradient) { 273 shader.append(gVS_Header_Varyings_HasGradient); 274 } 275 if (description.hasBitmap) { 276 shader.append(gVS_Header_Varyings_HasBitmap); 277 } 278 279 280 // Uniforms 281 shader.append(gFS_Uniforms_Color); 282 if (description.hasTexture) { 283 shader.append(gFS_Uniforms_TextureSampler); 284 } 285 if (description.hasGradient) { 286 shader.append(gFS_Uniforms_GradientSampler); 287 } 288 if (description.hasBitmap) { 289 shader.append(gFS_Uniforms_BitmapSampler); 290 } 291 shader.append(gFS_Uniforms_ColorOp[description.colorOp]); 292 293 // Generate required functions 294 if (description.hasGradient && description.hasBitmap) { 295 generatePorterDuffBlend(shader, "blendShaders", description.shadersMode); 296 } 297 if (description.colorOp == ProgramDescription::kColorBlend) { 298 generatePorterDuffBlend(shader, "blendColors", description.colorMode); 299 } 300 if (description.isBitmapNpot) { 301 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT); 302 } 303 304 // Begin the shader 305 shader.append(gFS_Main); { 306 // Stores the result in fragColor directly 307 if (description.hasTexture) { 308 if (description.hasAlpha8Texture) { 309 shader.append(gFS_Main_FetchA8Texture); 310 } else { 311 shader.append(gFS_Main_FetchTexture); 312 } 313 } else { 314 shader.append(gFS_Main_FetchColor); 315 } 316 if (description.hasGradient) { 317 shader.append(gFS_Main_FetchGradient); 318 } 319 if (description.hasBitmap) { 320 if (!description.isBitmapNpot) { 321 shader.append(gFS_Main_FetchBitmap); 322 } else { 323 shader.append(gFS_Main_FetchBitmapNpot); 324 } 325 } 326 // Case when we have two shaders set 327 if (description.hasGradient && description.hasBitmap) { 328 if (description.isBitmapFirst) { 329 shader.append(gFS_Main_BlendShadersBG); 330 } else { 331 shader.append(gFS_Main_BlendShadersGB); 332 } 333 shader.append(gFS_Main_BlendShaders_Modulate); 334 } else { 335 if (description.hasGradient) { 336 shader.append(gFS_Main_GradientShader_Modulate); 337 } else if (description.hasBitmap) { 338 shader.append(gFS_Main_BitmapShader_Modulate); 339 } 340 } 341 // Apply the color op if needed 342 shader.append(gFS_Main_ApplyColorOp[description.colorOp]); 343 // Output the fragment 344 shader.append(gFS_Main_FragColor); 345 } 346 // End the shader 347 shader.append(gFS_Footer); 348 349 if (DEBUG_PROGRAM_CACHE) { 350 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 351 printLongString(shader); 352 } 353 354 return shader; 355} 356 357void ProgramCache::generatePorterDuffBlend(String8& shader, const char* name, 358 SkXfermode::Mode mode) { 359 shader.append("\nvec4 "); 360 shader.append(name); 361 shader.append("(vec4 src, vec4 dst) {\n"); 362 shader.append(" "); 363 shader.append(gPorterDuff[mode]); 364 shader.append("}\n"); 365} 366 367void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) { 368 shader.append("\nvec2 wrap(vec2 texCoords) {\n"); 369 if (wrapS == GL_MIRRORED_REPEAT) { 370 shader.append(" float xMod2 = mod(texCoords.x, 2.0);\n"); 371 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n"); 372 } 373 if (wrapT == GL_MIRRORED_REPEAT) { 374 shader.append(" float yMod2 = mod(texCoords.y, 2.0);\n"); 375 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n"); 376 } 377 shader.append(" return vec2("); 378 switch (wrapS) { 379 case GL_REPEAT: 380 shader.append("mod(texCoords.x, 1.0)"); 381 break; 382 case GL_MIRRORED_REPEAT: 383 shader.append("xMod2"); 384 break; 385 } 386 shader.append(", "); 387 switch (wrapT) { 388 case GL_REPEAT: 389 shader.append("mod(texCoords.y, 1.0)"); 390 break; 391 case GL_MIRRORED_REPEAT: 392 shader.append("yMod2"); 393 break; 394 } 395 shader.append(");\n"); 396 shader.append("}\n"); 397} 398 399void ProgramCache::printLongString(const String8& shader) const { 400 ssize_t index = 0; 401 ssize_t lastIndex = 0; 402 const char* str = shader.string(); 403 while ((index = shader.find("\n", index)) > -1) { 404 String8 line(str, index - lastIndex); 405 if (line.length() == 0) line.append("\n"); 406 PROGRAM_LOGD("%s", line.string()); 407 index++; 408 str += (index - lastIndex); 409 lastIndex = index; 410 } 411} 412 413}; // namespace uirenderer 414}; // namespace android 415