ProgramCache.cpp revision df0a7fbdcff3c683641b7980da50a7d0eebe0876
1/*
2 * Copyright (C) 2010 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#define LOG_TAG "OpenGLRenderer"
18
19#include <utils/String8.h>
20
21#include "ProgramCache.h"
22
23namespace android {
24namespace uirenderer {
25
26///////////////////////////////////////////////////////////////////////////////
27// Defines
28///////////////////////////////////////////////////////////////////////////////
29
30#define MODULATE_OP_NO_MODULATE 0
31#define MODULATE_OP_MODULATE 1
32#define MODULATE_OP_MODULATE_A8 2
33
34///////////////////////////////////////////////////////////////////////////////
35// Vertex shaders snippets
36///////////////////////////////////////////////////////////////////////////////
37
38const char* gVS_Header_Attributes =
39        "attribute vec4 position;\n";
40const char* gVS_Header_Attributes_TexCoords =
41        "attribute vec2 texCoords;\n";
42const char* gVS_Header_Attributes_AAParameters =
43        "attribute float vtxWidth;\n"
44        "attribute float vtxLength;\n";
45const char* gVS_Header_Uniforms_TextureTransform =
46        "uniform mat4 mainTextureTransform;\n";
47const char* gVS_Header_Uniforms =
48        "uniform mat4 transform;\n";
49const char* gVS_Header_Uniforms_IsPoint =
50        "uniform mediump float pointSize;\n";
51const char* gVS_Header_Uniforms_HasGradient[3] = {
52        // Linear
53        "uniform mat4 screenSpace;\n",
54        // Circular
55        "uniform mat4 screenSpace;\n",
56        // Sweep
57        "uniform mat4 screenSpace;\n"
58};
59const char* gVS_Header_Uniforms_HasBitmap =
60        "uniform mat4 textureTransform;\n"
61        "uniform mediump vec2 textureDimension;\n";
62const char* gVS_Header_Varyings_HasTexture =
63        "varying vec2 outTexCoords;\n";
64const char* gVS_Header_Varyings_IsAA =
65        "varying float widthProportion;\n"
66        "varying float lengthProportion;\n";
67const char* gVS_Header_Varyings_HasBitmap =
68        "varying vec2 outBitmapTexCoords;\n";
69const char* gVS_Header_Varyings_PointHasBitmap =
70        "varying vec2 outPointBitmapTexCoords;\n";
71const char* gVS_Header_Varyings_HasGradient[3] = {
72        // Linear
73        "varying vec2 linear;\n",
74        // Circular
75        "varying vec2 circular;\n",
76        // Sweep
77        "varying vec2 sweep;\n"
78};
79const char* gVS_Main =
80        "\nvoid main(void) {\n";
81const char* gVS_Main_OutTexCoords =
82        "    outTexCoords = texCoords;\n";
83const char* gVS_Main_OutTransformedTexCoords =
84        "    outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
85const char* gVS_Main_OutGradient[3] = {
86        // Linear
87        "    linear = vec2((screenSpace * position).x, 0.5);\n",
88        // Circular
89        "    circular = (screenSpace * position).xy;\n",
90        // Sweep
91        "    sweep = (screenSpace * position).xy;\n"
92};
93const char* gVS_Main_OutBitmapTexCoords =
94        "    outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
95const char* gVS_Main_OutPointBitmapTexCoords =
96        "    outPointBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
97const char* gVS_Main_Position =
98        "    gl_Position = transform * position;\n";
99const char* gVS_Main_PointSize =
100        "    gl_PointSize = pointSize;\n";
101const char* gVS_Main_AA =
102        "    widthProportion = vtxWidth;\n"
103        "    lengthProportion = vtxLength;\n";
104const char* gVS_Footer =
105        "}\n\n";
106
107///////////////////////////////////////////////////////////////////////////////
108// Fragment shaders snippets
109///////////////////////////////////////////////////////////////////////////////
110
111const char* gFS_Header_Extension_FramebufferFetch =
112        "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
113const char* gFS_Header_Extension_ExternalTexture =
114        "#extension GL_OES_EGL_image_external : require\n\n";
115const char* gFS_Header =
116        "precision mediump float;\n\n";
117const char* gFS_Uniforms_Color =
118        "uniform vec4 color;\n";
119const char* gFS_Uniforms_AA =
120        "uniform float boundaryWidth;\n"
121        "uniform float inverseBoundaryWidth;\n"
122        "uniform float boundaryLength;\n"
123        "uniform float inverseBoundaryLength;\n";
124const char* gFS_Header_Uniforms_PointHasBitmap =
125        "uniform vec2 textureDimension;\n"
126        "uniform float pointSize;\n";
127const char* gFS_Uniforms_TextureSampler =
128        "uniform sampler2D sampler;\n";
129const char* gFS_Uniforms_ExternalTextureSampler =
130        "uniform samplerExternalOES sampler;\n";
131const char* gFS_Uniforms_GradientSampler[3] = {
132        // Linear
133        "uniform sampler2D gradientSampler;\n",
134        // Circular
135        "uniform sampler2D gradientSampler;\n",
136        // Sweep
137        "uniform sampler2D gradientSampler;\n"
138};
139const char* gFS_Uniforms_BitmapSampler =
140        "uniform sampler2D bitmapSampler;\n";
141const char* gFS_Uniforms_ColorOp[4] = {
142        // None
143        "",
144        // Matrix
145        "uniform mat4 colorMatrix;\n"
146        "uniform vec4 colorMatrixVector;\n",
147        // Lighting
148        "uniform vec4 lightingMul;\n"
149        "uniform vec4 lightingAdd;\n",
150        // PorterDuff
151        "uniform vec4 colorBlend;\n"
152};
153const char* gFS_Main =
154        "\nvoid main(void) {\n"
155        "    lowp vec4 fragColor;\n";
156
157const char* gFS_Main_PointBitmapTexCoords =
158        "    vec2 outBitmapTexCoords = outPointBitmapTexCoords + "
159        "((gl_PointCoord - vec2(0.5, 0.5)) * textureDimension * vec2(pointSize, pointSize));\n";
160
161// Fast cases
162const char* gFS_Fast_SingleColor =
163        "\nvoid main(void) {\n"
164        "    gl_FragColor = color;\n"
165        "}\n\n";
166const char* gFS_Fast_SingleTexture =
167        "\nvoid main(void) {\n"
168        "    gl_FragColor = texture2D(sampler, outTexCoords);\n"
169        "}\n\n";
170const char* gFS_Fast_SingleModulateTexture =
171        "\nvoid main(void) {\n"
172        "    gl_FragColor = color.a * texture2D(sampler, outTexCoords);\n"
173        "}\n\n";
174const char* gFS_Fast_SingleA8Texture =
175        "\nvoid main(void) {\n"
176        "    gl_FragColor = texture2D(sampler, outTexCoords);\n"
177        "}\n\n";
178const char* gFS_Fast_SingleModulateA8Texture =
179        "\nvoid main(void) {\n"
180        "    gl_FragColor = color * texture2D(sampler, outTexCoords).a;\n"
181        "}\n\n";
182const char* gFS_Fast_SingleGradient =
183        "\nvoid main(void) {\n"
184        "    gl_FragColor = texture2D(gradientSampler, linear);\n"
185        "}\n\n";
186const char* gFS_Fast_SingleModulateGradient =
187        "\nvoid main(void) {\n"
188        "    gl_FragColor = color.a * texture2D(gradientSampler, linear);\n"
189        "}\n\n";
190
191// General case
192const char* gFS_Main_FetchColor =
193        "    fragColor = color;\n";
194const char* gFS_Main_ModulateColor =
195        "    fragColor *= color.a;\n";
196const char* gFS_Main_AccountForAA =
197        "    if (widthProportion < boundaryWidth) {\n"
198        "        fragColor *= (widthProportion * inverseBoundaryWidth);\n"
199        "    } else if (widthProportion > (1.0 - boundaryWidth)) {\n"
200        "        fragColor *= ((1.0 - widthProportion) * inverseBoundaryWidth);\n"
201        "    }\n"
202        "    if (lengthProportion < boundaryLength) {\n"
203        "        fragColor *= (lengthProportion * inverseBoundaryLength);\n"
204        "    } else if (lengthProportion > (1.0 - boundaryLength)) {\n"
205        "        fragColor *= ((1.0 - lengthProportion) * inverseBoundaryLength);\n"
206        "    }\n";
207const char* gFS_Main_FetchTexture[2] = {
208        // Don't modulate
209        "    fragColor = texture2D(sampler, outTexCoords);\n",
210        // Modulate
211        "    fragColor = color * texture2D(sampler, outTexCoords);\n"
212};
213const char* gFS_Main_FetchA8Texture[2] = {
214        // Don't modulate
215        "    fragColor = texture2D(sampler, outTexCoords);\n",
216        // Modulate
217        "    fragColor = color * texture2D(sampler, outTexCoords).a;\n"
218};
219const char* gFS_Main_FetchGradient[3] = {
220        // Linear
221        "    vec4 gradientColor = texture2D(gradientSampler, linear);\n",
222        // Circular
223        "    float index = length(circular);\n"
224        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
225        // Sweep
226        "    float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
227        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n"
228};
229const char* gFS_Main_FetchBitmap =
230        "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
231const char* gFS_Main_FetchBitmapNpot =
232        "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
233const char* gFS_Main_BlendShadersBG =
234        "    fragColor = blendShaders(gradientColor, bitmapColor)";
235const char* gFS_Main_BlendShadersGB =
236        "    fragColor = blendShaders(bitmapColor, gradientColor)";
237const char* gFS_Main_BlendShaders_Modulate[3] = {
238        // Don't modulate
239        ";\n",
240        // Modulate
241        " * fragColor.a;\n",
242        // Modulate with alpha 8 texture
243        " * texture2D(sampler, outTexCoords).a;\n"
244};
245const char* gFS_Main_GradientShader_Modulate[3] = {
246        // Don't modulate
247        "    fragColor = gradientColor;\n",
248        // Modulate
249        "    fragColor = gradientColor * fragColor.a;\n",
250        // Modulate with alpha 8 texture
251        "    fragColor = gradientColor * texture2D(sampler, outTexCoords).a;\n"
252    };
253const char* gFS_Main_BitmapShader_Modulate[3] = {
254        // Don't modulate
255        "    fragColor = bitmapColor;\n",
256        // Modulate
257        "    fragColor = bitmapColor * fragColor.a;\n",
258        // Modulate with alpha 8 texture
259        "    fragColor = bitmapColor * texture2D(sampler, outTexCoords).a;\n"
260    };
261const char* gFS_Main_FragColor =
262        "    gl_FragColor = fragColor;\n";
263const char* gFS_Main_FragColor_Blend =
264        "    gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
265const char* gFS_Main_FragColor_Blend_Swap =
266        "    gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
267const char* gFS_Main_ApplyColorOp[4] = {
268        // None
269        "",
270        // Matrix
271        // TODO: Fix premultiplied alpha computations for color matrix
272        "    fragColor *= colorMatrix;\n"
273        "    fragColor += colorMatrixVector;\n"
274        "    fragColor.rgb *= fragColor.a;\n",
275        // Lighting
276        "    float lightingAlpha = fragColor.a;\n"
277        "    fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n"
278        "    fragColor.a = lightingAlpha;\n",
279        // PorterDuff
280        "    fragColor = blendColors(colorBlend, fragColor);\n"
281};
282const char* gFS_Footer =
283        "}\n\n";
284
285///////////////////////////////////////////////////////////////////////////////
286// PorterDuff snippets
287///////////////////////////////////////////////////////////////////////////////
288
289const char* gBlendOps[18] = {
290        // Clear
291        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
292        // Src
293        "return src;\n",
294        // Dst
295        "return dst;\n",
296        // SrcOver
297        "return src + dst * (1.0 - src.a);\n",
298        // DstOver
299        "return dst + src * (1.0 - dst.a);\n",
300        // SrcIn
301        "return src * dst.a;\n",
302        // DstIn
303        "return dst * src.a;\n",
304        // SrcOut
305        "return src * (1.0 - dst.a);\n",
306        // DstOut
307        "return dst * (1.0 - src.a);\n",
308        // SrcAtop
309        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
310        // DstAtop
311        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
312        // Xor
313        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
314                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
315        // Add
316        "return min(src + dst, 1.0);\n",
317        // Multiply
318        "return src * dst;\n",
319        // Screen
320        "return src + dst - src * dst;\n",
321        // Overlay
322        "return clamp(vec4(mix("
323                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
324                "src.a * dst.a - 2.0 * (dst.a - dst.rgb) * (src.a - src.rgb) + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
325                "step(dst.a, 2.0 * dst.rgb)), "
326                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
327        // Darken
328        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
329                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
330        // Lighten
331        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
332                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
333};
334
335///////////////////////////////////////////////////////////////////////////////
336// Constructors/destructors
337///////////////////////////////////////////////////////////////////////////////
338
339ProgramCache::ProgramCache() {
340}
341
342ProgramCache::~ProgramCache() {
343    clear();
344}
345
346///////////////////////////////////////////////////////////////////////////////
347// Cache management
348///////////////////////////////////////////////////////////////////////////////
349
350void ProgramCache::clear() {
351    PROGRAM_LOGD("Clearing program cache");
352
353    size_t count = mCache.size();
354    for (size_t i = 0; i < count; i++) {
355        delete mCache.valueAt(i);
356    }
357    mCache.clear();
358}
359
360Program* ProgramCache::get(const ProgramDescription& description) {
361    programid key = description.key();
362    ssize_t index = mCache.indexOfKey(key);
363    Program* program = NULL;
364    if (index < 0) {
365        description.log("Could not find program");
366        program = generateProgram(description, key);
367        mCache.add(key, program);
368    } else {
369        program = mCache.valueAt(index);
370    }
371    return program;
372}
373
374///////////////////////////////////////////////////////////////////////////////
375// Program generation
376///////////////////////////////////////////////////////////////////////////////
377
378Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
379    String8 vertexShader = generateVertexShader(description);
380    String8 fragmentShader = generateFragmentShader(description);
381
382    Program* program = new Program(vertexShader.string(), fragmentShader.string());
383    return program;
384}
385
386String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
387    // Add attributes
388    String8 shader(gVS_Header_Attributes);
389    if (description.hasTexture || description.hasExternalTexture) {
390        shader.append(gVS_Header_Attributes_TexCoords);
391    }
392    if (description.isAA) {
393        shader.append(gVS_Header_Attributes_AAParameters);
394    }
395    // Uniforms
396    shader.append(gVS_Header_Uniforms);
397    if (description.hasTextureTransform) {
398        shader.append(gVS_Header_Uniforms_TextureTransform);
399    }
400    if (description.hasGradient) {
401        shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]);
402    }
403    if (description.hasBitmap) {
404        shader.append(gVS_Header_Uniforms_HasBitmap);
405    }
406    if (description.isPoint) {
407        shader.append(gVS_Header_Uniforms_IsPoint);
408    }
409    // Varyings
410    if (description.hasTexture || description.hasExternalTexture) {
411        shader.append(gVS_Header_Varyings_HasTexture);
412    }
413    if (description.isAA) {
414        shader.append(gVS_Header_Varyings_IsAA);
415    }
416    if (description.hasGradient) {
417        shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
418    }
419    if (description.hasBitmap) {
420        shader.append(description.isPoint ?
421                gVS_Header_Varyings_PointHasBitmap :
422                gVS_Header_Varyings_HasBitmap);
423    }
424
425    // Begin the shader
426    shader.append(gVS_Main); {
427        if (description.hasTextureTransform) {
428            shader.append(gVS_Main_OutTransformedTexCoords);
429        } else if (description.hasTexture || description.hasExternalTexture) {
430            shader.append(gVS_Main_OutTexCoords);
431        }
432        if (description.isAA) {
433            shader.append(gVS_Main_AA);
434        }
435        if (description.hasGradient) {
436            shader.append(gVS_Main_OutGradient[description.gradientType]);
437        }
438        if (description.hasBitmap) {
439            shader.append(description.isPoint ?
440                    gVS_Main_OutPointBitmapTexCoords :
441                    gVS_Main_OutBitmapTexCoords);
442        }
443        if (description.isPoint) {
444            shader.append(gVS_Main_PointSize);
445        }
446        // Output transformed position
447        shader.append(gVS_Main_Position);
448    }
449    // End the shader
450    shader.append(gVS_Footer);
451
452    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
453
454    return shader;
455}
456
457String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
458    // Set the default precision
459    String8 shader;
460
461    const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
462    if (blendFramebuffer) {
463        shader.append(gFS_Header_Extension_FramebufferFetch);
464    }
465    if (description.hasExternalTexture) {
466        shader.append(gFS_Header_Extension_ExternalTexture);
467    }
468
469    shader.append(gFS_Header);
470
471    // Varyings
472    if (description.hasTexture || description.hasExternalTexture) {
473        shader.append(gVS_Header_Varyings_HasTexture);
474    }
475    if (description.isAA) {
476        shader.append(gVS_Header_Varyings_IsAA);
477    }
478    if (description.hasGradient) {
479        shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
480    }
481    if (description.hasBitmap) {
482        shader.append(description.isPoint ?
483                gVS_Header_Varyings_PointHasBitmap :
484                gVS_Header_Varyings_HasBitmap);
485    }
486
487    // Uniforms
488    int modulateOp = MODULATE_OP_NO_MODULATE;
489    const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
490            !description.hasGradient && !description.hasBitmap;
491
492    if (description.modulate || singleColor) {
493        shader.append(gFS_Uniforms_Color);
494        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
495    }
496    if (description.hasTexture) {
497        shader.append(gFS_Uniforms_TextureSampler);
498    } else if (description.hasExternalTexture) {
499        shader.append(gFS_Uniforms_ExternalTextureSampler);
500    }
501    if (description.isAA) {
502        shader.append(gFS_Uniforms_AA);
503    }
504    if (description.hasGradient) {
505        shader.append(gFS_Uniforms_GradientSampler[description.gradientType]);
506    }
507    if (description.hasBitmap && description.isPoint) {
508        shader.append(gFS_Header_Uniforms_PointHasBitmap);
509    }
510
511    // Optimization for common cases
512    if (!description.isAA && !blendFramebuffer &&
513            description.colorOp == ProgramDescription::kColorNone && !description.isPoint) {
514        bool fast = false;
515
516        const bool noShader = !description.hasGradient && !description.hasBitmap;
517        const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
518                !description.hasAlpha8Texture && noShader;
519        const bool singleA8Texture = description.hasTexture &&
520                description.hasAlpha8Texture && noShader;
521        const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
522                description.hasGradient && !description.hasBitmap &&
523                description.gradientType == ProgramDescription::kGradientLinear;
524
525        if (singleColor) {
526            shader.append(gFS_Fast_SingleColor);
527            fast = true;
528        } else if (singleTexture) {
529            if (!description.modulate) {
530                shader.append(gFS_Fast_SingleTexture);
531            } else {
532                shader.append(gFS_Fast_SingleModulateTexture);
533            }
534            fast = true;
535        } else if (singleA8Texture) {
536            if (!description.modulate) {
537                shader.append(gFS_Fast_SingleA8Texture);
538            } else {
539                shader.append(gFS_Fast_SingleModulateA8Texture);
540            }
541            fast = true;
542        } else if (singleGradient) {
543            if (!description.modulate) {
544                shader.append(gFS_Fast_SingleGradient);
545            } else {
546                shader.append(gFS_Fast_SingleModulateGradient);
547            }
548            fast = true;
549        }
550
551        if (fast) {
552#if DEBUG_PROGRAMS
553                PROGRAM_LOGD("*** Fast case:\n");
554                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
555                printLongString(shader);
556#endif
557
558            return shader;
559        }
560    }
561
562    if (description.hasBitmap) {
563        shader.append(gFS_Uniforms_BitmapSampler);
564    }
565    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
566
567    // Generate required functions
568    if (description.hasGradient && description.hasBitmap) {
569        generateBlend(shader, "blendShaders", description.shadersMode);
570    }
571    if (description.colorOp == ProgramDescription::kColorBlend) {
572        generateBlend(shader, "blendColors", description.colorMode);
573    }
574    if (blendFramebuffer) {
575        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
576    }
577    if (description.isBitmapNpot) {
578        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
579    }
580
581    // Begin the shader
582    shader.append(gFS_Main); {
583        // Stores the result in fragColor directly
584        if (description.hasTexture || description.hasExternalTexture) {
585            if (description.hasAlpha8Texture) {
586                if (!description.hasGradient && !description.hasBitmap) {
587                    shader.append(gFS_Main_FetchA8Texture[modulateOp]);
588                }
589            } else {
590                shader.append(gFS_Main_FetchTexture[modulateOp]);
591            }
592        } else {
593            if ((!description.hasGradient && !description.hasBitmap) || description.modulate) {
594                shader.append(gFS_Main_FetchColor);
595            }
596        }
597        if (description.isAA) {
598            shader.append(gFS_Main_AccountForAA);
599        }
600        if (description.hasGradient) {
601            shader.append(gFS_Main_FetchGradient[description.gradientType]);
602        }
603        if (description.hasBitmap) {
604            if (description.isPoint) {
605                shader.append(gFS_Main_PointBitmapTexCoords);
606            }
607            if (!description.isBitmapNpot) {
608                shader.append(gFS_Main_FetchBitmap);
609            } else {
610                shader.append(gFS_Main_FetchBitmapNpot);
611            }
612        }
613        bool applyModulate = false;
614        // Case when we have two shaders set
615        if (description.hasGradient && description.hasBitmap) {
616            int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
617            if (description.isBitmapFirst) {
618                shader.append(gFS_Main_BlendShadersBG);
619            } else {
620                shader.append(gFS_Main_BlendShadersGB);
621            }
622            shader.append(gFS_Main_BlendShaders_Modulate[op]);
623            applyModulate = true;
624        } else {
625            if (description.hasGradient) {
626                int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
627                shader.append(gFS_Main_GradientShader_Modulate[op]);
628                applyModulate = true;
629            } else if (description.hasBitmap) {
630                int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
631                shader.append(gFS_Main_BitmapShader_Modulate[op]);
632                applyModulate = true;
633            }
634        }
635        if (description.modulate && applyModulate) {
636            shader.append(gFS_Main_ModulateColor);
637        }
638        // Apply the color op if needed
639        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
640        // Output the fragment
641        if (!blendFramebuffer) {
642            shader.append(gFS_Main_FragColor);
643        } else {
644            shader.append(!description.swapSrcDst ?
645                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
646        }
647    }
648    // End the shader
649    shader.append(gFS_Footer);
650
651#if DEBUG_PROGRAMS
652        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
653        printLongString(shader);
654#endif
655
656    return shader;
657}
658
659void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
660    shader.append("\nvec4 ");
661    shader.append(name);
662    shader.append("(vec4 src, vec4 dst) {\n");
663    shader.append("    ");
664    shader.append(gBlendOps[mode]);
665    shader.append("}\n");
666}
667
668void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
669    shader.append("\nvec2 wrap(vec2 texCoords) {\n");
670    if (wrapS == GL_MIRRORED_REPEAT) {
671        shader.append("    float xMod2 = mod(texCoords.x, 2.0);\n");
672        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
673    }
674    if (wrapT == GL_MIRRORED_REPEAT) {
675        shader.append("    float yMod2 = mod(texCoords.y, 2.0);\n");
676        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
677    }
678    shader.append("    return vec2(");
679    switch (wrapS) {
680        case GL_CLAMP_TO_EDGE:
681            shader.append("texCoords.x");
682            break;
683        case GL_REPEAT:
684            shader.append("mod(texCoords.x, 1.0)");
685            break;
686        case GL_MIRRORED_REPEAT:
687            shader.append("xMod2");
688            break;
689    }
690    shader.append(", ");
691    switch (wrapT) {
692        case GL_CLAMP_TO_EDGE:
693            shader.append("texCoords.y");
694            break;
695        case GL_REPEAT:
696            shader.append("mod(texCoords.y, 1.0)");
697            break;
698        case GL_MIRRORED_REPEAT:
699            shader.append("yMod2");
700            break;
701    }
702    shader.append(");\n");
703    shader.append("}\n");
704}
705
706void ProgramCache::printLongString(const String8& shader) const {
707    ssize_t index = 0;
708    ssize_t lastIndex = 0;
709    const char* str = shader.string();
710    while ((index = shader.find("\n", index)) > -1) {
711        String8 line(str, index - lastIndex);
712        if (line.length() == 0) line.append("\n");
713        PROGRAM_LOGD("%s", line.string());
714        index++;
715        str += (index - lastIndex);
716        lastIndex = index;
717    }
718}
719
720}; // namespace uirenderer
721}; // namespace android
722