ProgramCache.cpp revision e3095e0c1e2a4a4f34f741aa386eae56536ca5aa
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[3] = { 37 // Linear 38 "uniform mat4 screenSpace;\n", 39 // Circular 40 "uniform vec2 gradientStart;\n" 41 "uniform mat4 gradientMatrix;\n" 42 "uniform mat4 screenSpace;\n", 43 // Sweep 44 "uniform vec2 gradientStart;\n" 45 "uniform mat4 gradientMatrix;\n" 46 "uniform mat4 screenSpace;\n" 47}; 48const char* gVS_Header_Uniforms_HasBitmap = 49 "uniform mat4 textureTransform;\n" 50 "uniform vec2 textureDimension;\n"; 51const char* gVS_Header_Varyings_HasTexture = 52 "varying vec2 outTexCoords;\n"; 53const char* gVS_Header_Varyings_HasBitmap = 54 "varying vec2 outBitmapTexCoords;\n"; 55const char* gVS_Header_Varyings_HasGradient[3] = { 56 // Linear 57 "varying float index;\n", 58 // Circular 59 "varying vec2 circular;\n", 60 // Sweep 61 "varying vec2 sweep;\n" 62}; 63const char* gVS_Main = 64 "\nvoid main(void) {\n"; 65const char* gVS_Main_OutTexCoords = 66 " outTexCoords = texCoords;\n"; 67const char* gVS_Main_OutGradient[3] = { 68 // Linear 69 " index = (screenSpace * position).x;\n", 70 // Circular 71 " vec4 location = screenSpace * position;\n" 72 " circular = (gradientMatrix * vec4(location.xy - gradientStart, 0.0, 0.0)).xy;\n", 73 // Sweep 74 " vec4 location = screenSpace * position;\n" 75 " sweep = (gradientMatrix * vec4(location.xy - gradientStart, 0.0, 0.0)).xy;\n" 76}; 77const char* gVS_Main_OutBitmapTexCoords = 78 " vec4 bitmapCoords = textureTransform * position;\n" 79 " outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n"; 80const char* gVS_Main_Position = 81 " gl_Position = transform * position;\n"; 82const char* gVS_Footer = 83 "}\n\n"; 84 85/////////////////////////////////////////////////////////////////////////////// 86// Fragment shaders snippets 87/////////////////////////////////////////////////////////////////////////////// 88 89const char* gFS_Header_Extension_FramebufferFetch = 90 "#extension GL_NV_shader_framebuffer_fetch : enable\n\n"; 91const char* gFS_Header = 92 "precision mediump float;\n\n"; 93const char* gFS_Uniforms_Color = 94 "uniform vec4 color;\n"; 95const char* gFS_Uniforms_TextureSampler = 96 "uniform sampler2D sampler;\n"; 97const char* gFS_Uniforms_GradientSampler[3] = { 98 // Linear 99 "uniform sampler2D gradientSampler;\n", 100 // Circular 101 "uniform float gradientRadius;\n" 102 "uniform sampler2D gradientSampler;\n", 103 // Sweep 104 "uniform sampler2D gradientSampler;\n" 105}; 106const char* gFS_Uniforms_BitmapSampler = 107 "uniform sampler2D bitmapSampler;\n"; 108const char* gFS_Uniforms_ColorOp[4] = { 109 // None 110 "", 111 // Matrix 112 "uniform mat4 colorMatrix;\n" 113 "uniform vec4 colorMatrixVector;\n", 114 // Lighting 115 "uniform vec4 lightingMul;\n" 116 "uniform vec4 lightingAdd;\n", 117 // PorterDuff 118 "uniform vec4 colorBlend;\n" 119}; 120const char* gFS_Main = 121 "\nvoid main(void) {\n" 122 " lowp vec4 fragColor;\n"; 123const char* gFS_Main_FetchColor = 124 " fragColor = color;\n"; 125const char* gFS_Main_FetchTexture = 126 " fragColor = color * texture2D(sampler, outTexCoords);\n"; 127const char* gFS_Main_FetchA8Texture = 128 " fragColor = color * texture2D(sampler, outTexCoords).a;\n"; 129const char* gFS_Main_FetchGradient[3] = { 130 // Linear 131 " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", 132 // Circular 133 " float index = length(circular) * gradientRadius;\n" 134 " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", 135 // Sweep 136 " float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" 137 " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n" 138}; 139const char* gFS_Main_FetchBitmap = 140 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n"; 141const char* gFS_Main_FetchBitmapNpot = 142 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n"; 143const char* gFS_Main_BlendShadersBG = 144 " fragColor = blendShaders(gradientColor, bitmapColor)"; 145const char* gFS_Main_BlendShadersGB = 146 " fragColor = blendShaders(bitmapColor, gradientColor)"; 147const char* gFS_Main_BlendShaders_Modulate = 148 " * fragColor.a;\n"; 149const char* gFS_Main_GradientShader_Modulate = 150 " fragColor = gradientColor * fragColor.a;\n"; 151const char* gFS_Main_BitmapShader_Modulate = 152 " fragColor = bitmapColor * fragColor.a;\n"; 153const char* gFS_Main_FragColor = 154 " gl_FragColor = fragColor;\n"; 155const char* gFS_Main_FragColor_Blend = 156 " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n"; 157const char* gFS_Main_FragColor_Blend_Swap = 158 " gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n"; 159const char* gFS_Main_ApplyColorOp[4] = { 160 // None 161 "", 162 // Matrix 163 // TODO: Fix premultiplied alpha computations for color matrix 164 " fragColor *= colorMatrix;\n" 165 " fragColor += colorMatrixVector;\n" 166 " fragColor.rgb *= fragColor.a;\n", 167 // Lighting 168 " float lightingAlpha = fragColor.a;\n" 169 " fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n" 170 " fragColor.a = lightingAlpha;\n", 171 // PorterDuff 172 " fragColor = blendColors(colorBlend, fragColor);\n" 173}; 174const char* gFS_Footer = 175 "}\n\n"; 176 177/////////////////////////////////////////////////////////////////////////////// 178// PorterDuff snippets 179/////////////////////////////////////////////////////////////////////////////// 180 181const char* gBlendOps[18] = { 182 // Clear 183 "return vec4(0.0, 0.0, 0.0, 0.0);\n", 184 // Src 185 "return src;\n", 186 // Dst 187 "return dst;\n", 188 // SrcOver 189 "return src + dst * (1.0 - src.a);\n", 190 // DstOver 191 "return dst + src * (1.0 - dst.a);\n", 192 // SrcIn 193 "return src * dst.a;\n", 194 // DstIn 195 "return dst * src.a;\n", 196 // SrcOut 197 "return src * (1.0 - dst.a);\n", 198 // DstOut 199 "return dst * (1.0 - src.a);\n", 200 // SrcAtop 201 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n", 202 // DstAtop 203 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n", 204 // Xor 205 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, " 206 "src.a + dst.a - 2.0 * src.a * dst.a);\n", 207 // Add 208 "return min(src + dst, 1.0);\n", 209 // Multiply 210 "return src * dst;\n", 211 // Screen 212 "return src + dst - src * dst;\n", 213 // Overlay 214 "return clamp(vec4(mix(" 215 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), " 216 "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), " 217 "step(dst.a, 2.0 * dst.rgb)), " 218 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n", 219 // Darken 220 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 221 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 222 // Lighten 223 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 224 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 225}; 226 227/////////////////////////////////////////////////////////////////////////////// 228// Constructors/destructors 229/////////////////////////////////////////////////////////////////////////////// 230 231ProgramCache::ProgramCache() { 232} 233 234ProgramCache::~ProgramCache() { 235 clear(); 236} 237 238/////////////////////////////////////////////////////////////////////////////// 239// Cache management 240/////////////////////////////////////////////////////////////////////////////// 241 242void ProgramCache::clear() { 243 size_t count = mCache.size(); 244 for (size_t i = 0; i < count; i++) { 245 delete mCache.valueAt(i); 246 } 247 mCache.clear(); 248} 249 250Program* ProgramCache::get(const ProgramDescription& description) { 251 programid key = description.key(); 252 ssize_t index = mCache.indexOfKey(key); 253 Program* program = NULL; 254 if (index < 0) { 255 description.log("Could not find program"); 256 program = generateProgram(description, key); 257 mCache.add(key, program); 258 } else { 259 program = mCache.valueAt(index); 260 } 261 return program; 262} 263 264/////////////////////////////////////////////////////////////////////////////// 265// Program generation 266/////////////////////////////////////////////////////////////////////////////// 267 268Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) { 269 String8 vertexShader = generateVertexShader(description); 270 String8 fragmentShader = generateFragmentShader(description); 271 272 Program* program = new Program(vertexShader.string(), fragmentShader.string()); 273 return program; 274} 275 276String8 ProgramCache::generateVertexShader(const ProgramDescription& description) { 277 // Add attributes 278 String8 shader(gVS_Header_Attributes); 279 if (description.hasTexture) { 280 shader.append(gVS_Header_Attributes_TexCoords); 281 } 282 // Uniforms 283 shader.append(gVS_Header_Uniforms); 284 if (description.hasGradient) { 285 shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]); 286 } 287 if (description.hasBitmap) { 288 shader.append(gVS_Header_Uniforms_HasBitmap); 289 } 290 // Varyings 291 if (description.hasTexture) { 292 shader.append(gVS_Header_Varyings_HasTexture); 293 } 294 if (description.hasGradient) { 295 shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]); 296 } 297 if (description.hasBitmap) { 298 shader.append(gVS_Header_Varyings_HasBitmap); 299 } 300 301 // Begin the shader 302 shader.append(gVS_Main); { 303 if (description.hasTexture) { 304 shader.append(gVS_Main_OutTexCoords); 305 } 306 if (description.hasGradient) { 307 shader.append(gVS_Main_OutGradient[description.gradientType]); 308 } 309 if (description.hasBitmap) { 310 shader.append(gVS_Main_OutBitmapTexCoords); 311 } 312 // Output transformed position 313 shader.append(gVS_Main_Position); 314 } 315 // End the shader 316 shader.append(gVS_Footer); 317 318 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string()); 319 320 return shader; 321} 322 323String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) { 324 // Set the default precision 325 String8 shader; 326 327 bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode; 328 if (blendFramebuffer) { 329 shader.append(gFS_Header_Extension_FramebufferFetch); 330 } 331 332 shader.append(gFS_Header); 333 334 // Varyings 335 if (description.hasTexture) { 336 shader.append(gVS_Header_Varyings_HasTexture); 337 } 338 if (description.hasGradient) { 339 shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]); 340 } 341 if (description.hasBitmap) { 342 shader.append(gVS_Header_Varyings_HasBitmap); 343 } 344 345 346 // Uniforms 347 shader.append(gFS_Uniforms_Color); 348 if (description.hasTexture) { 349 shader.append(gFS_Uniforms_TextureSampler); 350 } 351 if (description.hasGradient) { 352 shader.append(gFS_Uniforms_GradientSampler[description.gradientType]); 353 } 354 if (description.hasBitmap) { 355 shader.append(gFS_Uniforms_BitmapSampler); 356 } 357 shader.append(gFS_Uniforms_ColorOp[description.colorOp]); 358 359 // Generate required functions 360 if (description.hasGradient && description.hasBitmap) { 361 generateBlend(shader, "blendShaders", description.shadersMode); 362 } 363 if (description.colorOp == ProgramDescription::kColorBlend) { 364 generateBlend(shader, "blendColors", description.colorMode); 365 } 366 if (blendFramebuffer) { 367 generateBlend(shader, "blendFramebuffer", description.framebufferMode); 368 } 369 if (description.isBitmapNpot) { 370 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT); 371 } 372 373 // Begin the shader 374 shader.append(gFS_Main); { 375 // Stores the result in fragColor directly 376 if (description.hasTexture) { 377 if (description.hasAlpha8Texture) { 378 shader.append(gFS_Main_FetchA8Texture); 379 } else { 380 shader.append(gFS_Main_FetchTexture); 381 } 382 } else { 383 shader.append(gFS_Main_FetchColor); 384 } 385 if (description.hasGradient) { 386 shader.append(gFS_Main_FetchGradient[description.gradientType]); 387 } 388 if (description.hasBitmap) { 389 if (!description.isBitmapNpot) { 390 shader.append(gFS_Main_FetchBitmap); 391 } else { 392 shader.append(gFS_Main_FetchBitmapNpot); 393 } 394 } 395 // Case when we have two shaders set 396 if (description.hasGradient && description.hasBitmap) { 397 if (description.isBitmapFirst) { 398 shader.append(gFS_Main_BlendShadersBG); 399 } else { 400 shader.append(gFS_Main_BlendShadersGB); 401 } 402 shader.append(gFS_Main_BlendShaders_Modulate); 403 } else { 404 if (description.hasGradient) { 405 shader.append(gFS_Main_GradientShader_Modulate); 406 } else if (description.hasBitmap) { 407 shader.append(gFS_Main_BitmapShader_Modulate); 408 } 409 } 410 // Apply the color op if needed 411 shader.append(gFS_Main_ApplyColorOp[description.colorOp]); 412 // Output the fragment 413 if (!blendFramebuffer) { 414 shader.append(gFS_Main_FragColor); 415 } else { 416 shader.append(!description.swapSrcDst ? 417 gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap); 418 } 419 } 420 // End the shader 421 shader.append(gFS_Footer); 422 423 if (DEBUG_PROGRAM_CACHE) { 424 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 425 printLongString(shader); 426 } 427 428 return shader; 429} 430 431void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) { 432 shader.append("\nvec4 "); 433 shader.append(name); 434 shader.append("(vec4 src, vec4 dst) {\n"); 435 shader.append(" "); 436 shader.append(gBlendOps[mode]); 437 shader.append("}\n"); 438} 439 440void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) { 441 shader.append("\nvec2 wrap(vec2 texCoords) {\n"); 442 if (wrapS == GL_MIRRORED_REPEAT) { 443 shader.append(" float xMod2 = mod(texCoords.x, 2.0);\n"); 444 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n"); 445 } 446 if (wrapT == GL_MIRRORED_REPEAT) { 447 shader.append(" float yMod2 = mod(texCoords.y, 2.0);\n"); 448 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n"); 449 } 450 shader.append(" return vec2("); 451 switch (wrapS) { 452 case GL_CLAMP_TO_EDGE: 453 shader.append("texCoords.x"); 454 break; 455 case GL_REPEAT: 456 shader.append("mod(texCoords.x, 1.0)"); 457 break; 458 case GL_MIRRORED_REPEAT: 459 shader.append("xMod2"); 460 break; 461 } 462 shader.append(", "); 463 switch (wrapT) { 464 case GL_CLAMP_TO_EDGE: 465 shader.append("texCoords.y"); 466 break; 467 case GL_REPEAT: 468 shader.append("mod(texCoords.y, 1.0)"); 469 break; 470 case GL_MIRRORED_REPEAT: 471 shader.append("yMod2"); 472 break; 473 } 474 shader.append(");\n"); 475 shader.append("}\n"); 476} 477 478void ProgramCache::printLongString(const String8& shader) const { 479 ssize_t index = 0; 480 ssize_t lastIndex = 0; 481 const char* str = shader.string(); 482 while ((index = shader.find("\n", index)) > -1) { 483 String8 line(str, index - lastIndex); 484 if (line.length() == 0) line.append("\n"); 485 PROGRAM_LOGD("%s", line.string()); 486 index++; 487 str += (index - lastIndex); 488 lastIndex = index; 489 } 490} 491 492}; // namespace uirenderer 493}; // namespace android 494