ProgramCache.cpp revision ed6fcb034b44d9a6ac2fc72fee6030417811f234
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_Uniforms =
43        "uniform mat4 transform;\n";
44const char* gVS_Header_Uniforms_IsPoint =
45        "uniform float pointSize;\n";
46const char* gVS_Header_Uniforms_HasGradient[3] = {
47        // Linear
48        "uniform mat4 screenSpace;\n",
49        // Circular
50        "uniform mat4 screenSpace;\n",
51        // Sweep
52        "uniform mat4 screenSpace;\n"
53};
54const char* gVS_Header_Uniforms_HasBitmap =
55        "uniform mat4 textureTransform;\n"
56        "uniform vec2 textureDimension;\n";
57const char* gVS_Header_Varyings_HasTexture =
58        "varying vec2 outTexCoords;\n";
59const char* gVS_Header_Varyings_HasBitmap =
60        "varying vec2 outBitmapTexCoords;\n";
61const char* gVS_Header_Varyings_PointHasBitmap =
62        "varying vec2 outPointBitmapTexCoords;\n";
63const char* gVS_Header_Varyings_HasGradient[3] = {
64        // Linear
65        "varying vec2 linear;\n",
66        // Circular
67        "varying vec2 circular;\n",
68        // Sweep
69        "varying vec2 sweep;\n"
70};
71const char* gVS_Main =
72        "\nvoid main(void) {\n";
73const char* gVS_Main_OutTexCoords =
74        "    outTexCoords = texCoords;\n";
75const char* gVS_Main_OutGradient[3] = {
76        // Linear
77        "    linear = vec2((screenSpace * position).x, 0.5);\n",
78        // Circular
79        "    circular = (screenSpace * position).xy;\n",
80        // Sweep
81        "    sweep = (screenSpace * position).xy;\n"
82};
83const char* gVS_Main_OutBitmapTexCoords =
84        "    outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
85const char* gVS_Main_OutPointBitmapTexCoords =
86        "    outPointBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
87const char* gVS_Main_Position =
88        "    gl_Position = transform * position;\n";
89const char* gVS_Main_PointSize =
90        "    gl_PointSize = pointSize;\n";
91const char* gVS_Footer =
92        "}\n\n";
93
94///////////////////////////////////////////////////////////////////////////////
95// Fragment shaders snippets
96///////////////////////////////////////////////////////////////////////////////
97
98const char* gFS_Header_Extension_FramebufferFetch =
99        "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
100const char* gFS_Header =
101        "precision mediump float;\n\n";
102const char* gFS_Uniforms_Color =
103        "uniform vec4 color;\n";
104const char* gFS_Header_Uniforms_PointHasBitmap =
105        "uniform vec2 textureDimension;\n"
106        "uniform float pointSize;\n";
107const char* gFS_Uniforms_TextureSampler =
108        "uniform sampler2D sampler;\n";
109const char* gFS_Uniforms_GradientSampler[3] = {
110        // Linear
111        "uniform sampler2D gradientSampler;\n",
112        // Circular
113        "uniform sampler2D gradientSampler;\n",
114        // Sweep
115        "uniform sampler2D gradientSampler;\n"
116};
117const char* gFS_Uniforms_BitmapSampler =
118        "uniform sampler2D bitmapSampler;\n";
119const char* gFS_Uniforms_ColorOp[4] = {
120        // None
121        "",
122        // Matrix
123        "uniform mat4 colorMatrix;\n"
124        "uniform vec4 colorMatrixVector;\n",
125        // Lighting
126        "uniform vec4 lightingMul;\n"
127        "uniform vec4 lightingAdd;\n",
128        // PorterDuff
129        "uniform vec4 colorBlend;\n"
130};
131const char* gFS_Main =
132        "\nvoid main(void) {\n"
133        "    lowp vec4 fragColor;\n";
134
135const char* gFS_Main_PointBitmapTexCoords =
136        "    vec2 outBitmapTexCoords = outPointBitmapTexCoords + "
137        "((gl_PointCoord - vec2(0.5, 0.5)) * textureDimension * vec2(pointSize, pointSize));\n";
138
139// Fast cases
140const char* gFS_Fast_SingleColor =
141        "\nvoid main(void) {\n"
142        "    gl_FragColor = color;\n"
143        "}\n\n";
144const char* gFS_Fast_SingleTexture =
145        "\nvoid main(void) {\n"
146        "    gl_FragColor = texture2D(sampler, outTexCoords);\n"
147        "}\n\n";
148const char* gFS_Fast_SingleModulateTexture =
149        "\nvoid main(void) {\n"
150        "    gl_FragColor = color.a * texture2D(sampler, outTexCoords);\n"
151        "}\n\n";
152const char* gFS_Fast_SingleA8Texture =
153        "\nvoid main(void) {\n"
154        "    gl_FragColor = texture2D(sampler, outTexCoords);\n"
155        "}\n\n";
156const char* gFS_Fast_SingleModulateA8Texture =
157        "\nvoid main(void) {\n"
158        "    gl_FragColor = color * texture2D(sampler, outTexCoords).a;\n"
159        "}\n\n";
160const char* gFS_Fast_SingleGradient =
161        "\nvoid main(void) {\n"
162        "    gl_FragColor = texture2D(gradientSampler, linear);\n"
163        "}\n\n";
164const char* gFS_Fast_SingleModulateGradient =
165        "\nvoid main(void) {\n"
166        "    gl_FragColor = color.a * texture2D(gradientSampler, linear);\n"
167        "}\n\n";
168
169// General case
170const char* gFS_Main_FetchColor =
171        "    fragColor = color;\n";
172const char* gFS_Main_FetchTexture[2] = {
173        // Don't modulate
174        "    fragColor = texture2D(sampler, outTexCoords);\n",
175        // Modulate
176        "    fragColor = color * texture2D(sampler, outTexCoords);\n"
177};
178const char* gFS_Main_FetchA8Texture[2] = {
179        // Don't modulate
180        "    fragColor = texture2D(sampler, outTexCoords);\n",
181        // Modulate
182        "    fragColor = color * texture2D(sampler, outTexCoords).a;\n"
183};
184const char* gFS_Main_FetchGradient[3] = {
185        // Linear
186        "    vec4 gradientColor = texture2D(gradientSampler, linear);\n",
187        // Circular
188        "    float index = length(circular);\n"
189        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n",
190        // Sweep
191        "    float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
192        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n"
193};
194const char* gFS_Main_FetchBitmap =
195        "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
196const char* gFS_Main_FetchBitmapNpot =
197        "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
198const char* gFS_Main_BlendShadersBG =
199        "    fragColor = blendShaders(gradientColor, bitmapColor)";
200const char* gFS_Main_BlendShadersGB =
201        "    fragColor = blendShaders(bitmapColor, gradientColor)";
202const char* gFS_Main_BlendShaders_Modulate[3] = {
203        // Don't modulate
204        ";\n",
205        // Modulate
206        " * fragColor.a;\n",
207        // Modulate with alpha 8 texture
208        " * texture2D(sampler, outTexCoords).a;\n"
209};
210const char* gFS_Main_GradientShader_Modulate[3] = {
211        // Don't modulate
212        "    fragColor = gradientColor;\n",
213        // Modulate
214        "    fragColor = gradientColor * fragColor.a;\n",
215        // Modulate with alpha 8 texture
216        "    fragColor = gradientColor * texture2D(sampler, outTexCoords).a;\n"
217    };
218const char* gFS_Main_BitmapShader_Modulate[3] = {
219        // Don't modulate
220        "    fragColor = bitmapColor;\n",
221        // Modulate
222        "    fragColor = bitmapColor * fragColor.a;\n",
223        // Modulate with alpha 8 texture
224        "    fragColor = bitmapColor * texture2D(sampler, outTexCoords).a;\n"
225    };
226const char* gFS_Main_FragColor =
227        "    gl_FragColor = fragColor;\n";
228const char* gFS_Main_FragColor_Blend =
229        "    gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
230const char* gFS_Main_FragColor_Blend_Swap =
231        "    gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
232const char* gFS_Main_ApplyColorOp[4] = {
233        // None
234        "",
235        // Matrix
236        // TODO: Fix premultiplied alpha computations for color matrix
237        "    fragColor *= colorMatrix;\n"
238        "    fragColor += colorMatrixVector;\n"
239        "    fragColor.rgb *= fragColor.a;\n",
240        // Lighting
241        "    float lightingAlpha = fragColor.a;\n"
242        "    fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n"
243        "    fragColor.a = lightingAlpha;\n",
244        // PorterDuff
245        "    fragColor = blendColors(colorBlend, fragColor);\n"
246};
247const char* gFS_Footer =
248        "}\n\n";
249
250///////////////////////////////////////////////////////////////////////////////
251// PorterDuff snippets
252///////////////////////////////////////////////////////////////////////////////
253
254const char* gBlendOps[18] = {
255        // Clear
256        "return vec4(0.0, 0.0, 0.0, 0.0);\n",
257        // Src
258        "return src;\n",
259        // Dst
260        "return dst;\n",
261        // SrcOver
262        "return src + dst * (1.0 - src.a);\n",
263        // DstOver
264        "return dst + src * (1.0 - dst.a);\n",
265        // SrcIn
266        "return src * dst.a;\n",
267        // DstIn
268        "return dst * src.a;\n",
269        // SrcOut
270        "return src * (1.0 - dst.a);\n",
271        // DstOut
272        "return dst * (1.0 - src.a);\n",
273        // SrcAtop
274        "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
275        // DstAtop
276        "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
277        // Xor
278        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
279                "src.a + dst.a - 2.0 * src.a * dst.a);\n",
280        // Add
281        "return min(src + dst, 1.0);\n",
282        // Multiply
283        "return src * dst;\n",
284        // Screen
285        "return src + dst - src * dst;\n",
286        // Overlay
287        "return clamp(vec4(mix("
288                "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
289                "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), "
290                "step(dst.a, 2.0 * dst.rgb)), "
291                "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
292        // Darken
293        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
294                "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
295        // Lighten
296        "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
297                "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
298};
299
300///////////////////////////////////////////////////////////////////////////////
301// Constructors/destructors
302///////////////////////////////////////////////////////////////////////////////
303
304ProgramCache::ProgramCache() {
305}
306
307ProgramCache::~ProgramCache() {
308    clear();
309}
310
311///////////////////////////////////////////////////////////////////////////////
312// Cache management
313///////////////////////////////////////////////////////////////////////////////
314
315void ProgramCache::clear() {
316    PROGRAM_LOGD("Clearing program cache");
317
318    size_t count = mCache.size();
319    for (size_t i = 0; i < count; i++) {
320        delete mCache.valueAt(i);
321    }
322    mCache.clear();
323}
324
325Program* ProgramCache::get(const ProgramDescription& description) {
326    programid key = description.key();
327    ssize_t index = mCache.indexOfKey(key);
328    Program* program = NULL;
329    if (index < 0) {
330        description.log("Could not find program");
331        program = generateProgram(description, key);
332        mCache.add(key, program);
333    } else {
334        program = mCache.valueAt(index);
335    }
336    return program;
337}
338
339///////////////////////////////////////////////////////////////////////////////
340// Program generation
341///////////////////////////////////////////////////////////////////////////////
342
343Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
344    String8 vertexShader = generateVertexShader(description);
345    String8 fragmentShader = generateFragmentShader(description);
346
347    Program* program = new Program(vertexShader.string(), fragmentShader.string());
348    return program;
349}
350
351String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
352    // Add attributes
353    String8 shader(gVS_Header_Attributes);
354    if (description.hasTexture) {
355        shader.append(gVS_Header_Attributes_TexCoords);
356    }
357    // Uniforms
358    shader.append(gVS_Header_Uniforms);
359    if (description.hasGradient) {
360        shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]);
361    }
362    if (description.hasBitmap) {
363        shader.append(gVS_Header_Uniforms_HasBitmap);
364    }
365    if (description.isPoint) {
366        shader.append(gVS_Header_Uniforms_IsPoint);
367    }
368    // Varyings
369    if (description.hasTexture) {
370        shader.append(gVS_Header_Varyings_HasTexture);
371    }
372    if (description.hasGradient) {
373        shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
374    }
375    if (description.hasBitmap) {
376        shader.append(description.isPoint ?
377                gVS_Header_Varyings_PointHasBitmap :
378                gVS_Header_Varyings_HasBitmap);
379    }
380
381    // Begin the shader
382    shader.append(gVS_Main); {
383        if (description.hasTexture) {
384            shader.append(gVS_Main_OutTexCoords);
385        }
386        if (description.hasGradient) {
387            shader.append(gVS_Main_OutGradient[description.gradientType]);
388        }
389        if (description.hasBitmap) {
390            shader.append(description.isPoint ?
391                    gVS_Main_OutPointBitmapTexCoords :
392                    gVS_Main_OutBitmapTexCoords);
393        }
394        if (description.isPoint) {
395            shader.append(gVS_Main_PointSize);
396        }
397        // Output transformed position
398        shader.append(gVS_Main_Position);
399    }
400    // End the shader
401    shader.append(gVS_Footer);
402
403    PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
404
405    return shader;
406}
407
408String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
409    // Set the default precision
410    String8 shader;
411
412    const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
413    if (blendFramebuffer) {
414        shader.append(gFS_Header_Extension_FramebufferFetch);
415    }
416
417    shader.append(gFS_Header);
418
419    // Varyings
420    if (description.hasTexture) {
421        shader.append(gVS_Header_Varyings_HasTexture);
422    }
423    if (description.hasGradient) {
424        shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]);
425    }
426    if (description.hasBitmap) {
427        shader.append(description.isPoint ?
428                gVS_Header_Varyings_PointHasBitmap :
429                gVS_Header_Varyings_HasBitmap);
430    }
431
432    // Uniforms
433    int modulateOp = MODULATE_OP_NO_MODULATE;
434    const bool singleColor = !description.hasTexture &&
435            !description.hasGradient && !description.hasBitmap;
436
437    if (description.modulate || singleColor) {
438        shader.append(gFS_Uniforms_Color);
439        if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
440    }
441    if (description.hasTexture) {
442        shader.append(gFS_Uniforms_TextureSampler);
443    }
444    if (description.hasGradient) {
445        shader.append(gFS_Uniforms_GradientSampler[description.gradientType]);
446    }
447    if (description.hasBitmap && description.isPoint) {
448        shader.append(gFS_Header_Uniforms_PointHasBitmap);
449    }
450
451    // Optimization for common cases
452    if (!blendFramebuffer && description.colorOp == ProgramDescription::kColorNone &&
453            !description.isPoint) {
454        bool fast = false;
455
456        const bool noShader = !description.hasGradient && !description.hasBitmap;
457        const bool singleTexture = description.hasTexture &&
458                !description.hasAlpha8Texture && noShader;
459        const bool singleA8Texture = description.hasTexture &&
460                description.hasAlpha8Texture && noShader;
461        const bool singleGradient = !description.hasTexture &&
462                description.hasGradient && !description.hasBitmap &&
463                description.gradientType == ProgramDescription::kGradientLinear;
464
465        if (singleColor) {
466            shader.append(gFS_Fast_SingleColor);
467            fast = true;
468        } else if (singleTexture) {
469            if (!description.modulate) {
470                shader.append(gFS_Fast_SingleTexture);
471            } else {
472                shader.append(gFS_Fast_SingleModulateTexture);
473            }
474            fast = true;
475        } else if (singleA8Texture) {
476            if (!description.modulate) {
477                shader.append(gFS_Fast_SingleA8Texture);
478            } else {
479                shader.append(gFS_Fast_SingleModulateA8Texture);
480            }
481            fast = true;
482        } else if (singleGradient) {
483            if (!description.modulate) {
484                shader.append(gFS_Fast_SingleGradient);
485            } else {
486                shader.append(gFS_Fast_SingleModulateGradient);
487            }
488            fast = true;
489        }
490
491        if (fast) {
492#if DEBUG_PROGRAMS
493                PROGRAM_LOGD("*** Fast case:\n");
494                PROGRAM_LOGD("*** Generated fragment shader:\n\n");
495                printLongString(shader);
496#endif
497
498            return shader;
499        }
500    }
501
502    if (description.hasBitmap) {
503        shader.append(gFS_Uniforms_BitmapSampler);
504    }
505    shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
506
507    // Generate required functions
508    if (description.hasGradient && description.hasBitmap) {
509        generateBlend(shader, "blendShaders", description.shadersMode);
510    }
511    if (description.colorOp == ProgramDescription::kColorBlend) {
512        generateBlend(shader, "blendColors", description.colorMode);
513    }
514    if (blendFramebuffer) {
515        generateBlend(shader, "blendFramebuffer", description.framebufferMode);
516    }
517    if (description.isBitmapNpot) {
518        generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
519    }
520
521    // Begin the shader
522    shader.append(gFS_Main); {
523        // Stores the result in fragColor directly
524        if (description.hasTexture) {
525            if (description.hasAlpha8Texture) {
526                if (!description.hasGradient && !description.hasBitmap) {
527                    shader.append(gFS_Main_FetchA8Texture[modulateOp]);
528                }
529            } else {
530                shader.append(gFS_Main_FetchTexture[modulateOp]);
531            }
532        } else {
533            if ((!description.hasGradient && !description.hasBitmap) || description.modulate) {
534                shader.append(gFS_Main_FetchColor);
535            }
536        }
537        if (description.hasGradient) {
538            shader.append(gFS_Main_FetchGradient[description.gradientType]);
539        }
540        if (description.hasBitmap) {
541            if (description.isPoint) {
542                shader.append(gFS_Main_PointBitmapTexCoords);
543            }
544            if (!description.isBitmapNpot) {
545                shader.append(gFS_Main_FetchBitmap);
546            } else {
547                shader.append(gFS_Main_FetchBitmapNpot);
548            }
549        }
550        // Case when we have two shaders set
551        if (description.hasGradient && description.hasBitmap) {
552            int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
553            if (description.isBitmapFirst) {
554                shader.append(gFS_Main_BlendShadersBG);
555            } else {
556                shader.append(gFS_Main_BlendShadersGB);
557            }
558            shader.append(gFS_Main_BlendShaders_Modulate[op]);
559        } else {
560            if (description.hasGradient) {
561                int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
562                shader.append(gFS_Main_GradientShader_Modulate[op]);
563            } else if (description.hasBitmap) {
564                int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
565                shader.append(gFS_Main_BitmapShader_Modulate[op]);
566            }
567        }
568        // Apply the color op if needed
569        shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
570        // Output the fragment
571        if (!blendFramebuffer) {
572            shader.append(gFS_Main_FragColor);
573        } else {
574            shader.append(!description.swapSrcDst ?
575                    gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
576        }
577    }
578    // End the shader
579    shader.append(gFS_Footer);
580
581#if DEBUG_PROGRAMS
582        PROGRAM_LOGD("*** Generated fragment shader:\n\n");
583        printLongString(shader);
584#endif
585
586    return shader;
587}
588
589void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
590    shader.append("\nvec4 ");
591    shader.append(name);
592    shader.append("(vec4 src, vec4 dst) {\n");
593    shader.append("    ");
594    shader.append(gBlendOps[mode]);
595    shader.append("}\n");
596}
597
598void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
599    shader.append("\nvec2 wrap(vec2 texCoords) {\n");
600    if (wrapS == GL_MIRRORED_REPEAT) {
601        shader.append("    float xMod2 = mod(texCoords.x, 2.0);\n");
602        shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
603    }
604    if (wrapT == GL_MIRRORED_REPEAT) {
605        shader.append("    float yMod2 = mod(texCoords.y, 2.0);\n");
606        shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
607    }
608    shader.append("    return vec2(");
609    switch (wrapS) {
610        case GL_CLAMP_TO_EDGE:
611            shader.append("texCoords.x");
612            break;
613        case GL_REPEAT:
614            shader.append("mod(texCoords.x, 1.0)");
615            break;
616        case GL_MIRRORED_REPEAT:
617            shader.append("xMod2");
618            break;
619    }
620    shader.append(", ");
621    switch (wrapT) {
622        case GL_CLAMP_TO_EDGE:
623            shader.append("texCoords.y");
624            break;
625        case GL_REPEAT:
626            shader.append("mod(texCoords.y, 1.0)");
627            break;
628        case GL_MIRRORED_REPEAT:
629            shader.append("yMod2");
630            break;
631    }
632    shader.append(");\n");
633    shader.append("}\n");
634}
635
636void ProgramCache::printLongString(const String8& shader) const {
637    ssize_t index = 0;
638    ssize_t lastIndex = 0;
639    const char* str = shader.string();
640    while ((index = shader.find("\n", index)) > -1) {
641        String8 line(str, index - lastIndex);
642        if (line.length() == 0) line.append("\n");
643        PROGRAM_LOGD("%s", line.string());
644        index++;
645        str += (index - lastIndex);
646        lastIndex = index;
647    }
648}
649
650}; // namespace uirenderer
651}; // namespace android
652