ProgramCache.cpp revision f607bdc167f66b3e7003acaa4736ae46d78c1492
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_Extension_FramebufferFetch = 70 "#extension GL_NV_shader_framebuffer_fetch : enable\n\n"; 71const char* gFS_Header = 72 "precision mediump float;\n\n"; 73const char* gFS_Uniforms_Color = 74 "uniform vec4 color;\n"; 75const char* gFS_Uniforms_TextureSampler = 76 "uniform sampler2D sampler;\n"; 77const char* gFS_Uniforms_GradientSampler = 78 "uniform sampler2D gradientSampler;\n"; 79const char* gFS_Uniforms_BitmapSampler = 80 "uniform sampler2D bitmapSampler;\n"; 81const char* gFS_Uniforms_ColorOp[4] = { 82 // None 83 "", 84 // Matrix 85 "uniform mat4 colorMatrix;\n" 86 "uniform vec4 colorMatrixVector;\n", 87 // Lighting 88 "uniform vec4 lightingMul;\n" 89 "uniform vec4 lightingAdd;\n", 90 // PorterDuff 91 "uniform vec4 colorBlend;\n" 92}; 93const char* gFS_Main = 94 "\nvoid main(void) {\n" 95 " lowp vec4 fragColor;\n"; 96const char* gFS_Main_FetchColor = 97 " fragColor = color;\n"; 98const char* gFS_Main_FetchTexture = 99 " fragColor = color * texture2D(sampler, outTexCoords);\n"; 100const char* gFS_Main_FetchA8Texture = 101 " fragColor = color * texture2D(sampler, outTexCoords).a;\n"; 102const char* gFS_Main_FetchGradient = 103 " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n"; 104const char* gFS_Main_FetchBitmap = 105 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n"; 106const char* gFS_Main_FetchBitmapNpot = 107 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n"; 108const char* gFS_Main_BlendShadersBG = 109 " fragColor = blendShaders(gradientColor, bitmapColor)"; 110const char* gFS_Main_BlendShadersGB = 111 " fragColor = blendShaders(bitmapColor, gradientColor)"; 112const char* gFS_Main_BlendShaders_Modulate = 113 " * fragColor.a;\n"; 114const char* gFS_Main_GradientShader_Modulate = 115 " fragColor = gradientColor * fragColor.a;\n"; 116const char* gFS_Main_BitmapShader_Modulate = 117 " fragColor = bitmapColor * fragColor.a;\n"; 118const char* gFS_Main_FragColor = 119 " gl_FragColor = fragColor;\n"; 120const char* gFS_Main_FragColor_Blend = 121 " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n"; 122const char* gFS_Main_FragColor_Blend_Swap = 123 " gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n"; 124const char* gFS_Main_ApplyColorOp[4] = { 125 // None 126 "", 127 // Matrix 128 // TODO: Fix premultiplied alpha computations for color matrix 129 " fragColor *= colorMatrix;\n" 130 " fragColor += colorMatrixVector;\n" 131 " fragColor.rgb *= fragColor.a;\n", 132 // Lighting 133 " float lightingAlpha = fragColor.a;\n" 134 " fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n" 135 " fragColor.a = lightingAlpha;\n", 136 // PorterDuff 137 " fragColor = blendColors(colorBlend, fragColor);\n" 138}; 139const char* gFS_Footer = 140 "}\n\n"; 141 142/////////////////////////////////////////////////////////////////////////////// 143// PorterDuff snippets 144/////////////////////////////////////////////////////////////////////////////// 145 146const char* gBlendOps[18] = { 147 // Clear 148 "return vec4(0.0, 0.0, 0.0, 0.0);\n", 149 // Src 150 "return src;\n", 151 // Dst 152 "return dst;\n", 153 // SrcOver 154 "return src + dst * (1.0 - src.a);\n", 155 // DstOver 156 "return dst + src * (1.0 - dst.a);\n", 157 // SrcIn 158 "return src * dst.a;\n", 159 // DstIn 160 "return dst * src.a;\n", 161 // SrcOut 162 "return src * (1.0 - dst.a);\n", 163 // DstOut 164 "return dst * (1.0 - src.a);\n", 165 // SrcAtop 166 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n", 167 // DstAtop 168 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n", 169 // Xor 170 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, " 171 "src.a + dst.a - 2.0 * src.a * dst.a);\n", 172 // Add 173 "return min(src + dst, 1.0);\n", 174 // Multiply 175 "return src * dst;\n", 176 // Screen 177 "return src + dst - src * dst;\n", 178 // Overlay 179 "return clamp(vec4(mix(" 180 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), " 181 "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), " 182 "step(dst.a, 2.0 * dst.rgb)), " 183 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n", 184 // Darken 185 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 186 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 187 // Lighten 188 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 189 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 190}; 191 192/////////////////////////////////////////////////////////////////////////////// 193// Constructors/destructors 194/////////////////////////////////////////////////////////////////////////////// 195 196ProgramCache::ProgramCache() { 197} 198 199ProgramCache::~ProgramCache() { 200 clear(); 201} 202 203/////////////////////////////////////////////////////////////////////////////// 204// Cache management 205/////////////////////////////////////////////////////////////////////////////// 206 207void ProgramCache::clear() { 208 size_t count = mCache.size(); 209 for (size_t i = 0; i < count; i++) { 210 delete mCache.valueAt(i); 211 } 212 mCache.clear(); 213} 214 215Program* ProgramCache::get(const ProgramDescription& description) { 216 programid key = description.key(); 217 ssize_t index = mCache.indexOfKey(key); 218 Program* program = NULL; 219 if (index < 0) { 220 PROGRAM_LOGD("Could not find program with key 0x%x", key); 221 program = generateProgram(description, key); 222 mCache.add(key, program); 223 } else { 224 program = mCache.valueAt(index); 225 } 226 return program; 227} 228 229/////////////////////////////////////////////////////////////////////////////// 230// Program generation 231/////////////////////////////////////////////////////////////////////////////// 232 233Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) { 234 String8 vertexShader = generateVertexShader(description); 235 String8 fragmentShader = generateFragmentShader(description); 236 237 Program* program = new Program(vertexShader.string(), fragmentShader.string()); 238 return program; 239} 240 241String8 ProgramCache::generateVertexShader(const ProgramDescription& description) { 242 // Add attributes 243 String8 shader(gVS_Header_Attributes); 244 if (description.hasTexture) { 245 shader.append(gVS_Header_Attributes_TexCoords); 246 } 247 // Uniforms 248 shader.append(gVS_Header_Uniforms); 249 if (description.hasGradient) { 250 shader.append(gVS_Header_Uniforms_HasGradient); 251 } 252 if (description.hasBitmap) { 253 shader.append(gVS_Header_Uniforms_HasBitmap); 254 } 255 // Varyings 256 if (description.hasTexture) { 257 shader.append(gVS_Header_Varyings_HasTexture); 258 } 259 if (description.hasGradient) { 260 shader.append(gVS_Header_Varyings_HasGradient); 261 } 262 if (description.hasBitmap) { 263 shader.append(gVS_Header_Varyings_HasBitmap); 264 } 265 266 // Begin the shader 267 shader.append(gVS_Main); { 268 if (description.hasTexture) { 269 shader.append(gVS_Main_OutTexCoords); 270 } 271 if (description.hasGradient) { 272 shader.append(gVS_Main_OutGradientIndex); 273 } 274 if (description.hasBitmap) { 275 shader.append(gVS_Main_OutBitmapTexCoords); 276 } 277 // Output transformed position 278 shader.append(gVS_Main_Position); 279 } 280 // End the shader 281 shader.append(gVS_Footer); 282 283 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string()); 284 285 return shader; 286} 287 288String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) { 289 // Set the default precision 290 String8 shader; 291 292 bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode; 293 if (blendFramebuffer) { 294 shader.append(gFS_Header_Extension_FramebufferFetch); 295 } 296 297 shader.append(gFS_Header); 298 299 // Varyings 300 if (description.hasTexture) { 301 shader.append(gVS_Header_Varyings_HasTexture); 302 } 303 if (description.hasGradient) { 304 shader.append(gVS_Header_Varyings_HasGradient); 305 } 306 if (description.hasBitmap) { 307 shader.append(gVS_Header_Varyings_HasBitmap); 308 } 309 310 311 // Uniforms 312 shader.append(gFS_Uniforms_Color); 313 if (description.hasTexture) { 314 shader.append(gFS_Uniforms_TextureSampler); 315 } 316 if (description.hasGradient) { 317 shader.append(gFS_Uniforms_GradientSampler); 318 } 319 if (description.hasBitmap) { 320 shader.append(gFS_Uniforms_BitmapSampler); 321 } 322 shader.append(gFS_Uniforms_ColorOp[description.colorOp]); 323 324 // Generate required functions 325 if (description.hasGradient && description.hasBitmap) { 326 generateBlend(shader, "blendShaders", description.shadersMode); 327 } 328 if (description.colorOp == ProgramDescription::kColorBlend) { 329 generateBlend(shader, "blendColors", description.colorMode); 330 } 331 if (blendFramebuffer) { 332 generateBlend(shader, "blendFramebuffer", description.framebufferMode); 333 } 334 if (description.isBitmapNpot) { 335 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT); 336 } 337 338 // Begin the shader 339 shader.append(gFS_Main); { 340 // Stores the result in fragColor directly 341 if (description.hasTexture) { 342 if (description.hasAlpha8Texture) { 343 shader.append(gFS_Main_FetchA8Texture); 344 } else { 345 shader.append(gFS_Main_FetchTexture); 346 } 347 } else { 348 shader.append(gFS_Main_FetchColor); 349 } 350 if (description.hasGradient) { 351 shader.append(gFS_Main_FetchGradient); 352 } 353 if (description.hasBitmap) { 354 if (!description.isBitmapNpot) { 355 shader.append(gFS_Main_FetchBitmap); 356 } else { 357 shader.append(gFS_Main_FetchBitmapNpot); 358 } 359 } 360 // Case when we have two shaders set 361 if (description.hasGradient && description.hasBitmap) { 362 if (description.isBitmapFirst) { 363 shader.append(gFS_Main_BlendShadersBG); 364 } else { 365 shader.append(gFS_Main_BlendShadersGB); 366 } 367 shader.append(gFS_Main_BlendShaders_Modulate); 368 } else { 369 if (description.hasGradient) { 370 shader.append(gFS_Main_GradientShader_Modulate); 371 } else if (description.hasBitmap) { 372 shader.append(gFS_Main_BitmapShader_Modulate); 373 } 374 } 375 // Apply the color op if needed 376 shader.append(gFS_Main_ApplyColorOp[description.colorOp]); 377 // Output the fragment 378 if (!blendFramebuffer) { 379 shader.append(gFS_Main_FragColor); 380 } else { 381 shader.append(!description.swapSrcDst ? 382 gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap); 383 } 384 } 385 // End the shader 386 shader.append(gFS_Footer); 387 388 if (DEBUG_PROGRAM_CACHE) { 389 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 390 printLongString(shader); 391 } 392 393 return shader; 394} 395 396void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) { 397 shader.append("\nvec4 "); 398 shader.append(name); 399 shader.append("(vec4 src, vec4 dst) {\n"); 400 shader.append(" "); 401 shader.append(gBlendOps[mode]); 402 shader.append("}\n"); 403} 404 405void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) { 406 shader.append("\nvec2 wrap(vec2 texCoords) {\n"); 407 if (wrapS == GL_MIRRORED_REPEAT) { 408 shader.append(" float xMod2 = mod(texCoords.x, 2.0);\n"); 409 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n"); 410 } 411 if (wrapT == GL_MIRRORED_REPEAT) { 412 shader.append(" float yMod2 = mod(texCoords.y, 2.0);\n"); 413 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n"); 414 } 415 shader.append(" return vec2("); 416 switch (wrapS) { 417 case GL_CLAMP_TO_EDGE: 418 shader.append("texCoords.x"); 419 break; 420 case GL_REPEAT: 421 shader.append("mod(texCoords.x, 1.0)"); 422 break; 423 case GL_MIRRORED_REPEAT: 424 shader.append("xMod2"); 425 break; 426 } 427 shader.append(", "); 428 switch (wrapT) { 429 case GL_CLAMP_TO_EDGE: 430 shader.append("texCoords.y"); 431 break; 432 case GL_REPEAT: 433 shader.append("mod(texCoords.y, 1.0)"); 434 break; 435 case GL_MIRRORED_REPEAT: 436 shader.append("yMod2"); 437 break; 438 } 439 shader.append(");\n"); 440 shader.append("}\n"); 441} 442 443void ProgramCache::printLongString(const String8& shader) const { 444 ssize_t index = 0; 445 ssize_t lastIndex = 0; 446 const char* str = shader.string(); 447 while ((index = shader.find("\n", index)) > -1) { 448 String8 line(str, index - lastIndex); 449 if (line.length() == 0) line.append("\n"); 450 PROGRAM_LOGD("%s", line.string()); 451 index++; 452 str += (index - lastIndex); 453 lastIndex = index; 454 } 455} 456 457}; // namespace uirenderer 458}; // namespace android 459