ProgramCache.cpp revision ff316ec7a76e52572a2e89b691e6b3bba0cafba3
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 "Caches.h" 22#include "ProgramCache.h" 23 24namespace android { 25namespace uirenderer { 26 27/////////////////////////////////////////////////////////////////////////////// 28// Defines 29/////////////////////////////////////////////////////////////////////////////// 30 31#define MODULATE_OP_NO_MODULATE 0 32#define MODULATE_OP_MODULATE 1 33#define MODULATE_OP_MODULATE_A8 2 34 35/////////////////////////////////////////////////////////////////////////////// 36// Vertex shaders snippets 37/////////////////////////////////////////////////////////////////////////////// 38 39const char* gVS_Header_Attributes = 40 "attribute vec4 position;\n"; 41const char* gVS_Header_Attributes_TexCoords = 42 "attribute vec2 texCoords;\n"; 43const char* gVS_Header_Attributes_Colors = 44 "attribute vec4 colors;\n"; 45const char* gVS_Header_Attributes_AAVertexShapeParameters = 46 "attribute float vtxAlpha;\n"; 47const char* gVS_Header_Uniforms_TextureTransform = 48 "uniform mat4 mainTextureTransform;\n"; 49const char* gVS_Header_Uniforms = 50 "uniform mat4 projection;\n" \ 51 "uniform mat4 transform;\n"; 52const char* gVS_Header_Uniforms_IsPoint = 53 "uniform mediump float pointSize;\n"; 54const char* gVS_Header_Uniforms_HasGradient[3] = { 55 // Linear 56 "uniform mat4 screenSpace;\n" 57 "uniform float ditherSize;\n", 58 // Circular 59 "uniform mat4 screenSpace;\n" 60 "uniform float ditherSize;\n", 61 // Sweep 62 "uniform mat4 screenSpace;\n" 63 "uniform float ditherSize;\n" 64}; 65const char* gVS_Header_Uniforms_HasBitmap = 66 "uniform mat4 textureTransform;\n" 67 "uniform mediump vec2 textureDimension;\n"; 68const char* gVS_Header_Varyings_HasTexture = 69 "varying vec2 outTexCoords;\n"; 70const char* gVS_Header_Varyings_HasColors = 71 "varying vec4 outColors;\n"; 72const char* gVS_Header_Varyings_IsAAVertexShape = 73 "varying float alpha;\n"; 74const char* gVS_Header_Varyings_HasBitmap = 75 "varying highp vec2 outBitmapTexCoords;\n"; 76const char* gVS_Header_Varyings_PointHasBitmap = 77 "varying highp vec2 outPointBitmapTexCoords;\n"; 78const char* gVS_Header_Varyings_HasGradient[6] = { 79 // Linear 80 "varying highp vec2 linear;\n" 81 "varying vec2 ditherTexCoords;\n", 82 "varying float linear;\n" 83 "varying vec2 ditherTexCoords;\n", 84 85 // Circular 86 "varying highp vec2 circular;\n" 87 "varying vec2 ditherTexCoords;\n", 88 "varying highp vec2 circular;\n" 89 "varying vec2 ditherTexCoords;\n", 90 91 // Sweep 92 "varying highp vec2 sweep;\n" 93 "varying vec2 ditherTexCoords;\n", 94 "varying highp vec2 sweep;\n" 95 "varying vec2 ditherTexCoords;\n", 96}; 97const char* gVS_Main = 98 "\nvoid main(void) {\n"; 99const char* gVS_Main_OutTexCoords = 100 " outTexCoords = texCoords;\n"; 101const char* gVS_Main_OutColors = 102 " outColors = colors;\n"; 103const char* gVS_Main_OutTransformedTexCoords = 104 " outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n"; 105const char* gVS_Main_OutGradient[6] = { 106 // Linear 107 " linear = vec2((screenSpace * position).x, 0.5);\n" 108 " ditherTexCoords = (transform * position).xy * ditherSize;\n", 109 " linear = (screenSpace * position).x;\n" 110 " ditherTexCoords = (transform * position).xy * ditherSize;\n", 111 112 // Circular 113 " circular = (screenSpace * position).xy;\n" 114 " ditherTexCoords = (transform * position).xy * ditherSize;\n", 115 " circular = (screenSpace * position).xy;\n" 116 " ditherTexCoords = (transform * position).xy * ditherSize;\n", 117 118 // Sweep 119 " sweep = (screenSpace * position).xy;\n" 120 " ditherTexCoords = (transform * position).xy * ditherSize;\n", 121 " sweep = (screenSpace * position).xy;\n" 122 " ditherTexCoords = (transform * position).xy * ditherSize;\n", 123}; 124const char* gVS_Main_OutBitmapTexCoords = 125 " outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n"; 126const char* gVS_Main_OutPointBitmapTexCoords = 127 " outPointBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n"; 128const char* gVS_Main_Position = 129 " gl_Position = projection * transform * position;\n"; 130const char* gVS_Main_PointSize = 131 " gl_PointSize = pointSize;\n"; 132const char* gVS_Main_AAVertexShape = 133 " alpha = vtxAlpha;\n"; 134const char* gVS_Footer = 135 "}\n\n"; 136 137/////////////////////////////////////////////////////////////////////////////// 138// Fragment shaders snippets 139/////////////////////////////////////////////////////////////////////////////// 140 141const char* gFS_Header_Extension_FramebufferFetch = 142 "#extension GL_NV_shader_framebuffer_fetch : enable\n\n"; 143const char* gFS_Header_Extension_ExternalTexture = 144 "#extension GL_OES_EGL_image_external : require\n\n"; 145const char* gFS_Header = 146 "precision mediump float;\n\n"; 147const char* gFS_Uniforms_Color = 148 "uniform vec4 color;\n"; 149const char* gFS_Header_Uniforms_PointHasBitmap = 150 "uniform vec2 textureDimension;\n" 151 "uniform float pointSize;\n"; 152const char* gFS_Uniforms_TextureSampler = 153 "uniform sampler2D baseSampler;\n"; 154const char* gFS_Uniforms_ExternalTextureSampler = 155 "uniform samplerExternalOES baseSampler;\n"; 156#define FS_UNIFORMS_DITHER \ 157 "uniform float ditherSizeSquared;\n" \ 158 "uniform sampler2D ditherSampler;\n" 159#define FS_UNIFORMS_GRADIENT \ 160 "uniform vec4 startColor;\n" \ 161 "uniform vec4 endColor;\n" 162const char* gFS_Uniforms_GradientSampler[6] = { 163 // Linear 164 FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n", 165 FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT, 166 167 // Circular 168 FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n", 169 FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT, 170 171 // Sweep 172 FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n", 173 FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT 174}; 175const char* gFS_Uniforms_BitmapSampler = 176 "uniform sampler2D bitmapSampler;\n"; 177const char* gFS_Uniforms_ColorOp[4] = { 178 // None 179 "", 180 // Matrix 181 "uniform mat4 colorMatrix;\n" 182 "uniform vec4 colorMatrixVector;\n", 183 // Lighting 184 "uniform vec4 lightingMul;\n" 185 "uniform vec4 lightingAdd;\n", 186 // PorterDuff 187 "uniform vec4 colorBlend;\n" 188}; 189const char* gFS_Uniforms_Gamma = 190 "uniform float gamma;\n"; 191 192const char* gFS_Main = 193 "\nvoid main(void) {\n" 194 " lowp vec4 fragColor;\n"; 195 196const char* gFS_Main_PointBitmapTexCoords = 197 " highp vec2 outBitmapTexCoords = outPointBitmapTexCoords + " 198 "((gl_PointCoord - vec2(0.5, 0.5)) * textureDimension * vec2(pointSize, pointSize));\n"; 199 200#define FS_MAIN_DITHER \ 201 "texture2D(ditherSampler, ditherTexCoords).a * ditherSizeSquared" 202const char* gFS_Main_AddDitherToGradient = 203 " gradientColor += " FS_MAIN_DITHER ";\n"; 204 205// Fast cases 206const char* gFS_Fast_SingleColor = 207 "\nvoid main(void) {\n" 208 " gl_FragColor = color;\n" 209 "}\n\n"; 210const char* gFS_Fast_SingleTexture = 211 "\nvoid main(void) {\n" 212 " gl_FragColor = texture2D(baseSampler, outTexCoords);\n" 213 "}\n\n"; 214const char* gFS_Fast_SingleModulateTexture = 215 "\nvoid main(void) {\n" 216 " gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n" 217 "}\n\n"; 218const char* gFS_Fast_SingleA8Texture = 219 "\nvoid main(void) {\n" 220 " gl_FragColor = texture2D(baseSampler, outTexCoords);\n" 221 "}\n\n"; 222const char* gFS_Fast_SingleA8Texture_ApplyGamma = 223 "\nvoid main(void) {\n" 224 " gl_FragColor = vec4(0.0, 0.0, 0.0, pow(texture2D(baseSampler, outTexCoords).a, gamma));\n" 225 "}\n\n"; 226const char* gFS_Fast_SingleModulateA8Texture = 227 "\nvoid main(void) {\n" 228 " gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n" 229 "}\n\n"; 230const char* gFS_Fast_SingleModulateA8Texture_ApplyGamma = 231 "\nvoid main(void) {\n" 232 " gl_FragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" 233 "}\n\n"; 234const char* gFS_Fast_SingleGradient[2] = { 235 "\nvoid main(void) {\n" 236 " gl_FragColor = " FS_MAIN_DITHER " + texture2D(gradientSampler, linear);\n" 237 "}\n\n", 238 "\nvoid main(void) {\n" 239 " gl_FragColor = " FS_MAIN_DITHER " + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n" 240 "}\n\n" 241}; 242const char* gFS_Fast_SingleModulateGradient[2] = { 243 "\nvoid main(void) {\n" 244 " gl_FragColor = " FS_MAIN_DITHER " + color.a * texture2D(gradientSampler, linear);\n" 245 "}\n\n", 246 "\nvoid main(void) {\n" 247 " gl_FragColor = " FS_MAIN_DITHER " + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n" 248 "}\n\n" 249}; 250 251// General case 252const char* gFS_Main_FetchColor = 253 " fragColor = color;\n"; 254const char* gFS_Main_ModulateColor = 255 " fragColor *= color.a;\n"; 256const char* gFS_Main_AccountForAAVertexShape = 257 " fragColor *= alpha;\n"; 258 259const char* gFS_Main_FetchTexture[2] = { 260 // Don't modulate 261 " fragColor = texture2D(baseSampler, outTexCoords);\n", 262 // Modulate 263 " fragColor = color * texture2D(baseSampler, outTexCoords);\n" 264}; 265const char* gFS_Main_FetchA8Texture[4] = { 266 // Don't modulate 267 " fragColor = texture2D(baseSampler, outTexCoords);\n", 268 " fragColor = texture2D(baseSampler, outTexCoords);\n", 269 // Modulate 270 " fragColor = color * texture2D(baseSampler, outTexCoords).a;\n", 271 " fragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" 272}; 273const char* gFS_Main_FetchGradient[6] = { 274 // Linear 275 " vec4 gradientColor = texture2D(gradientSampler, linear);\n", 276 277 " vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n", 278 279 // Circular 280 " vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n", 281 282 " vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n", 283 284 // Sweep 285 " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" 286 " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n", 287 288 " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" 289 " vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n" 290}; 291const char* gFS_Main_FetchBitmap = 292 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n"; 293const char* gFS_Main_FetchBitmapNpot = 294 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n"; 295const char* gFS_Main_BlendShadersBG = 296 " fragColor = blendShaders(gradientColor, bitmapColor)"; 297const char* gFS_Main_BlendShadersGB = 298 " fragColor = blendShaders(bitmapColor, gradientColor)"; 299const char* gFS_Main_BlendShaders_Modulate[6] = { 300 // Don't modulate 301 ";\n", 302 ";\n", 303 // Modulate 304 " * color.a;\n", 305 " * color.a;\n", 306 // Modulate with alpha 8 texture 307 " * texture2D(baseSampler, outTexCoords).a;\n", 308 " * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" 309}; 310const char* gFS_Main_GradientShader_Modulate[6] = { 311 // Don't modulate 312 " fragColor = gradientColor;\n", 313 " fragColor = gradientColor;\n", 314 // Modulate 315 " fragColor = gradientColor * color.a;\n", 316 " fragColor = gradientColor * color.a;\n", 317 // Modulate with alpha 8 texture 318 " fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n", 319 " fragColor = gradientColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" 320 }; 321const char* gFS_Main_BitmapShader_Modulate[6] = { 322 // Don't modulate 323 " fragColor = bitmapColor;\n", 324 " fragColor = bitmapColor;\n", 325 // Modulate 326 " fragColor = bitmapColor * color.a;\n", 327 " fragColor = bitmapColor * color.a;\n", 328 // Modulate with alpha 8 texture 329 " fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n", 330 " fragColor = bitmapColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" 331 }; 332const char* gFS_Main_FragColor = 333 " gl_FragColor = fragColor;\n"; 334const char* gFS_Main_FragColor_HasColors = 335 " gl_FragColor *= outColors;\n"; 336const char* gFS_Main_FragColor_Blend = 337 " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n"; 338const char* gFS_Main_FragColor_Blend_Swap = 339 " gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n"; 340const char* gFS_Main_ApplyColorOp[4] = { 341 // None 342 "", 343 // Matrix 344 " fragColor *= colorMatrix;\n" 345 " fragColor += colorMatrixVector;\n" 346 " fragColor.rgb *= fragColor.a;\n", 347 // Lighting 348 " float lightingAlpha = fragColor.a;\n" 349 " fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n" 350 " fragColor.a = lightingAlpha;\n", 351 // PorterDuff 352 " fragColor = blendColors(colorBlend, fragColor);\n" 353}; 354const char* gFS_Footer = 355 "}\n\n"; 356 357/////////////////////////////////////////////////////////////////////////////// 358// PorterDuff snippets 359/////////////////////////////////////////////////////////////////////////////// 360 361const char* gBlendOps[18] = { 362 // Clear 363 "return vec4(0.0, 0.0, 0.0, 0.0);\n", 364 // Src 365 "return src;\n", 366 // Dst 367 "return dst;\n", 368 // SrcOver 369 "return src + dst * (1.0 - src.a);\n", 370 // DstOver 371 "return dst + src * (1.0 - dst.a);\n", 372 // SrcIn 373 "return src * dst.a;\n", 374 // DstIn 375 "return dst * src.a;\n", 376 // SrcOut 377 "return src * (1.0 - dst.a);\n", 378 // DstOut 379 "return dst * (1.0 - src.a);\n", 380 // SrcAtop 381 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n", 382 // DstAtop 383 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n", 384 // Xor 385 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, " 386 "src.a + dst.a - 2.0 * src.a * dst.a);\n", 387 // Add 388 "return min(src + dst, 1.0);\n", 389 // Multiply 390 "return src * dst;\n", 391 // Screen 392 "return src + dst - src * dst;\n", 393 // Overlay 394 "return clamp(vec4(mix(" 395 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), " 396 "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), " 397 "step(dst.a, 2.0 * dst.rgb)), " 398 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n", 399 // Darken 400 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 401 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 402 // Lighten 403 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 404 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 405}; 406 407/////////////////////////////////////////////////////////////////////////////// 408// Constructors/destructors 409/////////////////////////////////////////////////////////////////////////////// 410 411ProgramCache::ProgramCache() { 412} 413 414ProgramCache::~ProgramCache() { 415 clear(); 416} 417 418/////////////////////////////////////////////////////////////////////////////// 419// Cache management 420/////////////////////////////////////////////////////////////////////////////// 421 422void ProgramCache::clear() { 423 PROGRAM_LOGD("Clearing program cache"); 424 425 size_t count = mCache.size(); 426 for (size_t i = 0; i < count; i++) { 427 delete mCache.valueAt(i); 428 } 429 mCache.clear(); 430} 431 432Program* ProgramCache::get(const ProgramDescription& description) { 433 programid key = description.key(); 434 ssize_t index = mCache.indexOfKey(key); 435 Program* program = NULL; 436 if (index < 0) { 437 description.log("Could not find program"); 438 program = generateProgram(description, key); 439 mCache.add(key, program); 440 } else { 441 program = mCache.valueAt(index); 442 } 443 return program; 444} 445 446/////////////////////////////////////////////////////////////////////////////// 447// Program generation 448/////////////////////////////////////////////////////////////////////////////// 449 450Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) { 451 String8 vertexShader = generateVertexShader(description); 452 String8 fragmentShader = generateFragmentShader(description); 453 454 return new Program(description, vertexShader.string(), fragmentShader.string()); 455} 456 457static inline size_t gradientIndex(const ProgramDescription& description) { 458 return description.gradientType * 2 + description.isSimpleGradient; 459} 460 461String8 ProgramCache::generateVertexShader(const ProgramDescription& description) { 462 // Add attributes 463 String8 shader(gVS_Header_Attributes); 464 if (description.hasTexture || description.hasExternalTexture) { 465 shader.append(gVS_Header_Attributes_TexCoords); 466 } 467 if (description.isAA) { 468 shader.append(gVS_Header_Attributes_AAVertexShapeParameters); 469 } 470 if (description.hasColors) { 471 shader.append(gVS_Header_Attributes_Colors); 472 } 473 // Uniforms 474 shader.append(gVS_Header_Uniforms); 475 if (description.hasTextureTransform) { 476 shader.append(gVS_Header_Uniforms_TextureTransform); 477 } 478 if (description.hasGradient) { 479 shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]); 480 } 481 if (description.hasBitmap) { 482 shader.append(gVS_Header_Uniforms_HasBitmap); 483 } 484 if (description.isPoint) { 485 shader.append(gVS_Header_Uniforms_IsPoint); 486 } 487 // Varyings 488 if (description.hasTexture || description.hasExternalTexture) { 489 shader.append(gVS_Header_Varyings_HasTexture); 490 } 491 if (description.isAA) { 492 shader.append(gVS_Header_Varyings_IsAAVertexShape); 493 } 494 if (description.hasColors) { 495 shader.append(gVS_Header_Varyings_HasColors); 496 } 497 if (description.hasGradient) { 498 shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]); 499 } 500 if (description.hasBitmap) { 501 shader.append(description.isPoint ? 502 gVS_Header_Varyings_PointHasBitmap : 503 gVS_Header_Varyings_HasBitmap); 504 } 505 506 // Begin the shader 507 shader.append(gVS_Main); { 508 if (description.hasTextureTransform) { 509 shader.append(gVS_Main_OutTransformedTexCoords); 510 } else if (description.hasTexture || description.hasExternalTexture) { 511 shader.append(gVS_Main_OutTexCoords); 512 } 513 if (description.isAA) { 514 shader.append(gVS_Main_AAVertexShape); 515 } 516 if (description.hasColors) { 517 shader.append(gVS_Main_OutColors); 518 } 519 if (description.hasBitmap) { 520 shader.append(description.isPoint ? 521 gVS_Main_OutPointBitmapTexCoords : 522 gVS_Main_OutBitmapTexCoords); 523 } 524 if (description.isPoint) { 525 shader.append(gVS_Main_PointSize); 526 } 527 // Output transformed position 528 shader.append(gVS_Main_Position); 529 if (description.hasGradient) { 530 shader.append(gVS_Main_OutGradient[gradientIndex(description)]); 531 } 532 } 533 // End the shader 534 shader.append(gVS_Footer); 535 536 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string()); 537 538 return shader; 539} 540 541static bool shaderOp(const ProgramDescription& description, String8& shader, 542 const int modulateOp, const char** snippets) { 543 int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp; 544 op = op * 2 + description.hasGammaCorrection; 545 shader.append(snippets[op]); 546 return description.hasAlpha8Texture; 547} 548 549String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) { 550 String8 shader; 551 552 const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode; 553 if (blendFramebuffer) { 554 shader.append(gFS_Header_Extension_FramebufferFetch); 555 } 556 if (description.hasExternalTexture) { 557 shader.append(gFS_Header_Extension_ExternalTexture); 558 } 559 560 shader.append(gFS_Header); 561 562 // Varyings 563 if (description.hasTexture || description.hasExternalTexture) { 564 shader.append(gVS_Header_Varyings_HasTexture); 565 } 566 if (description.isAA) { 567 shader.append(gVS_Header_Varyings_IsAAVertexShape); 568 } 569 if (description.hasColors) { 570 shader.append(gVS_Header_Varyings_HasColors); 571 } 572 if (description.hasGradient) { 573 shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]); 574 } 575 if (description.hasBitmap) { 576 shader.append(description.isPoint ? 577 gVS_Header_Varyings_PointHasBitmap : 578 gVS_Header_Varyings_HasBitmap); 579 } 580 581 // Uniforms 582 int modulateOp = MODULATE_OP_NO_MODULATE; 583 const bool singleColor = !description.hasTexture && !description.hasExternalTexture && 584 !description.hasGradient && !description.hasBitmap; 585 586 if (description.modulate || singleColor) { 587 shader.append(gFS_Uniforms_Color); 588 if (!singleColor) modulateOp = MODULATE_OP_MODULATE; 589 } 590 if (description.hasTexture) { 591 shader.append(gFS_Uniforms_TextureSampler); 592 } else if (description.hasExternalTexture) { 593 shader.append(gFS_Uniforms_ExternalTextureSampler); 594 } 595 if (description.hasGradient) { 596 shader.append(gFS_Uniforms_GradientSampler[gradientIndex(description)]); 597 } 598 if (description.hasBitmap && description.isPoint) { 599 shader.append(gFS_Header_Uniforms_PointHasBitmap); 600 } 601 if (description.hasGammaCorrection) { 602 shader.append(gFS_Uniforms_Gamma); 603 } 604 605 // Optimization for common cases 606 if (!description.isAA && !blendFramebuffer && !description.hasColors && 607 description.colorOp == ProgramDescription::kColorNone && !description.isPoint) { 608 bool fast = false; 609 610 const bool noShader = !description.hasGradient && !description.hasBitmap; 611 const bool singleTexture = (description.hasTexture || description.hasExternalTexture) && 612 !description.hasAlpha8Texture && noShader; 613 const bool singleA8Texture = description.hasTexture && 614 description.hasAlpha8Texture && noShader; 615 const bool singleGradient = !description.hasTexture && !description.hasExternalTexture && 616 description.hasGradient && !description.hasBitmap && 617 description.gradientType == ProgramDescription::kGradientLinear; 618 619 if (singleColor) { 620 shader.append(gFS_Fast_SingleColor); 621 fast = true; 622 } else if (singleTexture) { 623 if (!description.modulate) { 624 shader.append(gFS_Fast_SingleTexture); 625 } else { 626 shader.append(gFS_Fast_SingleModulateTexture); 627 } 628 fast = true; 629 } else if (singleA8Texture) { 630 if (!description.modulate) { 631 if (description.hasGammaCorrection) { 632 shader.append(gFS_Fast_SingleA8Texture_ApplyGamma); 633 } else { 634 shader.append(gFS_Fast_SingleA8Texture); 635 } 636 } else { 637 if (description.hasGammaCorrection) { 638 shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma); 639 } else { 640 shader.append(gFS_Fast_SingleModulateA8Texture); 641 } 642 } 643 fast = true; 644 } else if (singleGradient) { 645 if (!description.modulate) { 646 shader.append(gFS_Fast_SingleGradient[description.isSimpleGradient]); 647 } else { 648 shader.append(gFS_Fast_SingleModulateGradient[description.isSimpleGradient]); 649 } 650 fast = true; 651 } 652 653 if (fast) { 654#if DEBUG_PROGRAMS 655 PROGRAM_LOGD("*** Fast case:\n"); 656 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 657 printLongString(shader); 658#endif 659 660 return shader; 661 } 662 } 663 664 if (description.hasBitmap) { 665 shader.append(gFS_Uniforms_BitmapSampler); 666 } 667 shader.append(gFS_Uniforms_ColorOp[description.colorOp]); 668 669 // Generate required functions 670 if (description.hasGradient && description.hasBitmap) { 671 generateBlend(shader, "blendShaders", description.shadersMode); 672 } 673 if (description.colorOp == ProgramDescription::kColorBlend) { 674 generateBlend(shader, "blendColors", description.colorMode); 675 } 676 if (blendFramebuffer) { 677 generateBlend(shader, "blendFramebuffer", description.framebufferMode); 678 } 679 if (description.isBitmapNpot) { 680 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT); 681 } 682 683 // Begin the shader 684 shader.append(gFS_Main); { 685 // Stores the result in fragColor directly 686 if (description.hasTexture || description.hasExternalTexture) { 687 if (description.hasAlpha8Texture) { 688 if (!description.hasGradient && !description.hasBitmap) { 689 shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 + 690 description.hasGammaCorrection]); 691 } 692 } else { 693 shader.append(gFS_Main_FetchTexture[modulateOp]); 694 } 695 } else { 696 if (!description.hasGradient && !description.hasBitmap) { 697 shader.append(gFS_Main_FetchColor); 698 } 699 } 700 if (description.hasGradient) { 701 shader.append(gFS_Main_FetchGradient[gradientIndex(description)]); 702 shader.append(gFS_Main_AddDitherToGradient); 703 } 704 if (description.hasBitmap) { 705 if (description.isPoint) { 706 shader.append(gFS_Main_PointBitmapTexCoords); 707 } 708 if (!description.isBitmapNpot) { 709 shader.append(gFS_Main_FetchBitmap); 710 } else { 711 shader.append(gFS_Main_FetchBitmapNpot); 712 } 713 } 714 bool applyModulate = false; 715 // Case when we have two shaders set 716 if (description.hasGradient && description.hasBitmap) { 717 if (description.isBitmapFirst) { 718 shader.append(gFS_Main_BlendShadersBG); 719 } else { 720 shader.append(gFS_Main_BlendShadersGB); 721 } 722 applyModulate = shaderOp(description, shader, modulateOp, 723 gFS_Main_BlendShaders_Modulate); 724 } else { 725 if (description.hasGradient) { 726 applyModulate = shaderOp(description, shader, modulateOp, 727 gFS_Main_GradientShader_Modulate); 728 } else if (description.hasBitmap) { 729 applyModulate = shaderOp(description, shader, modulateOp, 730 gFS_Main_BitmapShader_Modulate); 731 } 732 } 733 734 if (description.modulate && applyModulate) { 735 shader.append(gFS_Main_ModulateColor); 736 } 737 738 // Apply the color op if needed 739 shader.append(gFS_Main_ApplyColorOp[description.colorOp]); 740 741 if (description.isAA) { 742 shader.append(gFS_Main_AccountForAAVertexShape); 743 } 744 745 // Output the fragment 746 if (!blendFramebuffer) { 747 shader.append(gFS_Main_FragColor); 748 } else { 749 shader.append(!description.swapSrcDst ? 750 gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap); 751 } 752 if (description.hasColors) { 753 shader.append(gFS_Main_FragColor_HasColors); 754 } 755 } 756 // End the shader 757 shader.append(gFS_Footer); 758 759#if DEBUG_PROGRAMS 760 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 761 printLongString(shader); 762#endif 763 764 return shader; 765} 766 767void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) { 768 shader.append("\nvec4 "); 769 shader.append(name); 770 shader.append("(vec4 src, vec4 dst) {\n"); 771 shader.append(" "); 772 shader.append(gBlendOps[mode]); 773 shader.append("}\n"); 774} 775 776void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) { 777 shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n"); 778 if (wrapS == GL_MIRRORED_REPEAT) { 779 shader.append(" highp float xMod2 = mod(texCoords.x, 2.0);\n"); 780 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n"); 781 } 782 if (wrapT == GL_MIRRORED_REPEAT) { 783 shader.append(" highp float yMod2 = mod(texCoords.y, 2.0);\n"); 784 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n"); 785 } 786 shader.append(" return vec2("); 787 switch (wrapS) { 788 case GL_CLAMP_TO_EDGE: 789 shader.append("texCoords.x"); 790 break; 791 case GL_REPEAT: 792 shader.append("mod(texCoords.x, 1.0)"); 793 break; 794 case GL_MIRRORED_REPEAT: 795 shader.append("xMod2"); 796 break; 797 } 798 shader.append(", "); 799 switch (wrapT) { 800 case GL_CLAMP_TO_EDGE: 801 shader.append("texCoords.y"); 802 break; 803 case GL_REPEAT: 804 shader.append("mod(texCoords.y, 1.0)"); 805 break; 806 case GL_MIRRORED_REPEAT: 807 shader.append("yMod2"); 808 break; 809 } 810 shader.append(");\n"); 811 shader.append("}\n"); 812} 813 814void ProgramCache::printLongString(const String8& shader) const { 815 ssize_t index = 0; 816 ssize_t lastIndex = 0; 817 const char* str = shader.string(); 818 while ((index = shader.find("\n", index)) > -1) { 819 String8 line(str, index - lastIndex); 820 if (line.length() == 0) line.append("\n"); 821 PROGRAM_LOGD("%s", line.string()); 822 index++; 823 str += (index - lastIndex); 824 lastIndex = index; 825 } 826} 827 828}; // namespace uirenderer 829}; // namespace android 830