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 "Dither.h"
23 #include "ProgramCache.h"
24
25 namespace android {
26 namespace uirenderer {
27
28 ///////////////////////////////////////////////////////////////////////////////
29 // Defines
30 ///////////////////////////////////////////////////////////////////////////////
31
32 #define MODULATE_OP_NO_MODULATE 0
33 #define MODULATE_OP_MODULATE 1
34 #define MODULATE_OP_MODULATE_A8 2
35
36 #define STR(x) STR1(x)
37 #define STR1(x) #x
38
39 ///////////////////////////////////////////////////////////////////////////////
40 // Vertex shaders snippets
41 ///////////////////////////////////////////////////////////////////////////////
42
43 const char* gVS_Header_Attributes =
44 "attribute vec4 position;\n";
45 const char* gVS_Header_Attributes_TexCoords =
46 "attribute vec2 texCoords;\n";
47 const char* gVS_Header_Attributes_Colors =
48 "attribute vec4 colors;\n";
49 const char* gVS_Header_Attributes_AAVertexShapeParameters =
50 "attribute float vtxAlpha;\n";
51 const char* gVS_Header_Uniforms_TextureTransform =
52 "uniform mat4 mainTextureTransform;\n";
53 const char* gVS_Header_Uniforms =
54 "uniform mat4 projection;\n" \
55 "uniform mat4 transform;\n";
56 const char* gVS_Header_Uniforms_HasGradient =
57 "uniform mat4 screenSpace;\n";
58 const char* gVS_Header_Uniforms_HasBitmap =
59 "uniform mat4 textureTransform;\n"
60 "uniform mediump vec2 textureDimension;\n";
61 const char* gVS_Header_Varyings_HasTexture =
62 "varying vec2 outTexCoords;\n";
63 const char* gVS_Header_Varyings_HasColors =
64 "varying vec4 outColors;\n";
65 const char* gVS_Header_Varyings_IsAAVertexShape =
66 "varying float alpha;\n";
67 const char* gVS_Header_Varyings_HasBitmap =
68 "varying highp vec2 outBitmapTexCoords;\n";
69 const char* gVS_Header_Varyings_HasGradient[6] = {
70 // Linear
71 "varying highp vec2 linear;\n"
72 "varying vec2 ditherTexCoords;\n",
73 "varying float linear;\n"
74 "varying vec2 ditherTexCoords;\n",
75
76 // Circular
77 "varying highp vec2 circular;\n"
78 "varying vec2 ditherTexCoords;\n",
79 "varying highp vec2 circular;\n"
80 "varying vec2 ditherTexCoords;\n",
81
82 // Sweep
83 "varying highp vec2 sweep;\n"
84 "varying vec2 ditherTexCoords;\n",
85 "varying highp vec2 sweep;\n"
86 "varying vec2 ditherTexCoords;\n",
87 };
88 const char* gVS_Main =
89 "\nvoid main(void) {\n";
90 const char* gVS_Main_OutTexCoords =
91 " outTexCoords = texCoords;\n";
92 const char* gVS_Main_OutColors =
93 " outColors = colors;\n";
94 const char* gVS_Main_OutTransformedTexCoords =
95 " outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
96 const char* gVS_Main_OutGradient[6] = {
97 // Linear
98 " linear = vec2((screenSpace * position).x, 0.5);\n"
99 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
100 " linear = (screenSpace * position).x;\n"
101 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
102
103 // Circular
104 " circular = (screenSpace * position).xy;\n"
105 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
106 " circular = (screenSpace * position).xy;\n"
107 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
108
109 // Sweep
110 " sweep = (screenSpace * position).xy;\n"
111 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
112 " sweep = (screenSpace * position).xy;\n"
113 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
114 };
115 const char* gVS_Main_OutBitmapTexCoords =
116 " outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
117 const char* gVS_Main_Position =
118 " gl_Position = projection * transform * position;\n";
119 const char* gVS_Main_AAVertexShape =
120 " alpha = vtxAlpha;\n";
121 const char* gVS_Footer =
122 "}\n\n";
123
124 ///////////////////////////////////////////////////////////////////////////////
125 // Fragment shaders snippets
126 ///////////////////////////////////////////////////////////////////////////////
127
128 const char* gFS_Header_Extension_FramebufferFetch =
129 "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
130 const char* gFS_Header_Extension_ExternalTexture =
131 "#extension GL_OES_EGL_image_external : require\n\n";
132 const char* gFS_Header =
133 "precision mediump float;\n\n";
134 const char* gFS_Uniforms_Color =
135 "uniform vec4 color;\n";
136 const char* gFS_Uniforms_TextureSampler =
137 "uniform sampler2D baseSampler;\n";
138 const char* gFS_Uniforms_ExternalTextureSampler =
139 "uniform samplerExternalOES baseSampler;\n";
140 const char* gFS_Uniforms_Dither =
141 "uniform sampler2D ditherSampler;";
142 const char* gFS_Uniforms_GradientSampler[2] = {
143 "%s\n"
144 "uniform sampler2D gradientSampler;\n",
145 "%s\n"
146 "uniform vec4 startColor;\n"
147 "uniform vec4 endColor;\n"
148 };
149 const char* gFS_Uniforms_BitmapSampler =
150 "uniform sampler2D bitmapSampler;\n";
151 const char* gFS_Uniforms_ColorOp[4] = {
152 // None
153 "",
154 // Matrix
155 "uniform mat4 colorMatrix;\n"
156 "uniform vec4 colorMatrixVector;\n",
157 // Lighting
158 "uniform vec4 lightingMul;\n"
159 "uniform vec4 lightingAdd;\n",
160 // PorterDuff
161 "uniform vec4 colorBlend;\n"
162 };
163 const char* gFS_Uniforms_Gamma =
164 "uniform float gamma;\n";
165
166 const char* gFS_Main =
167 "\nvoid main(void) {\n"
168 " lowp vec4 fragColor;\n";
169
170 const char* gFS_Main_Dither[2] = {
171 // ES 2.0
172 "texture2D(ditherSampler, ditherTexCoords).a * " STR(DITHER_KERNEL_SIZE_INV_SQUARE),
173 // ES 3.0
174 "texture2D(ditherSampler, ditherTexCoords).a"
175 };
176 const char* gFS_Main_AddDitherToGradient =
177 " gradientColor += %s;\n";
178
179 // Fast cases
180 const char* gFS_Fast_SingleColor =
181 "\nvoid main(void) {\n"
182 " gl_FragColor = color;\n"
183 "}\n\n";
184 const char* gFS_Fast_SingleTexture =
185 "\nvoid main(void) {\n"
186 " gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
187 "}\n\n";
188 const char* gFS_Fast_SingleModulateTexture =
189 "\nvoid main(void) {\n"
190 " gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n"
191 "}\n\n";
192 const char* gFS_Fast_SingleA8Texture =
193 "\nvoid main(void) {\n"
194 " gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
195 "}\n\n";
196 const char* gFS_Fast_SingleA8Texture_ApplyGamma =
197 "\nvoid main(void) {\n"
198 " gl_FragColor = vec4(0.0, 0.0, 0.0, pow(texture2D(baseSampler, outTexCoords).a, gamma));\n"
199 "}\n\n";
200 const char* gFS_Fast_SingleModulateA8Texture =
201 "\nvoid main(void) {\n"
202 " gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n"
203 "}\n\n";
204 const char* gFS_Fast_SingleModulateA8Texture_ApplyGamma =
205 "\nvoid main(void) {\n"
206 " gl_FragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
207 "}\n\n";
208 const char* gFS_Fast_SingleGradient[2] = {
209 "\nvoid main(void) {\n"
210 " gl_FragColor = %s + texture2D(gradientSampler, linear);\n"
211 "}\n\n",
212 "\nvoid main(void) {\n"
213 " gl_FragColor = %s + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
214 "}\n\n",
215 };
216 const char* gFS_Fast_SingleModulateGradient[2] = {
217 "\nvoid main(void) {\n"
218 " gl_FragColor = %s + color.a * texture2D(gradientSampler, linear);\n"
219 "}\n\n",
220 "\nvoid main(void) {\n"
221 " gl_FragColor = %s + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
222 "}\n\n"
223 };
224
225 // General case
226 const char* gFS_Main_FetchColor =
227 " fragColor = color;\n";
228 const char* gFS_Main_ModulateColor =
229 " fragColor *= color.a;\n";
230 const char* gFS_Main_AccountForAAVertexShape =
231 " fragColor *= alpha;\n";
232
233 const char* gFS_Main_FetchTexture[2] = {
234 // Don't modulate
235 " fragColor = texture2D(baseSampler, outTexCoords);\n",
236 // Modulate
237 " fragColor = color * texture2D(baseSampler, outTexCoords);\n"
238 };
239 const char* gFS_Main_FetchA8Texture[4] = {
240 // Don't modulate
241 " fragColor = texture2D(baseSampler, outTexCoords);\n",
242 " fragColor = texture2D(baseSampler, outTexCoords);\n",
243 // Modulate
244 " fragColor = color * texture2D(baseSampler, outTexCoords).a;\n",
245 " fragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
246 };
247 const char* gFS_Main_FetchGradient[6] = {
248 // Linear
249 " vec4 gradientColor = texture2D(gradientSampler, linear);\n",
250
251 " vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
252
253 // Circular
254 " vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
255
256 " vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
257
258 // Sweep
259 " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
260 " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
261
262 " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
263 " vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
264 };
265 const char* gFS_Main_FetchBitmap =
266 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
267 const char* gFS_Main_FetchBitmapNpot =
268 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
269 const char* gFS_Main_BlendShadersBG =
270 " fragColor = blendShaders(gradientColor, bitmapColor)";
271 const char* gFS_Main_BlendShadersGB =
272 " fragColor = blendShaders(bitmapColor, gradientColor)";
273 const char* gFS_Main_BlendShaders_Modulate[6] = {
274 // Don't modulate
275 ";\n",
276 ";\n",
277 // Modulate
278 " * color.a;\n",
279 " * color.a;\n",
280 // Modulate with alpha 8 texture
281 " * texture2D(baseSampler, outTexCoords).a;\n",
282 " * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
283 };
284 const char* gFS_Main_GradientShader_Modulate[6] = {
285 // Don't modulate
286 " fragColor = gradientColor;\n",
287 " fragColor = gradientColor;\n",
288 // Modulate
289 " fragColor = gradientColor * color.a;\n",
290 " fragColor = gradientColor * color.a;\n",
291 // Modulate with alpha 8 texture
292 " fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
293 " fragColor = gradientColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
294 };
295 const char* gFS_Main_BitmapShader_Modulate[6] = {
296 // Don't modulate
297 " fragColor = bitmapColor;\n",
298 " fragColor = bitmapColor;\n",
299 // Modulate
300 " fragColor = bitmapColor * color.a;\n",
301 " fragColor = bitmapColor * color.a;\n",
302 // Modulate with alpha 8 texture
303 " fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
304 " fragColor = bitmapColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
305 };
306 const char* gFS_Main_FragColor =
307 " gl_FragColor = fragColor;\n";
308 const char* gFS_Main_FragColor_HasColors =
309 " gl_FragColor *= outColors;\n";
310 const char* gFS_Main_FragColor_Blend =
311 " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
312 const char* gFS_Main_FragColor_Blend_Swap =
313 " gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
314 const char* gFS_Main_ApplyColorOp[4] = {
315 // None
316 "",
317 // Matrix
318 " fragColor *= colorMatrix;\n"
319 " fragColor += colorMatrixVector;\n"
320 " fragColor.rgb *= fragColor.a;\n",
321 // Lighting
322 " float lightingAlpha = fragColor.a;\n"
323 " fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n"
324 " fragColor.a = lightingAlpha;\n",
325 // PorterDuff
326 " fragColor = blendColors(colorBlend, fragColor);\n"
327 };
328 const char* gFS_Main_DebugHighlight =
329 " gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
330 const char* gFS_Main_EmulateStencil =
331 " gl_FragColor.rgba = vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 1.0);\n"
332 " return;\n"
333 " /*\n";
334 const char* gFS_Footer_EmulateStencil =
335 " */\n";
336 const char* gFS_Footer =
337 "}\n\n";
338
339 ///////////////////////////////////////////////////////////////////////////////
340 // PorterDuff snippets
341 ///////////////////////////////////////////////////////////////////////////////
342
343 const char* gBlendOps[18] = {
344 // Clear
345 "return vec4(0.0, 0.0, 0.0, 0.0);\n",
346 // Src
347 "return src;\n",
348 // Dst
349 "return dst;\n",
350 // SrcOver
351 "return src + dst * (1.0 - src.a);\n",
352 // DstOver
353 "return dst + src * (1.0 - dst.a);\n",
354 // SrcIn
355 "return src * dst.a;\n",
356 // DstIn
357 "return dst * src.a;\n",
358 // SrcOut
359 "return src * (1.0 - dst.a);\n",
360 // DstOut
361 "return dst * (1.0 - src.a);\n",
362 // SrcAtop
363 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
364 // DstAtop
365 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
366 // Xor
367 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
368 "src.a + dst.a - 2.0 * src.a * dst.a);\n",
369 // Add
370 "return min(src + dst, 1.0);\n",
371 // Multiply
372 "return src * dst;\n",
373 // Screen
374 "return src + dst - src * dst;\n",
375 // Overlay
376 "return clamp(vec4(mix("
377 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
378 "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), "
379 "step(dst.a, 2.0 * dst.rgb)), "
380 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
381 // Darken
382 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
383 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
384 // Lighten
385 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
386 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
387 };
388
389 ///////////////////////////////////////////////////////////////////////////////
390 // Constructors/destructors
391 ///////////////////////////////////////////////////////////////////////////////
392
ProgramCache()393 ProgramCache::ProgramCache(): mHasES3(Extensions::getInstance().getMajorGlVersion() >= 3) {
394 }
395
~ProgramCache()396 ProgramCache::~ProgramCache() {
397 clear();
398 }
399
400 ///////////////////////////////////////////////////////////////////////////////
401 // Cache management
402 ///////////////////////////////////////////////////////////////////////////////
403
clear()404 void ProgramCache::clear() {
405 PROGRAM_LOGD("Clearing program cache");
406
407 size_t count = mCache.size();
408 for (size_t i = 0; i < count; i++) {
409 delete mCache.valueAt(i);
410 }
411 mCache.clear();
412 }
413
get(const ProgramDescription & description)414 Program* ProgramCache::get(const ProgramDescription& description) {
415 programid key = description.key();
416 if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) {
417 // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
418 // to standard texture program (bitmaps, patches). Consider them equivalent.
419 key = PROGRAM_KEY_TEXTURE;
420 }
421
422 ssize_t index = mCache.indexOfKey(key);
423 Program* program = NULL;
424 if (index < 0) {
425 description.log("Could not find program");
426 program = generateProgram(description, key);
427 mCache.add(key, program);
428 } else {
429 program = mCache.valueAt(index);
430 }
431 return program;
432 }
433
434 ///////////////////////////////////////////////////////////////////////////////
435 // Program generation
436 ///////////////////////////////////////////////////////////////////////////////
437
generateProgram(const ProgramDescription & description,programid key)438 Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
439 String8 vertexShader = generateVertexShader(description);
440 String8 fragmentShader = generateFragmentShader(description);
441
442 return new Program(description, vertexShader.string(), fragmentShader.string());
443 }
444
gradientIndex(const ProgramDescription & description)445 static inline size_t gradientIndex(const ProgramDescription& description) {
446 return description.gradientType * 2 + description.isSimpleGradient;
447 }
448
generateVertexShader(const ProgramDescription & description)449 String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
450 // Add attributes
451 String8 shader(gVS_Header_Attributes);
452 if (description.hasTexture || description.hasExternalTexture) {
453 shader.append(gVS_Header_Attributes_TexCoords);
454 }
455 if (description.isAA) {
456 shader.append(gVS_Header_Attributes_AAVertexShapeParameters);
457 }
458 if (description.hasColors) {
459 shader.append(gVS_Header_Attributes_Colors);
460 }
461 // Uniforms
462 shader.append(gVS_Header_Uniforms);
463 if (description.hasTextureTransform) {
464 shader.append(gVS_Header_Uniforms_TextureTransform);
465 }
466 if (description.hasGradient) {
467 shader.append(gVS_Header_Uniforms_HasGradient);
468 }
469 if (description.hasBitmap) {
470 shader.append(gVS_Header_Uniforms_HasBitmap);
471 }
472 // Varyings
473 if (description.hasTexture || description.hasExternalTexture) {
474 shader.append(gVS_Header_Varyings_HasTexture);
475 }
476 if (description.isAA) {
477 shader.append(gVS_Header_Varyings_IsAAVertexShape);
478 }
479 if (description.hasColors) {
480 shader.append(gVS_Header_Varyings_HasColors);
481 }
482 if (description.hasGradient) {
483 shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
484 }
485 if (description.hasBitmap) {
486 shader.append(gVS_Header_Varyings_HasBitmap);
487 }
488
489 // Begin the shader
490 shader.append(gVS_Main); {
491 if (description.hasTextureTransform) {
492 shader.append(gVS_Main_OutTransformedTexCoords);
493 } else if (description.hasTexture || description.hasExternalTexture) {
494 shader.append(gVS_Main_OutTexCoords);
495 }
496 if (description.isAA) {
497 shader.append(gVS_Main_AAVertexShape);
498 }
499 if (description.hasColors) {
500 shader.append(gVS_Main_OutColors);
501 }
502 if (description.hasBitmap) {
503 shader.append(gVS_Main_OutBitmapTexCoords);
504 }
505 // Output transformed position
506 shader.append(gVS_Main_Position);
507 if (description.hasGradient) {
508 shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
509 }
510 }
511 // End the shader
512 shader.append(gVS_Footer);
513
514 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
515
516 return shader;
517 }
518
shaderOp(const ProgramDescription & description,String8 & shader,const int modulateOp,const char ** snippets)519 static bool shaderOp(const ProgramDescription& description, String8& shader,
520 const int modulateOp, const char** snippets) {
521 int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
522 op = op * 2 + description.hasGammaCorrection;
523 shader.append(snippets[op]);
524 return description.hasAlpha8Texture;
525 }
526
generateFragmentShader(const ProgramDescription & description)527 String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
528 String8 shader;
529
530 const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
531 if (blendFramebuffer) {
532 shader.append(gFS_Header_Extension_FramebufferFetch);
533 }
534 if (description.hasExternalTexture) {
535 shader.append(gFS_Header_Extension_ExternalTexture);
536 }
537
538 shader.append(gFS_Header);
539
540 // Varyings
541 if (description.hasTexture || description.hasExternalTexture) {
542 shader.append(gVS_Header_Varyings_HasTexture);
543 }
544 if (description.isAA) {
545 shader.append(gVS_Header_Varyings_IsAAVertexShape);
546 }
547 if (description.hasColors) {
548 shader.append(gVS_Header_Varyings_HasColors);
549 }
550 if (description.hasGradient) {
551 shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
552 }
553 if (description.hasBitmap) {
554 shader.append(gVS_Header_Varyings_HasBitmap);
555 }
556
557 // Uniforms
558 int modulateOp = MODULATE_OP_NO_MODULATE;
559 const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
560 !description.hasGradient && !description.hasBitmap;
561
562 if (description.modulate || singleColor) {
563 shader.append(gFS_Uniforms_Color);
564 if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
565 }
566 if (description.hasTexture) {
567 shader.append(gFS_Uniforms_TextureSampler);
568 } else if (description.hasExternalTexture) {
569 shader.append(gFS_Uniforms_ExternalTextureSampler);
570 }
571 if (description.hasGradient) {
572 shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient],
573 gFS_Uniforms_Dither);
574 }
575 if (description.hasGammaCorrection) {
576 shader.append(gFS_Uniforms_Gamma);
577 }
578
579 // Optimization for common cases
580 if (!description.isAA && !blendFramebuffer && !description.hasColors &&
581 description.colorOp == ProgramDescription::kColorNone &&
582 !description.hasDebugHighlight && !description.emulateStencil) {
583 bool fast = false;
584
585 const bool noShader = !description.hasGradient && !description.hasBitmap;
586 const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
587 !description.hasAlpha8Texture && noShader;
588 const bool singleA8Texture = description.hasTexture &&
589 description.hasAlpha8Texture && noShader;
590 const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
591 description.hasGradient && !description.hasBitmap &&
592 description.gradientType == ProgramDescription::kGradientLinear;
593
594 if (singleColor) {
595 shader.append(gFS_Fast_SingleColor);
596 fast = true;
597 } else if (singleTexture) {
598 if (!description.modulate) {
599 shader.append(gFS_Fast_SingleTexture);
600 } else {
601 shader.append(gFS_Fast_SingleModulateTexture);
602 }
603 fast = true;
604 } else if (singleA8Texture) {
605 if (!description.modulate) {
606 if (description.hasGammaCorrection) {
607 shader.append(gFS_Fast_SingleA8Texture_ApplyGamma);
608 } else {
609 shader.append(gFS_Fast_SingleA8Texture);
610 }
611 } else {
612 if (description.hasGammaCorrection) {
613 shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma);
614 } else {
615 shader.append(gFS_Fast_SingleModulateA8Texture);
616 }
617 }
618 fast = true;
619 } else if (singleGradient) {
620 if (!description.modulate) {
621 shader.appendFormat(gFS_Fast_SingleGradient[description.isSimpleGradient],
622 gFS_Main_Dither[mHasES3]);
623 } else {
624 shader.appendFormat(gFS_Fast_SingleModulateGradient[description.isSimpleGradient],
625 gFS_Main_Dither[mHasES3]);
626 }
627 fast = true;
628 }
629
630 if (fast) {
631 #if DEBUG_PROGRAMS
632 PROGRAM_LOGD("*** Fast case:\n");
633 PROGRAM_LOGD("*** Generated fragment shader:\n\n");
634 printLongString(shader);
635 #endif
636
637 return shader;
638 }
639 }
640
641 if (description.hasBitmap) {
642 shader.append(gFS_Uniforms_BitmapSampler);
643 }
644 shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
645
646 // Generate required functions
647 if (description.hasGradient && description.hasBitmap) {
648 generateBlend(shader, "blendShaders", description.shadersMode);
649 }
650 if (description.colorOp == ProgramDescription::kColorBlend) {
651 generateBlend(shader, "blendColors", description.colorMode);
652 }
653 if (blendFramebuffer) {
654 generateBlend(shader, "blendFramebuffer", description.framebufferMode);
655 }
656 if (description.isBitmapNpot) {
657 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
658 }
659
660 // Begin the shader
661 shader.append(gFS_Main); {
662 if (description.emulateStencil) {
663 shader.append(gFS_Main_EmulateStencil);
664 }
665 // Stores the result in fragColor directly
666 if (description.hasTexture || description.hasExternalTexture) {
667 if (description.hasAlpha8Texture) {
668 if (!description.hasGradient && !description.hasBitmap) {
669 shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 +
670 description.hasGammaCorrection]);
671 }
672 } else {
673 shader.append(gFS_Main_FetchTexture[modulateOp]);
674 }
675 } else {
676 if (!description.hasGradient && !description.hasBitmap) {
677 shader.append(gFS_Main_FetchColor);
678 }
679 }
680 if (description.hasGradient) {
681 shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
682 shader.appendFormat(gFS_Main_AddDitherToGradient, gFS_Main_Dither[mHasES3]);
683 }
684 if (description.hasBitmap) {
685 if (!description.isBitmapNpot) {
686 shader.append(gFS_Main_FetchBitmap);
687 } else {
688 shader.append(gFS_Main_FetchBitmapNpot);
689 }
690 }
691 bool applyModulate = false;
692 // Case when we have two shaders set
693 if (description.hasGradient && description.hasBitmap) {
694 if (description.isBitmapFirst) {
695 shader.append(gFS_Main_BlendShadersBG);
696 } else {
697 shader.append(gFS_Main_BlendShadersGB);
698 }
699 applyModulate = shaderOp(description, shader, modulateOp,
700 gFS_Main_BlendShaders_Modulate);
701 } else {
702 if (description.hasGradient) {
703 applyModulate = shaderOp(description, shader, modulateOp,
704 gFS_Main_GradientShader_Modulate);
705 } else if (description.hasBitmap) {
706 applyModulate = shaderOp(description, shader, modulateOp,
707 gFS_Main_BitmapShader_Modulate);
708 }
709 }
710
711 if (description.modulate && applyModulate) {
712 shader.append(gFS_Main_ModulateColor);
713 }
714
715 // Apply the color op if needed
716 shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
717
718 if (description.isAA) {
719 shader.append(gFS_Main_AccountForAAVertexShape);
720 }
721
722 // Output the fragment
723 if (!blendFramebuffer) {
724 shader.append(gFS_Main_FragColor);
725 } else {
726 shader.append(!description.swapSrcDst ?
727 gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
728 }
729 if (description.hasColors) {
730 shader.append(gFS_Main_FragColor_HasColors);
731 }
732 if (description.hasDebugHighlight) {
733 shader.append(gFS_Main_DebugHighlight);
734 }
735 }
736 if (description.emulateStencil) {
737 shader.append(gFS_Footer_EmulateStencil);
738 }
739 // End the shader
740 shader.append(gFS_Footer);
741
742 #if DEBUG_PROGRAMS
743 PROGRAM_LOGD("*** Generated fragment shader:\n\n");
744 printLongString(shader);
745 #endif
746
747 return shader;
748 }
749
generateBlend(String8 & shader,const char * name,SkXfermode::Mode mode)750 void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
751 shader.append("\nvec4 ");
752 shader.append(name);
753 shader.append("(vec4 src, vec4 dst) {\n");
754 shader.append(" ");
755 shader.append(gBlendOps[mode]);
756 shader.append("}\n");
757 }
758
generateTextureWrap(String8 & shader,GLenum wrapS,GLenum wrapT)759 void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
760 shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n");
761 if (wrapS == GL_MIRRORED_REPEAT) {
762 shader.append(" highp float xMod2 = mod(texCoords.x, 2.0);\n");
763 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
764 }
765 if (wrapT == GL_MIRRORED_REPEAT) {
766 shader.append(" highp float yMod2 = mod(texCoords.y, 2.0);\n");
767 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
768 }
769 shader.append(" return vec2(");
770 switch (wrapS) {
771 case GL_CLAMP_TO_EDGE:
772 shader.append("texCoords.x");
773 break;
774 case GL_REPEAT:
775 shader.append("mod(texCoords.x, 1.0)");
776 break;
777 case GL_MIRRORED_REPEAT:
778 shader.append("xMod2");
779 break;
780 }
781 shader.append(", ");
782 switch (wrapT) {
783 case GL_CLAMP_TO_EDGE:
784 shader.append("texCoords.y");
785 break;
786 case GL_REPEAT:
787 shader.append("mod(texCoords.y, 1.0)");
788 break;
789 case GL_MIRRORED_REPEAT:
790 shader.append("yMod2");
791 break;
792 }
793 shader.append(");\n");
794 shader.append("}\n");
795 }
796
printLongString(const String8 & shader) const797 void ProgramCache::printLongString(const String8& shader) const {
798 ssize_t index = 0;
799 ssize_t lastIndex = 0;
800 const char* str = shader.string();
801 while ((index = shader.find("\n", index)) > -1) {
802 String8 line(str, index - lastIndex);
803 if (line.length() == 0) line.append("\n");
804 PROGRAM_LOGD("%s", line.string());
805 index++;
806 str += (index - lastIndex);
807 lastIndex = index;
808 }
809 }
810
811 }; // namespace uirenderer
812 }; // namespace android
813