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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