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_VertexAlphaParameters =
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_Uniforms_HasRoundRectClip =
62 "uniform mat4 roundRectInvTransform;\n";
63 const char* gVS_Header_Varyings_HasTexture =
64 "varying vec2 outTexCoords;\n";
65 const char* gVS_Header_Varyings_HasColors =
66 "varying vec4 outColors;\n";
67 const char* gVS_Header_Varyings_HasVertexAlpha =
68 "varying float alpha;\n";
69 const char* gVS_Header_Varyings_HasBitmap =
70 "varying highp vec2 outBitmapTexCoords;\n";
71 const char* gVS_Header_Varyings_HasGradient[6] = {
72 // Linear
73 "varying highp vec2 linear;\n"
74 "varying vec2 ditherTexCoords;\n",
75 "varying float linear;\n"
76 "varying vec2 ditherTexCoords;\n",
77
78 // Circular
79 "varying highp vec2 circular;\n"
80 "varying vec2 ditherTexCoords;\n",
81 "varying highp vec2 circular;\n"
82 "varying vec2 ditherTexCoords;\n",
83
84 // Sweep
85 "varying highp vec2 sweep;\n"
86 "varying vec2 ditherTexCoords;\n",
87 "varying highp vec2 sweep;\n"
88 "varying vec2 ditherTexCoords;\n",
89 };
90 const char* gVS_Header_Varyings_HasRoundRectClip =
91 "varying highp vec2 roundRectPos;\n";
92 const char* gVS_Main =
93 "\nvoid main(void) {\n";
94 const char* gVS_Main_OutTexCoords =
95 " outTexCoords = texCoords;\n";
96 const char* gVS_Main_OutColors =
97 " outColors = colors;\n";
98 const char* gVS_Main_OutTransformedTexCoords =
99 " outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
100 const char* gVS_Main_OutGradient[6] = {
101 // Linear
102 " linear = vec2((screenSpace * position).x, 0.5);\n"
103 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
104 " linear = (screenSpace * position).x;\n"
105 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
106
107 // Circular
108 " circular = (screenSpace * position).xy;\n"
109 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
110 " circular = (screenSpace * position).xy;\n"
111 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
112
113 // Sweep
114 " sweep = (screenSpace * position).xy;\n"
115 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
116 " sweep = (screenSpace * position).xy;\n"
117 " ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
118 };
119 const char* gVS_Main_OutBitmapTexCoords =
120 " outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
121 const char* gVS_Main_Position =
122 " vec4 transformedPosition = projection * transform * position;\n"
123 " gl_Position = transformedPosition;\n";
124
125 const char* gVS_Main_VertexAlpha =
126 " alpha = vtxAlpha;\n";
127
128 const char* gVS_Main_HasRoundRectClip =
129 " roundRectPos = (roundRectInvTransform * transformedPosition).xy;\n";
130 const char* gVS_Footer =
131 "}\n\n";
132
133 ///////////////////////////////////////////////////////////////////////////////
134 // Fragment shaders snippets
135 ///////////////////////////////////////////////////////////////////////////////
136
137 const char* gFS_Header_Extension_FramebufferFetch =
138 "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
139 const char* gFS_Header_Extension_ExternalTexture =
140 "#extension GL_OES_EGL_image_external : require\n\n";
141 const char* gFS_Header =
142 "precision mediump float;\n\n";
143 const char* gFS_Uniforms_Color =
144 "uniform vec4 color;\n";
145 const char* gFS_Uniforms_TextureSampler =
146 "uniform sampler2D baseSampler;\n";
147 const char* gFS_Uniforms_ExternalTextureSampler =
148 "uniform samplerExternalOES baseSampler;\n";
149 const char* gFS_Uniforms_Dither =
150 "uniform sampler2D ditherSampler;";
151 const char* gFS_Uniforms_GradientSampler[2] = {
152 "%s\n"
153 "uniform sampler2D gradientSampler;\n",
154 "%s\n"
155 "uniform vec4 startColor;\n"
156 "uniform vec4 endColor;\n"
157 };
158 const char* gFS_Uniforms_BitmapSampler =
159 "uniform sampler2D bitmapSampler;\n";
160 const char* gFS_Uniforms_ColorOp[3] = {
161 // None
162 "",
163 // Matrix
164 "uniform mat4 colorMatrix;\n"
165 "uniform vec4 colorMatrixVector;\n",
166 // PorterDuff
167 "uniform vec4 colorBlend;\n"
168 };
169 const char* gFS_Uniforms_Gamma =
170 "uniform float gamma;\n";
171
172 const char* gFS_Uniforms_HasRoundRectClip =
173 "uniform vec4 roundRectInnerRectLTRB;\n"
174 "uniform float roundRectRadius;\n";
175
176 const char* gFS_Main =
177 "\nvoid main(void) {\n"
178 " lowp vec4 fragColor;\n";
179
180 const char* gFS_Main_Dither[2] = {
181 // ES 2.0
182 "texture2D(ditherSampler, ditherTexCoords).a * " STR(DITHER_KERNEL_SIZE_INV_SQUARE),
183 // ES 3.0
184 "texture2D(ditherSampler, ditherTexCoords).a"
185 };
186 const char* gFS_Main_AddDitherToGradient =
187 " gradientColor += %s;\n";
188
189 // Fast cases
190 const char* gFS_Fast_SingleColor =
191 "\nvoid main(void) {\n"
192 " gl_FragColor = color;\n"
193 "}\n\n";
194 const char* gFS_Fast_SingleTexture =
195 "\nvoid main(void) {\n"
196 " gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
197 "}\n\n";
198 const char* gFS_Fast_SingleModulateTexture =
199 "\nvoid main(void) {\n"
200 " gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n"
201 "}\n\n";
202 const char* gFS_Fast_SingleA8Texture =
203 "\nvoid main(void) {\n"
204 " gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
205 "}\n\n";
206 const char* gFS_Fast_SingleA8Texture_ApplyGamma =
207 "\nvoid main(void) {\n"
208 " gl_FragColor = vec4(0.0, 0.0, 0.0, pow(texture2D(baseSampler, outTexCoords).a, gamma));\n"
209 "}\n\n";
210 const char* gFS_Fast_SingleModulateA8Texture =
211 "\nvoid main(void) {\n"
212 " gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n"
213 "}\n\n";
214 const char* gFS_Fast_SingleModulateA8Texture_ApplyGamma =
215 "\nvoid main(void) {\n"
216 " gl_FragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
217 "}\n\n";
218 const char* gFS_Fast_SingleGradient[2] = {
219 "\nvoid main(void) {\n"
220 " gl_FragColor = %s + texture2D(gradientSampler, linear);\n"
221 "}\n\n",
222 "\nvoid main(void) {\n"
223 " gl_FragColor = %s + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
224 "}\n\n",
225 };
226 const char* gFS_Fast_SingleModulateGradient[2] = {
227 "\nvoid main(void) {\n"
228 " gl_FragColor = %s + color.a * texture2D(gradientSampler, linear);\n"
229 "}\n\n",
230 "\nvoid main(void) {\n"
231 " gl_FragColor = %s + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
232 "}\n\n"
233 };
234
235 // General case
236 const char* gFS_Main_FetchColor =
237 " fragColor = color;\n";
238 const char* gFS_Main_ModulateColor =
239 " fragColor *= color.a;\n";
240 const char* gFS_Main_ApplyVertexAlphaLinearInterp =
241 " fragColor *= alpha;\n";
242 const char* gFS_Main_ApplyVertexAlphaShadowInterp =
243 // Use a gaussian function for the shadow fall off. Note that alpha here
244 // is actually (1.0 - alpha) for saving computation.
245 " fragColor *= exp(- alpha * alpha * 4.0) - 0.018;\n";
246 const char* gFS_Main_FetchTexture[2] = {
247 // Don't modulate
248 " fragColor = texture2D(baseSampler, outTexCoords);\n",
249 // Modulate
250 " fragColor = color * texture2D(baseSampler, outTexCoords);\n"
251 };
252 const char* gFS_Main_FetchA8Texture[4] = {
253 // Don't modulate
254 " fragColor = texture2D(baseSampler, outTexCoords);\n",
255 " fragColor = texture2D(baseSampler, outTexCoords);\n",
256 // Modulate
257 " fragColor = color * texture2D(baseSampler, outTexCoords).a;\n",
258 " fragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
259 };
260 const char* gFS_Main_FetchGradient[6] = {
261 // Linear
262 " vec4 gradientColor = texture2D(gradientSampler, linear);\n",
263
264 " vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
265
266 // Circular
267 " vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
268
269 " vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
270
271 // Sweep
272 " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
273 " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
274
275 " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
276 " vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
277 };
278 const char* gFS_Main_FetchBitmap =
279 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
280 const char* gFS_Main_FetchBitmapNpot =
281 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
282 const char* gFS_Main_BlendShadersBG =
283 " fragColor = blendShaders(gradientColor, bitmapColor)";
284 const char* gFS_Main_BlendShadersGB =
285 " fragColor = blendShaders(bitmapColor, gradientColor)";
286 const char* gFS_Main_BlendShaders_Modulate[6] = {
287 // Don't modulate
288 ";\n",
289 ";\n",
290 // Modulate
291 " * color.a;\n",
292 " * color.a;\n",
293 // Modulate with alpha 8 texture
294 " * texture2D(baseSampler, outTexCoords).a;\n",
295 " * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
296 };
297 const char* gFS_Main_GradientShader_Modulate[6] = {
298 // Don't modulate
299 " fragColor = gradientColor;\n",
300 " fragColor = gradientColor;\n",
301 // Modulate
302 " fragColor = gradientColor * color.a;\n",
303 " fragColor = gradientColor * color.a;\n",
304 // Modulate with alpha 8 texture
305 " fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
306 " fragColor = gradientColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
307 };
308 const char* gFS_Main_BitmapShader_Modulate[6] = {
309 // Don't modulate
310 " fragColor = bitmapColor;\n",
311 " fragColor = bitmapColor;\n",
312 // Modulate
313 " fragColor = bitmapColor * color.a;\n",
314 " fragColor = bitmapColor * color.a;\n",
315 // Modulate with alpha 8 texture
316 " fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
317 " fragColor = bitmapColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
318 };
319 const char* gFS_Main_FragColor =
320 " gl_FragColor = fragColor;\n";
321 const char* gFS_Main_FragColor_HasColors =
322 " gl_FragColor *= outColors;\n";
323 const char* gFS_Main_FragColor_Blend =
324 " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
325 const char* gFS_Main_FragColor_Blend_Swap =
326 " gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
327 const char* gFS_Main_ApplyColorOp[3] = {
328 // None
329 "",
330 // Matrix
331 " fragColor.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply
332 " fragColor *= colorMatrix;\n"
333 " fragColor += colorMatrixVector;\n"
334 " fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply
335 // PorterDuff
336 " fragColor = blendColors(colorBlend, fragColor);\n"
337 };
338
339 // Note: LTRB -> xyzw
340 const char* gFS_Main_FragColor_HasRoundRectClip =
341 " mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
342 " mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"
343
344 // divide + multiply by 128 to avoid falling out of range in length() function
345 " mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
346 " mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
347 " gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n";
348
349 const char* gFS_Main_DebugHighlight =
350 " gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
351 const char* gFS_Footer =
352 "}\n\n";
353
354 ///////////////////////////////////////////////////////////////////////////////
355 // PorterDuff snippets
356 ///////////////////////////////////////////////////////////////////////////////
357
358 const char* gBlendOps[18] = {
359 // Clear
360 "return vec4(0.0, 0.0, 0.0, 0.0);\n",
361 // Src
362 "return src;\n",
363 // Dst
364 "return dst;\n",
365 // SrcOver
366 "return src + dst * (1.0 - src.a);\n",
367 // DstOver
368 "return dst + src * (1.0 - dst.a);\n",
369 // SrcIn
370 "return src * dst.a;\n",
371 // DstIn
372 "return dst * src.a;\n",
373 // SrcOut
374 "return src * (1.0 - dst.a);\n",
375 // DstOut
376 "return dst * (1.0 - src.a);\n",
377 // SrcAtop
378 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
379 // DstAtop
380 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
381 // Xor
382 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
383 "src.a + dst.a - 2.0 * src.a * dst.a);\n",
384 // Plus
385 "return min(src + dst, 1.0);\n",
386 // Modulate
387 "return src * dst;\n",
388 // Screen
389 "return src + dst - src * dst;\n",
390 // Overlay
391 "return clamp(vec4(mix("
392 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
393 "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), "
394 "step(dst.a, 2.0 * dst.rgb)), "
395 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
396 // Darken
397 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
398 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
399 // Lighten
400 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
401 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
402 };
403
404 ///////////////////////////////////////////////////////////////////////////////
405 // Constructors/destructors
406 ///////////////////////////////////////////////////////////////////////////////
407
ProgramCache(Extensions & extensions)408 ProgramCache::ProgramCache(Extensions& extensions)
409 : mHasES3(extensions.getMajorGlVersion() >= 3) {
410 }
411
~ProgramCache()412 ProgramCache::~ProgramCache() {
413 clear();
414 }
415
416 ///////////////////////////////////////////////////////////////////////////////
417 // Cache management
418 ///////////////////////////////////////////////////////////////////////////////
419
clear()420 void ProgramCache::clear() {
421 PROGRAM_LOGD("Clearing program cache");
422 mCache.clear();
423 }
424
get(const ProgramDescription & description)425 Program* ProgramCache::get(const ProgramDescription& description) {
426 programid key = description.key();
427 if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) {
428 // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
429 // to standard texture program (bitmaps, patches). Consider them equivalent.
430 key = PROGRAM_KEY_TEXTURE;
431 }
432
433 auto iter = mCache.find(key);
434 Program* program = nullptr;
435 if (iter == mCache.end()) {
436 description.log("Could not find program");
437 program = generateProgram(description, key);
438 mCache[key] = std::unique_ptr<Program>(program);
439 } else {
440 program = iter->second.get();
441 }
442 return program;
443 }
444
445 ///////////////////////////////////////////////////////////////////////////////
446 // Program generation
447 ///////////////////////////////////////////////////////////////////////////////
448
generateProgram(const ProgramDescription & description,programid key)449 Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
450 String8 vertexShader = generateVertexShader(description);
451 String8 fragmentShader = generateFragmentShader(description);
452
453 return new Program(description, vertexShader.string(), fragmentShader.string());
454 }
455
gradientIndex(const ProgramDescription & description)456 static inline size_t gradientIndex(const ProgramDescription& description) {
457 return description.gradientType * 2 + description.isSimpleGradient;
458 }
459
generateVertexShader(const ProgramDescription & description)460 String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
461 // Add attributes
462 String8 shader(gVS_Header_Attributes);
463 if (description.hasTexture || description.hasExternalTexture) {
464 shader.append(gVS_Header_Attributes_TexCoords);
465 }
466 if (description.hasVertexAlpha) {
467 shader.append(gVS_Header_Attributes_VertexAlphaParameters);
468 }
469 if (description.hasColors) {
470 shader.append(gVS_Header_Attributes_Colors);
471 }
472 // Uniforms
473 shader.append(gVS_Header_Uniforms);
474 if (description.hasTextureTransform) {
475 shader.append(gVS_Header_Uniforms_TextureTransform);
476 }
477 if (description.hasGradient) {
478 shader.append(gVS_Header_Uniforms_HasGradient);
479 }
480 if (description.hasBitmap) {
481 shader.append(gVS_Header_Uniforms_HasBitmap);
482 }
483 if (description.hasRoundRectClip) {
484 shader.append(gVS_Header_Uniforms_HasRoundRectClip);
485 }
486 // Varyings
487 if (description.hasTexture || description.hasExternalTexture) {
488 shader.append(gVS_Header_Varyings_HasTexture);
489 }
490 if (description.hasVertexAlpha) {
491 shader.append(gVS_Header_Varyings_HasVertexAlpha);
492 }
493 if (description.hasColors) {
494 shader.append(gVS_Header_Varyings_HasColors);
495 }
496 if (description.hasGradient) {
497 shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
498 }
499 if (description.hasBitmap) {
500 shader.append(gVS_Header_Varyings_HasBitmap);
501 }
502 if (description.hasRoundRectClip) {
503 shader.append(gVS_Header_Varyings_HasRoundRectClip);
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.hasVertexAlpha) {
514 shader.append(gVS_Main_VertexAlpha);
515 }
516 if (description.hasColors) {
517 shader.append(gVS_Main_OutColors);
518 }
519 if (description.hasBitmap) {
520 shader.append(gVS_Main_OutBitmapTexCoords);
521 }
522 // Output transformed position
523 shader.append(gVS_Main_Position);
524 if (description.hasGradient) {
525 shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
526 }
527 if (description.hasRoundRectClip) {
528 shader.append(gVS_Main_HasRoundRectClip);
529 }
530 }
531 // End the shader
532 shader.append(gVS_Footer);
533
534 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
535
536 return shader;
537 }
538
shaderOp(const ProgramDescription & description,String8 & shader,const int modulateOp,const char ** snippets)539 static bool shaderOp(const ProgramDescription& description, String8& shader,
540 const int modulateOp, const char** snippets) {
541 int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
542 op = op * 2 + description.hasGammaCorrection;
543 shader.append(snippets[op]);
544 return description.hasAlpha8Texture;
545 }
546
generateFragmentShader(const ProgramDescription & description)547 String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
548 String8 shader;
549
550 const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
551 if (blendFramebuffer) {
552 shader.append(gFS_Header_Extension_FramebufferFetch);
553 }
554 if (description.hasExternalTexture) {
555 shader.append(gFS_Header_Extension_ExternalTexture);
556 }
557
558 shader.append(gFS_Header);
559
560 // Varyings
561 if (description.hasTexture || description.hasExternalTexture) {
562 shader.append(gVS_Header_Varyings_HasTexture);
563 }
564 if (description.hasVertexAlpha) {
565 shader.append(gVS_Header_Varyings_HasVertexAlpha);
566 }
567 if (description.hasColors) {
568 shader.append(gVS_Header_Varyings_HasColors);
569 }
570 if (description.hasGradient) {
571 shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
572 }
573 if (description.hasBitmap) {
574 shader.append(gVS_Header_Varyings_HasBitmap);
575 }
576 if (description.hasRoundRectClip) {
577 shader.append(gVS_Header_Varyings_HasRoundRectClip);
578 }
579
580 // Uniforms
581 int modulateOp = MODULATE_OP_NO_MODULATE;
582 const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
583 !description.hasGradient && !description.hasBitmap;
584
585 if (description.modulate || singleColor) {
586 shader.append(gFS_Uniforms_Color);
587 if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
588 }
589 if (description.hasTexture) {
590 shader.append(gFS_Uniforms_TextureSampler);
591 } else if (description.hasExternalTexture) {
592 shader.append(gFS_Uniforms_ExternalTextureSampler);
593 }
594 if (description.hasGradient) {
595 shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient],
596 gFS_Uniforms_Dither);
597 }
598 if (description.hasGammaCorrection) {
599 shader.append(gFS_Uniforms_Gamma);
600 }
601 if (description.hasRoundRectClip) {
602 shader.append(gFS_Uniforms_HasRoundRectClip);
603 }
604
605 // Optimization for common cases
606 if (!description.hasVertexAlpha
607 && !blendFramebuffer
608 && !description.hasColors
609 && description.colorOp == ProgramDescription::kColorNone
610 && !description.hasDebugHighlight
611 && !description.hasRoundRectClip) {
612 bool fast = false;
613
614 const bool noShader = !description.hasGradient && !description.hasBitmap;
615 const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
616 !description.hasAlpha8Texture && noShader;
617 const bool singleA8Texture = description.hasTexture &&
618 description.hasAlpha8Texture && noShader;
619 const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
620 description.hasGradient && !description.hasBitmap &&
621 description.gradientType == ProgramDescription::kGradientLinear;
622
623 if (singleColor) {
624 shader.append(gFS_Fast_SingleColor);
625 fast = true;
626 } else if (singleTexture) {
627 if (!description.modulate) {
628 shader.append(gFS_Fast_SingleTexture);
629 } else {
630 shader.append(gFS_Fast_SingleModulateTexture);
631 }
632 fast = true;
633 } else if (singleA8Texture) {
634 if (!description.modulate) {
635 if (description.hasGammaCorrection) {
636 shader.append(gFS_Fast_SingleA8Texture_ApplyGamma);
637 } else {
638 shader.append(gFS_Fast_SingleA8Texture);
639 }
640 } else {
641 if (description.hasGammaCorrection) {
642 shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma);
643 } else {
644 shader.append(gFS_Fast_SingleModulateA8Texture);
645 }
646 }
647 fast = true;
648 } else if (singleGradient) {
649 if (!description.modulate) {
650 shader.appendFormat(gFS_Fast_SingleGradient[description.isSimpleGradient],
651 gFS_Main_Dither[mHasES3]);
652 } else {
653 shader.appendFormat(gFS_Fast_SingleModulateGradient[description.isSimpleGradient],
654 gFS_Main_Dither[mHasES3]);
655 }
656 fast = true;
657 }
658
659 if (fast) {
660 #if DEBUG_PROGRAMS
661 PROGRAM_LOGD("*** Fast case:\n");
662 PROGRAM_LOGD("*** Generated fragment shader:\n\n");
663 printLongString(shader);
664 #endif
665
666 return shader;
667 }
668 }
669
670 if (description.hasBitmap) {
671 shader.append(gFS_Uniforms_BitmapSampler);
672 }
673 shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
674
675 // Generate required functions
676 if (description.hasGradient && description.hasBitmap) {
677 generateBlend(shader, "blendShaders", description.shadersMode);
678 }
679 if (description.colorOp == ProgramDescription::kColorBlend) {
680 generateBlend(shader, "blendColors", description.colorMode);
681 }
682 if (blendFramebuffer) {
683 generateBlend(shader, "blendFramebuffer", description.framebufferMode);
684 }
685 if (description.isBitmapNpot) {
686 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
687 }
688
689 // Begin the shader
690 shader.append(gFS_Main); {
691 // Stores the result in fragColor directly
692 if (description.hasTexture || description.hasExternalTexture) {
693 if (description.hasAlpha8Texture) {
694 if (!description.hasGradient && !description.hasBitmap) {
695 shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 +
696 description.hasGammaCorrection]);
697 }
698 } else {
699 shader.append(gFS_Main_FetchTexture[modulateOp]);
700 }
701 } else {
702 if (!description.hasGradient && !description.hasBitmap) {
703 shader.append(gFS_Main_FetchColor);
704 }
705 }
706 if (description.hasGradient) {
707 shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
708 shader.appendFormat(gFS_Main_AddDitherToGradient, gFS_Main_Dither[mHasES3]);
709 }
710 if (description.hasBitmap) {
711 if (!description.isBitmapNpot) {
712 shader.append(gFS_Main_FetchBitmap);
713 } else {
714 shader.append(gFS_Main_FetchBitmapNpot);
715 }
716 }
717 bool applyModulate = false;
718 // Case when we have two shaders set
719 if (description.hasGradient && description.hasBitmap) {
720 if (description.isBitmapFirst) {
721 shader.append(gFS_Main_BlendShadersBG);
722 } else {
723 shader.append(gFS_Main_BlendShadersGB);
724 }
725 applyModulate = shaderOp(description, shader, modulateOp,
726 gFS_Main_BlendShaders_Modulate);
727 } else {
728 if (description.hasGradient) {
729 applyModulate = shaderOp(description, shader, modulateOp,
730 gFS_Main_GradientShader_Modulate);
731 } else if (description.hasBitmap) {
732 applyModulate = shaderOp(description, shader, modulateOp,
733 gFS_Main_BitmapShader_Modulate);
734 }
735 }
736
737 if (description.modulate && applyModulate) {
738 shader.append(gFS_Main_ModulateColor);
739 }
740
741 // Apply the color op if needed
742 shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
743
744 if (description.hasVertexAlpha) {
745 if (description.useShadowAlphaInterp) {
746 shader.append(gFS_Main_ApplyVertexAlphaShadowInterp);
747 } else {
748 shader.append(gFS_Main_ApplyVertexAlphaLinearInterp);
749 }
750 }
751
752 // Output the fragment
753 if (!blendFramebuffer) {
754 shader.append(gFS_Main_FragColor);
755 } else {
756 shader.append(!description.swapSrcDst ?
757 gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
758 }
759 if (description.hasColors) {
760 shader.append(gFS_Main_FragColor_HasColors);
761 }
762 if (description.hasRoundRectClip) {
763 shader.append(gFS_Main_FragColor_HasRoundRectClip);
764 }
765 if (description.hasDebugHighlight) {
766 shader.append(gFS_Main_DebugHighlight);
767 }
768 }
769 // End the shader
770 shader.append(gFS_Footer);
771
772 #if DEBUG_PROGRAMS
773 PROGRAM_LOGD("*** Generated fragment shader:\n\n");
774 printLongString(shader);
775 #endif
776
777 return shader;
778 }
779
generateBlend(String8 & shader,const char * name,SkXfermode::Mode mode)780 void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
781 shader.append("\nvec4 ");
782 shader.append(name);
783 shader.append("(vec4 src, vec4 dst) {\n");
784 shader.append(" ");
785 shader.append(gBlendOps[mode]);
786 shader.append("}\n");
787 }
788
generateTextureWrap(String8 & shader,GLenum wrapS,GLenum wrapT)789 void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
790 shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n");
791 if (wrapS == GL_MIRRORED_REPEAT) {
792 shader.append(" highp float xMod2 = mod(texCoords.x, 2.0);\n");
793 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
794 }
795 if (wrapT == GL_MIRRORED_REPEAT) {
796 shader.append(" highp float yMod2 = mod(texCoords.y, 2.0);\n");
797 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
798 }
799 shader.append(" return vec2(");
800 switch (wrapS) {
801 case GL_CLAMP_TO_EDGE:
802 shader.append("texCoords.x");
803 break;
804 case GL_REPEAT:
805 shader.append("mod(texCoords.x, 1.0)");
806 break;
807 case GL_MIRRORED_REPEAT:
808 shader.append("xMod2");
809 break;
810 }
811 shader.append(", ");
812 switch (wrapT) {
813 case GL_CLAMP_TO_EDGE:
814 shader.append("texCoords.y");
815 break;
816 case GL_REPEAT:
817 shader.append("mod(texCoords.y, 1.0)");
818 break;
819 case GL_MIRRORED_REPEAT:
820 shader.append("yMod2");
821 break;
822 }
823 shader.append(");\n");
824 shader.append("}\n");
825 }
826
printLongString(const String8 & shader) const827 void ProgramCache::printLongString(const String8& shader) const {
828 ssize_t index = 0;
829 ssize_t lastIndex = 0;
830 const char* str = shader.string();
831 while ((index = shader.find("\n", index)) > -1) {
832 String8 line(str, index - lastIndex);
833 if (line.length() == 0) line.append("\n");
834 ALOGD("%s", line.string());
835 index++;
836 str += (index - lastIndex);
837 lastIndex = index;
838 }
839 }
840
841 }; // namespace uirenderer
842 }; // namespace android
843