1 /* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 #define LOG_TAG "OpenGLRenderer" 18 19 #include <utils/String8.h> 20 21 #include "Caches.h" 22 #include "ProgramCache.h" 23 24 namespace android { 25 namespace uirenderer { 26 27 /////////////////////////////////////////////////////////////////////////////// 28 // Defines 29 /////////////////////////////////////////////////////////////////////////////// 30 31 #define MODULATE_OP_NO_MODULATE 0 32 #define MODULATE_OP_MODULATE 1 33 #define MODULATE_OP_MODULATE_A8 2 34 35 /////////////////////////////////////////////////////////////////////////////// 36 // Vertex shaders snippets 37 /////////////////////////////////////////////////////////////////////////////// 38 39 const char* gVS_Header_Attributes = 40 "attribute vec4 position;\n"; 41 const char* gVS_Header_Attributes_TexCoords = 42 "attribute vec2 texCoords;\n"; 43 const char* gVS_Header_Attributes_AAParameters = 44 "attribute float vtxWidth;\n" 45 "attribute float vtxLength;\n"; 46 const char* gVS_Header_Uniforms_TextureTransform = 47 "uniform mat4 mainTextureTransform;\n"; 48 const char* gVS_Header_Uniforms = 49 "uniform mat4 transform;\n"; 50 const char* gVS_Header_Uniforms_IsPoint = 51 "uniform mediump float pointSize;\n"; 52 const char* gVS_Header_Uniforms_HasGradient[3] = { 53 // Linear 54 "uniform mat4 screenSpace;\n", 55 // Circular 56 "uniform mat4 screenSpace;\n", 57 // Sweep 58 "uniform mat4 screenSpace;\n" 59 }; 60 const char* gVS_Header_Uniforms_HasBitmap = 61 "uniform mat4 textureTransform;\n" 62 "uniform mediump vec2 textureDimension;\n"; 63 const char* gVS_Header_Varyings_HasTexture = 64 "varying vec2 outTexCoords;\n"; 65 const char* gVS_Header_Varyings_IsAA = 66 "varying float widthProportion;\n" 67 "varying float lengthProportion;\n"; 68 const char* gVS_Header_Varyings_HasBitmap[2] = { 69 // Default precision 70 "varying vec2 outBitmapTexCoords;\n", 71 // High precision 72 "varying highp vec2 outBitmapTexCoords;\n" 73 }; 74 const char* gVS_Header_Varyings_PointHasBitmap[2] = { 75 // Default precision 76 "varying vec2 outPointBitmapTexCoords;\n", 77 // High precision 78 "varying highp vec2 outPointBitmapTexCoords;\n" 79 }; 80 const char* gVS_Header_Varyings_HasGradient[3] = { 81 // Linear 82 "varying vec2 linear;\n", 83 // Circular 84 "varying vec2 circular;\n", 85 // Sweep 86 "varying vec2 sweep;\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_OutTransformedTexCoords = 93 " outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n"; 94 const char* gVS_Main_OutGradient[3] = { 95 // Linear 96 " linear = vec2((screenSpace * position).x, 0.5);\n", 97 // Circular 98 " circular = (screenSpace * position).xy;\n", 99 // Sweep 100 " sweep = (screenSpace * position).xy;\n" 101 }; 102 const char* gVS_Main_OutBitmapTexCoords = 103 " outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n"; 104 const char* gVS_Main_OutPointBitmapTexCoords = 105 " outPointBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n"; 106 const char* gVS_Main_Position = 107 " gl_Position = transform * position;\n"; 108 const char* gVS_Main_PointSize = 109 " gl_PointSize = pointSize;\n"; 110 const char* gVS_Main_AA = 111 " widthProportion = vtxWidth;\n" 112 " lengthProportion = vtxLength;\n"; 113 const char* gVS_Footer = 114 "}\n\n"; 115 116 /////////////////////////////////////////////////////////////////////////////// 117 // Fragment shaders snippets 118 /////////////////////////////////////////////////////////////////////////////// 119 120 const char* gFS_Header_Extension_FramebufferFetch = 121 "#extension GL_NV_shader_framebuffer_fetch : enable\n\n"; 122 const char* gFS_Header_Extension_ExternalTexture = 123 "#extension GL_OES_EGL_image_external : require\n\n"; 124 const char* gFS_Header = 125 "precision mediump float;\n\n"; 126 const char* gFS_Uniforms_Color = 127 "uniform vec4 color;\n"; 128 const char* gFS_Uniforms_AA = 129 "uniform float boundaryWidth;\n" 130 "uniform float inverseBoundaryWidth;\n" 131 "uniform float boundaryLength;\n" 132 "uniform float inverseBoundaryLength;\n"; 133 const char* gFS_Header_Uniforms_PointHasBitmap = 134 "uniform vec2 textureDimension;\n" 135 "uniform float pointSize;\n"; 136 const char* gFS_Uniforms_TextureSampler = 137 "uniform sampler2D sampler;\n"; 138 const char* gFS_Uniforms_ExternalTextureSampler = 139 "uniform samplerExternalOES sampler;\n"; 140 const char* gFS_Uniforms_GradientSampler[3] = { 141 // Linear 142 "uniform sampler2D gradientSampler;\n", 143 // Circular 144 "uniform sampler2D gradientSampler;\n", 145 // Sweep 146 "uniform sampler2D gradientSampler;\n" 147 }; 148 const char* gFS_Uniforms_BitmapSampler = 149 "uniform sampler2D bitmapSampler;\n"; 150 const char* gFS_Uniforms_ColorOp[4] = { 151 // None 152 "", 153 // Matrix 154 "uniform mat4 colorMatrix;\n" 155 "uniform vec4 colorMatrixVector;\n", 156 // Lighting 157 "uniform vec4 lightingMul;\n" 158 "uniform vec4 lightingAdd;\n", 159 // PorterDuff 160 "uniform vec4 colorBlend;\n" 161 }; 162 const char* gFS_Main = 163 "\nvoid main(void) {\n" 164 " lowp vec4 fragColor;\n"; 165 166 const char* gFS_Main_PointBitmapTexCoords = 167 " vec2 outBitmapTexCoords = outPointBitmapTexCoords + " 168 "((gl_PointCoord - vec2(0.5, 0.5)) * textureDimension * vec2(pointSize, pointSize));\n"; 169 170 // Fast cases 171 const char* gFS_Fast_SingleColor = 172 "\nvoid main(void) {\n" 173 " gl_FragColor = color;\n" 174 "}\n\n"; 175 const char* gFS_Fast_SingleTexture = 176 "\nvoid main(void) {\n" 177 " gl_FragColor = texture2D(sampler, outTexCoords);\n" 178 "}\n\n"; 179 const char* gFS_Fast_SingleModulateTexture = 180 "\nvoid main(void) {\n" 181 " gl_FragColor = color.a * texture2D(sampler, outTexCoords);\n" 182 "}\n\n"; 183 const char* gFS_Fast_SingleA8Texture = 184 "\nvoid main(void) {\n" 185 " gl_FragColor = texture2D(sampler, outTexCoords);\n" 186 "}\n\n"; 187 const char* gFS_Fast_SingleModulateA8Texture = 188 "\nvoid main(void) {\n" 189 " gl_FragColor = color * texture2D(sampler, outTexCoords).a;\n" 190 "}\n\n"; 191 const char* gFS_Fast_SingleGradient = 192 "\nvoid main(void) {\n" 193 " gl_FragColor = texture2D(gradientSampler, linear);\n" 194 "}\n\n"; 195 const char* gFS_Fast_SingleModulateGradient = 196 "\nvoid main(void) {\n" 197 " gl_FragColor = color.a * texture2D(gradientSampler, linear);\n" 198 "}\n\n"; 199 200 // General case 201 const char* gFS_Main_FetchColor = 202 " fragColor = color;\n"; 203 const char* gFS_Main_ModulateColor = 204 " fragColor *= color.a;\n"; 205 const char* gFS_Main_AccountForAA = 206 " if (widthProportion < boundaryWidth) {\n" 207 " fragColor *= (widthProportion * inverseBoundaryWidth);\n" 208 " } else if (widthProportion > (1.0 - boundaryWidth)) {\n" 209 " fragColor *= ((1.0 - widthProportion) * inverseBoundaryWidth);\n" 210 " }\n" 211 " if (lengthProportion < boundaryLength) {\n" 212 " fragColor *= (lengthProportion * inverseBoundaryLength);\n" 213 " } else if (lengthProportion > (1.0 - boundaryLength)) {\n" 214 " fragColor *= ((1.0 - lengthProportion) * inverseBoundaryLength);\n" 215 " }\n"; 216 const char* gFS_Main_FetchTexture[2] = { 217 // Don't modulate 218 " fragColor = texture2D(sampler, outTexCoords);\n", 219 // Modulate 220 " fragColor = color * texture2D(sampler, outTexCoords);\n" 221 }; 222 const char* gFS_Main_FetchA8Texture[2] = { 223 // Don't modulate 224 " fragColor = texture2D(sampler, outTexCoords);\n", 225 // Modulate 226 " fragColor = color * texture2D(sampler, outTexCoords).a;\n" 227 }; 228 const char* gFS_Main_FetchGradient[3] = { 229 // Linear 230 " vec4 gradientColor = texture2D(gradientSampler, linear);\n", 231 // Circular 232 " float index = length(circular);\n" 233 " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", 234 // Sweep 235 " float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" 236 " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n" 237 }; 238 const char* gFS_Main_FetchBitmap = 239 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n"; 240 const char* gFS_Main_FetchBitmapNpot = 241 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n"; 242 const char* gFS_Main_BlendShadersBG = 243 " fragColor = blendShaders(gradientColor, bitmapColor)"; 244 const char* gFS_Main_BlendShadersGB = 245 " fragColor = blendShaders(bitmapColor, gradientColor)"; 246 const char* gFS_Main_BlendShaders_Modulate[3] = { 247 // Don't modulate 248 ";\n", 249 // Modulate 250 " * fragColor.a;\n", 251 // Modulate with alpha 8 texture 252 " * texture2D(sampler, outTexCoords).a;\n" 253 }; 254 const char* gFS_Main_GradientShader_Modulate[3] = { 255 // Don't modulate 256 " fragColor = gradientColor;\n", 257 // Modulate 258 " fragColor = gradientColor * fragColor.a;\n", 259 // Modulate with alpha 8 texture 260 " fragColor = gradientColor * texture2D(sampler, outTexCoords).a;\n" 261 }; 262 const char* gFS_Main_BitmapShader_Modulate[3] = { 263 // Don't modulate 264 " fragColor = bitmapColor;\n", 265 // Modulate 266 " fragColor = bitmapColor * fragColor.a;\n", 267 // Modulate with alpha 8 texture 268 " fragColor = bitmapColor * texture2D(sampler, outTexCoords).a;\n" 269 }; 270 const char* gFS_Main_FragColor = 271 " gl_FragColor = fragColor;\n"; 272 const char* gFS_Main_FragColor_Blend = 273 " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n"; 274 const char* gFS_Main_FragColor_Blend_Swap = 275 " gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n"; 276 const char* gFS_Main_ApplyColorOp[4] = { 277 // None 278 "", 279 // Matrix 280 // TODO: Fix premultiplied alpha computations for color matrix 281 " fragColor *= colorMatrix;\n" 282 " fragColor += colorMatrixVector;\n" 283 " fragColor.rgb *= fragColor.a;\n", 284 // Lighting 285 " float lightingAlpha = fragColor.a;\n" 286 " fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n" 287 " fragColor.a = lightingAlpha;\n", 288 // PorterDuff 289 " fragColor = blendColors(colorBlend, fragColor);\n" 290 }; 291 const char* gFS_Footer = 292 "}\n\n"; 293 294 /////////////////////////////////////////////////////////////////////////////// 295 // PorterDuff snippets 296 /////////////////////////////////////////////////////////////////////////////// 297 298 const char* gBlendOps[18] = { 299 // Clear 300 "return vec4(0.0, 0.0, 0.0, 0.0);\n", 301 // Src 302 "return src;\n", 303 // Dst 304 "return dst;\n", 305 // SrcOver 306 "return src + dst * (1.0 - src.a);\n", 307 // DstOver 308 "return dst + src * (1.0 - dst.a);\n", 309 // SrcIn 310 "return src * dst.a;\n", 311 // DstIn 312 "return dst * src.a;\n", 313 // SrcOut 314 "return src * (1.0 - dst.a);\n", 315 // DstOut 316 "return dst * (1.0 - src.a);\n", 317 // SrcAtop 318 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n", 319 // DstAtop 320 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n", 321 // Xor 322 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, " 323 "src.a + dst.a - 2.0 * src.a * dst.a);\n", 324 // Add 325 "return min(src + dst, 1.0);\n", 326 // Multiply 327 "return src * dst;\n", 328 // Screen 329 "return src + dst - src * dst;\n", 330 // Overlay 331 "return clamp(vec4(mix(" 332 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), " 333 "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), " 334 "step(dst.a, 2.0 * dst.rgb)), " 335 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n", 336 // Darken 337 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 338 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 339 // Lighten 340 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 341 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 342 }; 343 344 /////////////////////////////////////////////////////////////////////////////// 345 // Constructors/destructors 346 /////////////////////////////////////////////////////////////////////////////// 347 348 ProgramCache::ProgramCache() { 349 } 350 351 ProgramCache::~ProgramCache() { 352 clear(); 353 } 354 355 /////////////////////////////////////////////////////////////////////////////// 356 // Cache management 357 /////////////////////////////////////////////////////////////////////////////// 358 359 void ProgramCache::clear() { 360 PROGRAM_LOGD("Clearing program cache"); 361 362 size_t count = mCache.size(); 363 for (size_t i = 0; i < count; i++) { 364 delete mCache.valueAt(i); 365 } 366 mCache.clear(); 367 } 368 369 Program* ProgramCache::get(const ProgramDescription& description) { 370 programid key = description.key(); 371 ssize_t index = mCache.indexOfKey(key); 372 Program* program = NULL; 373 if (index < 0) { 374 description.log("Could not find program"); 375 program = generateProgram(description, key); 376 mCache.add(key, program); 377 } else { 378 program = mCache.valueAt(index); 379 } 380 return program; 381 } 382 383 /////////////////////////////////////////////////////////////////////////////// 384 // Program generation 385 /////////////////////////////////////////////////////////////////////////////// 386 387 Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) { 388 String8 vertexShader = generateVertexShader(description); 389 String8 fragmentShader = generateFragmentShader(description); 390 391 Program* program = new Program(vertexShader.string(), fragmentShader.string()); 392 return program; 393 } 394 395 String8 ProgramCache::generateVertexShader(const ProgramDescription& description) { 396 // Add attributes 397 String8 shader(gVS_Header_Attributes); 398 if (description.hasTexture || description.hasExternalTexture) { 399 shader.append(gVS_Header_Attributes_TexCoords); 400 } 401 if (description.isAA) { 402 shader.append(gVS_Header_Attributes_AAParameters); 403 } 404 // Uniforms 405 shader.append(gVS_Header_Uniforms); 406 if (description.hasTextureTransform) { 407 shader.append(gVS_Header_Uniforms_TextureTransform); 408 } 409 if (description.hasGradient) { 410 shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]); 411 } 412 if (description.hasBitmap) { 413 shader.append(gVS_Header_Uniforms_HasBitmap); 414 } 415 if (description.isPoint) { 416 shader.append(gVS_Header_Uniforms_IsPoint); 417 } 418 // Varyings 419 if (description.hasTexture || description.hasExternalTexture) { 420 shader.append(gVS_Header_Varyings_HasTexture); 421 } 422 if (description.isAA) { 423 shader.append(gVS_Header_Varyings_IsAA); 424 } 425 if (description.hasGradient) { 426 shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]); 427 } 428 if (description.hasBitmap) { 429 int index = Caches::getInstance().extensions.needsHighpTexCoords() ? 1 : 0; 430 shader.append(description.isPoint ? 431 gVS_Header_Varyings_PointHasBitmap[index] : 432 gVS_Header_Varyings_HasBitmap[index]); 433 } 434 435 // Begin the shader 436 shader.append(gVS_Main); { 437 if (description.hasTextureTransform) { 438 shader.append(gVS_Main_OutTransformedTexCoords); 439 } else if (description.hasTexture || description.hasExternalTexture) { 440 shader.append(gVS_Main_OutTexCoords); 441 } 442 if (description.isAA) { 443 shader.append(gVS_Main_AA); 444 } 445 if (description.hasGradient) { 446 shader.append(gVS_Main_OutGradient[description.gradientType]); 447 } 448 if (description.hasBitmap) { 449 shader.append(description.isPoint ? 450 gVS_Main_OutPointBitmapTexCoords : 451 gVS_Main_OutBitmapTexCoords); 452 } 453 if (description.isPoint) { 454 shader.append(gVS_Main_PointSize); 455 } 456 // Output transformed position 457 shader.append(gVS_Main_Position); 458 } 459 // End the shader 460 shader.append(gVS_Footer); 461 462 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string()); 463 464 return shader; 465 } 466 467 String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) { 468 String8 shader; 469 470 const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode; 471 if (blendFramebuffer) { 472 shader.append(gFS_Header_Extension_FramebufferFetch); 473 } 474 if (description.hasExternalTexture) { 475 shader.append(gFS_Header_Extension_ExternalTexture); 476 } 477 478 shader.append(gFS_Header); 479 480 // Varyings 481 if (description.hasTexture || description.hasExternalTexture) { 482 shader.append(gVS_Header_Varyings_HasTexture); 483 } 484 if (description.isAA) { 485 shader.append(gVS_Header_Varyings_IsAA); 486 } 487 if (description.hasGradient) { 488 shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]); 489 } 490 if (description.hasBitmap) { 491 int index = Caches::getInstance().extensions.needsHighpTexCoords() ? 1 : 0; 492 shader.append(description.isPoint ? 493 gVS_Header_Varyings_PointHasBitmap[index] : 494 gVS_Header_Varyings_HasBitmap[index]); 495 } 496 497 // Uniforms 498 int modulateOp = MODULATE_OP_NO_MODULATE; 499 const bool singleColor = !description.hasTexture && !description.hasExternalTexture && 500 !description.hasGradient && !description.hasBitmap; 501 502 if (description.modulate || singleColor) { 503 shader.append(gFS_Uniforms_Color); 504 if (!singleColor) modulateOp = MODULATE_OP_MODULATE; 505 } 506 if (description.hasTexture) { 507 shader.append(gFS_Uniforms_TextureSampler); 508 } else if (description.hasExternalTexture) { 509 shader.append(gFS_Uniforms_ExternalTextureSampler); 510 } 511 if (description.isAA) { 512 shader.append(gFS_Uniforms_AA); 513 } 514 if (description.hasGradient) { 515 shader.append(gFS_Uniforms_GradientSampler[description.gradientType]); 516 } 517 if (description.hasBitmap && description.isPoint) { 518 shader.append(gFS_Header_Uniforms_PointHasBitmap); 519 } 520 521 // Optimization for common cases 522 if (!description.isAA && !blendFramebuffer && 523 description.colorOp == ProgramDescription::kColorNone && !description.isPoint) { 524 bool fast = false; 525 526 const bool noShader = !description.hasGradient && !description.hasBitmap; 527 const bool singleTexture = (description.hasTexture || description.hasExternalTexture) && 528 !description.hasAlpha8Texture && noShader; 529 const bool singleA8Texture = description.hasTexture && 530 description.hasAlpha8Texture && noShader; 531 const bool singleGradient = !description.hasTexture && !description.hasExternalTexture && 532 description.hasGradient && !description.hasBitmap && 533 description.gradientType == ProgramDescription::kGradientLinear; 534 535 if (singleColor) { 536 shader.append(gFS_Fast_SingleColor); 537 fast = true; 538 } else if (singleTexture) { 539 if (!description.modulate) { 540 shader.append(gFS_Fast_SingleTexture); 541 } else { 542 shader.append(gFS_Fast_SingleModulateTexture); 543 } 544 fast = true; 545 } else if (singleA8Texture) { 546 if (!description.modulate) { 547 shader.append(gFS_Fast_SingleA8Texture); 548 } else { 549 shader.append(gFS_Fast_SingleModulateA8Texture); 550 } 551 fast = true; 552 } else if (singleGradient) { 553 if (!description.modulate) { 554 shader.append(gFS_Fast_SingleGradient); 555 } else { 556 shader.append(gFS_Fast_SingleModulateGradient); 557 } 558 fast = true; 559 } 560 561 if (fast) { 562 #if DEBUG_PROGRAMS 563 PROGRAM_LOGD("*** Fast case:\n"); 564 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 565 printLongString(shader); 566 #endif 567 568 return shader; 569 } 570 } 571 572 if (description.hasBitmap) { 573 shader.append(gFS_Uniforms_BitmapSampler); 574 } 575 shader.append(gFS_Uniforms_ColorOp[description.colorOp]); 576 577 // Generate required functions 578 if (description.hasGradient && description.hasBitmap) { 579 generateBlend(shader, "blendShaders", description.shadersMode); 580 } 581 if (description.colorOp == ProgramDescription::kColorBlend) { 582 generateBlend(shader, "blendColors", description.colorMode); 583 } 584 if (blendFramebuffer) { 585 generateBlend(shader, "blendFramebuffer", description.framebufferMode); 586 } 587 if (description.isBitmapNpot) { 588 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT); 589 } 590 591 // Begin the shader 592 shader.append(gFS_Main); { 593 // Stores the result in fragColor directly 594 if (description.hasTexture || description.hasExternalTexture) { 595 if (description.hasAlpha8Texture) { 596 if (!description.hasGradient && !description.hasBitmap) { 597 shader.append(gFS_Main_FetchA8Texture[modulateOp]); 598 } 599 } else { 600 shader.append(gFS_Main_FetchTexture[modulateOp]); 601 } 602 } else { 603 if ((!description.hasGradient && !description.hasBitmap) || description.modulate) { 604 shader.append(gFS_Main_FetchColor); 605 } 606 } 607 if (description.isAA) { 608 shader.append(gFS_Main_AccountForAA); 609 } 610 if (description.hasGradient) { 611 shader.append(gFS_Main_FetchGradient[description.gradientType]); 612 } 613 if (description.hasBitmap) { 614 if (description.isPoint) { 615 shader.append(gFS_Main_PointBitmapTexCoords); 616 } 617 if (!description.isBitmapNpot) { 618 shader.append(gFS_Main_FetchBitmap); 619 } else { 620 shader.append(gFS_Main_FetchBitmapNpot); 621 } 622 } 623 bool applyModulate = false; 624 // Case when we have two shaders set 625 if (description.hasGradient && description.hasBitmap) { 626 int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp; 627 if (description.isBitmapFirst) { 628 shader.append(gFS_Main_BlendShadersBG); 629 } else { 630 shader.append(gFS_Main_BlendShadersGB); 631 } 632 shader.append(gFS_Main_BlendShaders_Modulate[op]); 633 applyModulate = true; 634 } else { 635 if (description.hasGradient) { 636 int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp; 637 shader.append(gFS_Main_GradientShader_Modulate[op]); 638 applyModulate = true; 639 } else if (description.hasBitmap) { 640 int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp; 641 shader.append(gFS_Main_BitmapShader_Modulate[op]); 642 applyModulate = true; 643 } 644 } 645 if (description.modulate && applyModulate) { 646 shader.append(gFS_Main_ModulateColor); 647 } 648 // Apply the color op if needed 649 shader.append(gFS_Main_ApplyColorOp[description.colorOp]); 650 // Output the fragment 651 if (!blendFramebuffer) { 652 shader.append(gFS_Main_FragColor); 653 } else { 654 shader.append(!description.swapSrcDst ? 655 gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap); 656 } 657 } 658 // End the shader 659 shader.append(gFS_Footer); 660 661 #if DEBUG_PROGRAMS 662 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 663 printLongString(shader); 664 #endif 665 666 return shader; 667 } 668 669 void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) { 670 shader.append("\nvec4 "); 671 shader.append(name); 672 shader.append("(vec4 src, vec4 dst) {\n"); 673 shader.append(" "); 674 shader.append(gBlendOps[mode]); 675 shader.append("}\n"); 676 } 677 678 void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) { 679 shader.append("\nvec2 wrap(vec2 texCoords) {\n"); 680 if (wrapS == GL_MIRRORED_REPEAT) { 681 shader.append(" float xMod2 = mod(texCoords.x, 2.0);\n"); 682 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n"); 683 } 684 if (wrapT == GL_MIRRORED_REPEAT) { 685 shader.append(" float yMod2 = mod(texCoords.y, 2.0);\n"); 686 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n"); 687 } 688 shader.append(" return vec2("); 689 switch (wrapS) { 690 case GL_CLAMP_TO_EDGE: 691 shader.append("texCoords.x"); 692 break; 693 case GL_REPEAT: 694 shader.append("mod(texCoords.x, 1.0)"); 695 break; 696 case GL_MIRRORED_REPEAT: 697 shader.append("xMod2"); 698 break; 699 } 700 shader.append(", "); 701 switch (wrapT) { 702 case GL_CLAMP_TO_EDGE: 703 shader.append("texCoords.y"); 704 break; 705 case GL_REPEAT: 706 shader.append("mod(texCoords.y, 1.0)"); 707 break; 708 case GL_MIRRORED_REPEAT: 709 shader.append("yMod2"); 710 break; 711 } 712 shader.append(");\n"); 713 shader.append("}\n"); 714 } 715 716 void ProgramCache::printLongString(const String8& shader) const { 717 ssize_t index = 0; 718 ssize_t lastIndex = 0; 719 const char* str = shader.string(); 720 while ((index = shader.find("\n", index)) > -1) { 721 String8 line(str, index - lastIndex); 722 if (line.length() == 0) line.append("\n"); 723 PROGRAM_LOGD("%s", line.string()); 724 index++; 725 str += (index - lastIndex); 726 lastIndex = index; 727 } 728 } 729 730 }; // namespace uirenderer 731 }; // namespace android 732