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 /////////////////////////////////////////////////////////////////////////////// 392 393 ProgramCache::ProgramCache(): mHasES3(Extensions::getInstance().getMajorGlVersion() >= 3) { 394 } 395 396 ProgramCache::~ProgramCache() { 397 clear(); 398 } 399 400 /////////////////////////////////////////////////////////////////////////////// 401 // Cache management 402 /////////////////////////////////////////////////////////////////////////////// 403 404 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 } 413 414 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 /////////////////////////////////////////////////////////////////////////////// 437 438 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 } 444 445 static inline size_t gradientIndex(const ProgramDescription& description) { 446 return description.gradientType * 2 + description.isSimpleGradient; 447 } 448 449 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 } 518 519 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 } 526 527 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 } 749 750 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 } 758 759 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 } 796 797 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