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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 #include <utils/String8.h>
     18 
     19 #include "Caches.h"
     20 #include "Dither.h"
     21 #include "ProgramCache.h"
     22 
     23 namespace android {
     24 namespace uirenderer {
     25 
     26 ///////////////////////////////////////////////////////////////////////////////
     27 // Defines
     28 ///////////////////////////////////////////////////////////////////////////////
     29 
     30 #define MODULATE_OP_NO_MODULATE 0
     31 #define MODULATE_OP_MODULATE 1
     32 #define MODULATE_OP_MODULATE_A8 2
     33 
     34 #define STR(x) STR1(x)
     35 #define STR1(x) #x
     36 
     37 ///////////////////////////////////////////////////////////////////////////////
     38 // Vertex shaders snippets
     39 ///////////////////////////////////////////////////////////////////////////////
     40 
     41 const char* gVS_Header_Start =
     42         "#version 100\n"
     43         "attribute vec4 position;\n";
     44 const char* gVS_Header_Attributes_TexCoords =
     45         "attribute vec2 texCoords;\n";
     46 const char* gVS_Header_Attributes_Colors =
     47         "attribute vec4 colors;\n";
     48 const char* gVS_Header_Attributes_VertexAlphaParameters =
     49         "attribute float vtxAlpha;\n";
     50 const char* gVS_Header_Uniforms_TextureTransform =
     51         "uniform mat4 mainTextureTransform;\n";
     52 const char* gVS_Header_Uniforms =
     53         "uniform mat4 projection;\n" \
     54         "uniform mat4 transform;\n";
     55 const char* gVS_Header_Uniforms_HasGradient =
     56         "uniform mat4 screenSpace;\n";
     57 const char* gVS_Header_Uniforms_HasBitmap =
     58         "uniform mat4 textureTransform;\n"
     59         "uniform mediump vec2 textureDimension;\n";
     60 const char* gVS_Header_Uniforms_HasRoundRectClip =
     61         "uniform mat4 roundRectInvTransform;\n";
     62 const char* gVS_Header_Varyings_HasTexture =
     63         "varying vec2 outTexCoords;\n";
     64 const char* gVS_Header_Varyings_HasColors =
     65         "varying vec4 outColors;\n";
     66 const char* gVS_Header_Varyings_HasVertexAlpha =
     67         "varying float alpha;\n";
     68 const char* gVS_Header_Varyings_HasBitmap =
     69         "varying highp vec2 outBitmapTexCoords;\n";
     70 const char* gVS_Header_Varyings_HasGradient[6] = {
     71         // Linear
     72         "varying highp vec2 linear;\n"
     73         "varying vec2 ditherTexCoords;\n",
     74         "varying float linear;\n"
     75         "varying vec2 ditherTexCoords;\n",
     76 
     77         // Circular
     78         "varying highp vec2 circular;\n"
     79         "varying vec2 ditherTexCoords;\n",
     80         "varying highp vec2 circular;\n"
     81         "varying vec2 ditherTexCoords;\n",
     82 
     83         // Sweep
     84         "varying highp vec2 sweep;\n"
     85         "varying vec2 ditherTexCoords;\n",
     86         "varying highp vec2 sweep;\n"
     87         "varying vec2 ditherTexCoords;\n",
     88 };
     89 const char* gVS_Header_Varyings_HasRoundRectClip =
     90         "varying highp vec2 roundRectPos;\n";
     91 const char* gVS_Main =
     92         "\nvoid main(void) {\n";
     93 const char* gVS_Main_OutTexCoords =
     94         "    outTexCoords = texCoords;\n";
     95 const char* gVS_Main_OutColors =
     96         "    outColors = colors;\n";
     97 const char* gVS_Main_OutTransformedTexCoords =
     98         "    outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
     99 const char* gVS_Main_OutGradient[6] = {
    100         // Linear
    101         "    linear = vec2((screenSpace * position).x, 0.5);\n"
    102         "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
    103         "    linear = (screenSpace * position).x;\n"
    104         "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
    105 
    106         // Circular
    107         "    circular = (screenSpace * position).xy;\n"
    108         "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
    109         "    circular = (screenSpace * position).xy;\n"
    110         "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
    111 
    112         // Sweep
    113         "    sweep = (screenSpace * position).xy;\n"
    114         "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
    115         "    sweep = (screenSpace * position).xy;\n"
    116         "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
    117 };
    118 const char* gVS_Main_OutBitmapTexCoords =
    119         "    outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
    120 const char* gVS_Main_Position =
    121         "    vec4 transformedPosition = projection * transform * position;\n"
    122         "    gl_Position = transformedPosition;\n";
    123 
    124 const char* gVS_Main_VertexAlpha =
    125         "    alpha = vtxAlpha;\n";
    126 
    127 const char* gVS_Main_HasRoundRectClip =
    128         "    roundRectPos = (roundRectInvTransform * transformedPosition).xy;\n";
    129 const char* gVS_Footer =
    130         "}\n\n";
    131 
    132 ///////////////////////////////////////////////////////////////////////////////
    133 // Fragment shaders snippets
    134 ///////////////////////////////////////////////////////////////////////////////
    135 
    136 const char* gFS_Header_Start =
    137         "#version 100\n";
    138 const char* gFS_Header_Extension_FramebufferFetch =
    139         "#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
    140 const char* gFS_Header_Extension_ExternalTexture =
    141         "#extension GL_OES_EGL_image_external : require\n\n";
    142 const char* gFS_Header =
    143         "precision mediump float;\n\n";
    144 const char* gFS_Uniforms_Color =
    145         "uniform vec4 color;\n";
    146 const char* gFS_Uniforms_TextureSampler =
    147         "uniform sampler2D baseSampler;\n";
    148 const char* gFS_Uniforms_ExternalTextureSampler =
    149         "uniform samplerExternalOES baseSampler;\n";
    150 const char* gFS_Uniforms_Dither =
    151         "uniform sampler2D ditherSampler;";
    152 const char* gFS_Uniforms_GradientSampler[2] = {
    153         "%s\n"
    154         "uniform sampler2D gradientSampler;\n",
    155         "%s\n"
    156         "uniform vec4 startColor;\n"
    157         "uniform vec4 endColor;\n"
    158 };
    159 const char* gFS_Uniforms_BitmapSampler =
    160         "uniform sampler2D bitmapSampler;\n";
    161 const char* gFS_Uniforms_ColorOp[3] = {
    162         // None
    163         "",
    164         // Matrix
    165         "uniform mat4 colorMatrix;\n"
    166         "uniform vec4 colorMatrixVector;\n",
    167         // PorterDuff
    168         "uniform vec4 colorBlend;\n"
    169 };
    170 
    171 const char* gFS_Uniforms_HasRoundRectClip =
    172         "uniform vec4 roundRectInnerRectLTRB;\n"
    173         "uniform float roundRectRadius;\n";
    174 
    175 const char* gFS_Main =
    176         "\nvoid main(void) {\n"
    177         "    lowp vec4 fragColor;\n";
    178 
    179 const char* gFS_Main_Dither[2] = {
    180         // ES 2.0
    181         "texture2D(ditherSampler, ditherTexCoords).a * " STR(DITHER_KERNEL_SIZE_INV_SQUARE),
    182         // ES 3.0
    183         "texture2D(ditherSampler, ditherTexCoords).a"
    184 };
    185 const char* gFS_Main_AddDitherToGradient =
    186         "    gradientColor += %s;\n";
    187 
    188 // Fast cases
    189 const char* gFS_Fast_SingleColor =
    190         "\nvoid main(void) {\n"
    191         "    gl_FragColor = color;\n"
    192         "}\n\n";
    193 const char* gFS_Fast_SingleTexture =
    194         "\nvoid main(void) {\n"
    195         "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
    196         "}\n\n";
    197 const char* gFS_Fast_SingleModulateTexture =
    198         "\nvoid main(void) {\n"
    199         "    gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n"
    200         "}\n\n";
    201 const char* gFS_Fast_SingleA8Texture =
    202         "\nvoid main(void) {\n"
    203         "    gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
    204         "}\n\n";
    205 const char* gFS_Fast_SingleModulateA8Texture =
    206         "\nvoid main(void) {\n"
    207         "    gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n"
    208         "}\n\n";
    209 const char* gFS_Fast_SingleGradient[2] = {
    210         "\nvoid main(void) {\n"
    211         "    gl_FragColor = %s + texture2D(gradientSampler, linear);\n"
    212         "}\n\n",
    213         "\nvoid main(void) {\n"
    214         "    gl_FragColor = %s + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
    215         "}\n\n",
    216 };
    217 const char* gFS_Fast_SingleModulateGradient[2] = {
    218         "\nvoid main(void) {\n"
    219         "    gl_FragColor = %s + color.a * texture2D(gradientSampler, linear);\n"
    220         "}\n\n",
    221         "\nvoid main(void) {\n"
    222         "    gl_FragColor = %s + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
    223         "}\n\n"
    224 };
    225 
    226 // General case
    227 const char* gFS_Main_FetchColor =
    228         "    fragColor = color;\n";
    229 const char* gFS_Main_ModulateColor =
    230         "    fragColor *= color.a;\n";
    231 const char* gFS_Main_ApplyVertexAlphaLinearInterp =
    232         "    fragColor *= alpha;\n";
    233 const char* gFS_Main_ApplyVertexAlphaShadowInterp =
    234         // map alpha through shadow alpha sampler
    235         "    fragColor *= texture2D(baseSampler, vec2(alpha, 0.5)).a;\n";
    236 const char* gFS_Main_FetchTexture[2] = {
    237         // Don't modulate
    238         "    fragColor = texture2D(baseSampler, outTexCoords);\n",
    239         // Modulate
    240         "    fragColor = color * texture2D(baseSampler, outTexCoords);\n"
    241 };
    242 const char* gFS_Main_FetchA8Texture[2] = {
    243         // Don't modulate
    244         "    fragColor = texture2D(baseSampler, outTexCoords);\n",
    245         // Modulate
    246         "    fragColor = color * texture2D(baseSampler, outTexCoords).a;\n",
    247 };
    248 const char* gFS_Main_FetchGradient[6] = {
    249         // Linear
    250         "    vec4 gradientColor = texture2D(gradientSampler, linear);\n",
    251 
    252         "    vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
    253 
    254         // Circular
    255         "    vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
    256 
    257         "    vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
    258 
    259         // Sweep
    260         "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
    261         "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
    262 
    263         "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
    264         "    vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
    265 };
    266 const char* gFS_Main_FetchBitmap =
    267         "    vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
    268 const char* gFS_Main_FetchBitmapNpot =
    269         "    vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
    270 const char* gFS_Main_BlendShadersBG =
    271         "    fragColor = blendShaders(gradientColor, bitmapColor)";
    272 const char* gFS_Main_BlendShadersGB =
    273         "    fragColor = blendShaders(bitmapColor, gradientColor)";
    274 const char* gFS_Main_BlendShaders_Modulate[3] = {
    275         // Don't modulate
    276         ";\n",
    277         // Modulate
    278         " * color.a;\n",
    279         // Modulate with alpha 8 texture
    280         " * texture2D(baseSampler, outTexCoords).a;\n",
    281 };
    282 const char* gFS_Main_GradientShader_Modulate[3] = {
    283         // Don't modulate
    284         "    fragColor = gradientColor;\n",
    285         // Modulate
    286         "    fragColor = gradientColor * color.a;\n",
    287         // Modulate with alpha 8 texture
    288         "    fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
    289     };
    290 const char* gFS_Main_BitmapShader_Modulate[3] = {
    291         // Don't modulate
    292         "    fragColor = bitmapColor;\n",
    293         // Modulate
    294         "    fragColor = bitmapColor * color.a;\n",
    295         // Modulate with alpha 8 texture
    296         "    fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
    297     };
    298 const char* gFS_Main_FragColor =
    299         "    gl_FragColor = fragColor;\n";
    300 const char* gFS_Main_FragColor_HasColors =
    301         "    gl_FragColor *= outColors;\n";
    302 const char* gFS_Main_FragColor_Blend =
    303         "    gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
    304 const char* gFS_Main_FragColor_Blend_Swap =
    305         "    gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
    306 const char* gFS_Main_ApplyColorOp[3] = {
    307         // None
    308         "",
    309         // Matrix
    310         "    fragColor.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply
    311         "    fragColor *= colorMatrix;\n"
    312         "    fragColor += colorMatrixVector;\n"
    313         "    fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply
    314         // PorterDuff
    315         "    fragColor = blendColors(colorBlend, fragColor);\n"
    316 };
    317 
    318 // Note: LTRB -> xyzw
    319 const char* gFS_Main_FragColor_HasRoundRectClip =
    320         "    mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
    321         "    mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"
    322 
    323         // divide + multiply by 128 to avoid falling out of range in length() function
    324         "    mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
    325         "    mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
    326         "    gl_FragColor *= clamp(linearDist, 0.0, 1.0);\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_Footer =
    331         "}\n\n";
    332 
    333 ///////////////////////////////////////////////////////////////////////////////
    334 // PorterDuff snippets
    335 ///////////////////////////////////////////////////////////////////////////////
    336 
    337 const char* gBlendOps[18] = {
    338         // Clear
    339         "return vec4(0.0, 0.0, 0.0, 0.0);\n",
    340         // Src
    341         "return src;\n",
    342         // Dst
    343         "return dst;\n",
    344         // SrcOver
    345         "return src + dst * (1.0 - src.a);\n",
    346         // DstOver
    347         "return dst + src * (1.0 - dst.a);\n",
    348         // SrcIn
    349         "return src * dst.a;\n",
    350         // DstIn
    351         "return dst * src.a;\n",
    352         // SrcOut
    353         "return src * (1.0 - dst.a);\n",
    354         // DstOut
    355         "return dst * (1.0 - src.a);\n",
    356         // SrcAtop
    357         "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
    358         // DstAtop
    359         "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
    360         // Xor
    361         "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
    362                 "src.a + dst.a - 2.0 * src.a * dst.a);\n",
    363         // Plus
    364         "return min(src + dst, 1.0);\n",
    365         // Modulate
    366         "return src * dst;\n",
    367         // Screen
    368         "return src + dst - src * dst;\n",
    369         // Overlay
    370         "return clamp(vec4(mix("
    371                 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
    372                 "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), "
    373                 "step(dst.a, 2.0 * dst.rgb)), "
    374                 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
    375         // Darken
    376         "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
    377                 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
    378         // Lighten
    379         "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
    380                 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
    381 };
    382 
    383 ///////////////////////////////////////////////////////////////////////////////
    384 // Constructors/destructors
    385 ///////////////////////////////////////////////////////////////////////////////
    386 
    387 ProgramCache::ProgramCache(Extensions& extensions)
    388         : mHasES3(extensions.getMajorGlVersion() >= 3) {
    389 }
    390 
    391 ProgramCache::~ProgramCache() {
    392     clear();
    393 }
    394 
    395 ///////////////////////////////////////////////////////////////////////////////
    396 // Cache management
    397 ///////////////////////////////////////////////////////////////////////////////
    398 
    399 void ProgramCache::clear() {
    400     PROGRAM_LOGD("Clearing program cache");
    401     mCache.clear();
    402 }
    403 
    404 Program* ProgramCache::get(const ProgramDescription& description) {
    405     programid key = description.key();
    406     if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) {
    407         // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
    408         // to standard texture program (bitmaps, patches). Consider them equivalent.
    409         key = PROGRAM_KEY_TEXTURE;
    410     }
    411 
    412     auto iter = mCache.find(key);
    413     Program* program = nullptr;
    414     if (iter == mCache.end()) {
    415         description.log("Could not find program");
    416         program = generateProgram(description, key);
    417         mCache[key] = std::unique_ptr<Program>(program);
    418     } else {
    419         program = iter->second.get();
    420     }
    421     return program;
    422 }
    423 
    424 ///////////////////////////////////////////////////////////////////////////////
    425 // Program generation
    426 ///////////////////////////////////////////////////////////////////////////////
    427 
    428 Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
    429     String8 vertexShader = generateVertexShader(description);
    430     String8 fragmentShader = generateFragmentShader(description);
    431 
    432     return new Program(description, vertexShader.string(), fragmentShader.string());
    433 }
    434 
    435 static inline size_t gradientIndex(const ProgramDescription& description) {
    436     return description.gradientType * 2 + description.isSimpleGradient;
    437 }
    438 
    439 String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
    440     // Add attributes
    441     String8 shader(gVS_Header_Start);
    442     if (description.hasTexture || description.hasExternalTexture) {
    443         shader.append(gVS_Header_Attributes_TexCoords);
    444     }
    445     if (description.hasVertexAlpha) {
    446         shader.append(gVS_Header_Attributes_VertexAlphaParameters);
    447     }
    448     if (description.hasColors) {
    449         shader.append(gVS_Header_Attributes_Colors);
    450     }
    451     // Uniforms
    452     shader.append(gVS_Header_Uniforms);
    453     if (description.hasTextureTransform) {
    454         shader.append(gVS_Header_Uniforms_TextureTransform);
    455     }
    456     if (description.hasGradient) {
    457         shader.append(gVS_Header_Uniforms_HasGradient);
    458     }
    459     if (description.hasBitmap) {
    460         shader.append(gVS_Header_Uniforms_HasBitmap);
    461     }
    462     if (description.hasRoundRectClip) {
    463         shader.append(gVS_Header_Uniforms_HasRoundRectClip);
    464     }
    465     // Varyings
    466     if (description.hasTexture || description.hasExternalTexture) {
    467         shader.append(gVS_Header_Varyings_HasTexture);
    468     }
    469     if (description.hasVertexAlpha) {
    470         shader.append(gVS_Header_Varyings_HasVertexAlpha);
    471     }
    472     if (description.hasColors) {
    473         shader.append(gVS_Header_Varyings_HasColors);
    474     }
    475     if (description.hasGradient) {
    476         shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
    477     }
    478     if (description.hasBitmap) {
    479         shader.append(gVS_Header_Varyings_HasBitmap);
    480     }
    481     if (description.hasRoundRectClip) {
    482         shader.append(gVS_Header_Varyings_HasRoundRectClip);
    483     }
    484 
    485     // Begin the shader
    486     shader.append(gVS_Main); {
    487         if (description.hasTextureTransform) {
    488             shader.append(gVS_Main_OutTransformedTexCoords);
    489         } else if (description.hasTexture || description.hasExternalTexture) {
    490             shader.append(gVS_Main_OutTexCoords);
    491         }
    492         if (description.hasVertexAlpha) {
    493             shader.append(gVS_Main_VertexAlpha);
    494         }
    495         if (description.hasColors) {
    496             shader.append(gVS_Main_OutColors);
    497         }
    498         if (description.hasBitmap) {
    499             shader.append(gVS_Main_OutBitmapTexCoords);
    500         }
    501         // Output transformed position
    502         shader.append(gVS_Main_Position);
    503         if (description.hasGradient) {
    504             shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
    505         }
    506         if (description.hasRoundRectClip) {
    507             shader.append(gVS_Main_HasRoundRectClip);
    508         }
    509     }
    510     // End the shader
    511     shader.append(gVS_Footer);
    512 
    513     PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
    514 
    515     return shader;
    516 }
    517 
    518 static bool shaderOp(const ProgramDescription& description, String8& shader,
    519         const int modulateOp, const char** snippets) {
    520     int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
    521     shader.append(snippets[op]);
    522     return description.hasAlpha8Texture;
    523 }
    524 
    525 String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
    526     String8 shader(gFS_Header_Start);
    527 
    528     const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
    529     if (blendFramebuffer) {
    530         shader.append(gFS_Header_Extension_FramebufferFetch);
    531     }
    532     if (description.hasExternalTexture) {
    533         shader.append(gFS_Header_Extension_ExternalTexture);
    534     }
    535 
    536     shader.append(gFS_Header);
    537 
    538     // Varyings
    539     if (description.hasTexture || description.hasExternalTexture) {
    540         shader.append(gVS_Header_Varyings_HasTexture);
    541     }
    542     if (description.hasVertexAlpha) {
    543         shader.append(gVS_Header_Varyings_HasVertexAlpha);
    544     }
    545     if (description.hasColors) {
    546         shader.append(gVS_Header_Varyings_HasColors);
    547     }
    548     if (description.hasGradient) {
    549         shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
    550     }
    551     if (description.hasBitmap) {
    552         shader.append(gVS_Header_Varyings_HasBitmap);
    553     }
    554     if (description.hasRoundRectClip) {
    555         shader.append(gVS_Header_Varyings_HasRoundRectClip);
    556     }
    557 
    558     // Uniforms
    559     int modulateOp = MODULATE_OP_NO_MODULATE;
    560     const bool singleColor = !description.hasTexture && !description.hasExternalTexture &&
    561             !description.hasGradient && !description.hasBitmap;
    562 
    563     if (description.modulate || singleColor) {
    564         shader.append(gFS_Uniforms_Color);
    565         if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
    566     }
    567     if (description.hasTexture || description.useShadowAlphaInterp) {
    568         shader.append(gFS_Uniforms_TextureSampler);
    569     } else if (description.hasExternalTexture) {
    570         shader.append(gFS_Uniforms_ExternalTextureSampler);
    571     }
    572     if (description.hasGradient) {
    573         shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient],
    574                 gFS_Uniforms_Dither);
    575     }
    576     if (description.hasRoundRectClip) {
    577         shader.append(gFS_Uniforms_HasRoundRectClip);
    578     }
    579 
    580     // Optimization for common cases
    581     if (!description.hasVertexAlpha
    582             && !blendFramebuffer
    583             && !description.hasColors
    584             && description.colorOp == ProgramDescription::ColorFilterMode::None
    585             && !description.hasDebugHighlight
    586             && !description.hasRoundRectClip) {
    587         bool fast = false;
    588 
    589         const bool noShader = !description.hasGradient && !description.hasBitmap;
    590         const bool singleTexture = (description.hasTexture || description.hasExternalTexture) &&
    591                 !description.hasAlpha8Texture && noShader;
    592         const bool singleA8Texture = description.hasTexture &&
    593                 description.hasAlpha8Texture && noShader;
    594         const bool singleGradient = !description.hasTexture && !description.hasExternalTexture &&
    595                 description.hasGradient && !description.hasBitmap &&
    596                 description.gradientType == ProgramDescription::kGradientLinear;
    597 
    598         if (singleColor) {
    599             shader.append(gFS_Fast_SingleColor);
    600             fast = true;
    601         } else if (singleTexture) {
    602             if (!description.modulate) {
    603                 shader.append(gFS_Fast_SingleTexture);
    604             } else {
    605                 shader.append(gFS_Fast_SingleModulateTexture);
    606             }
    607             fast = true;
    608         } else if (singleA8Texture) {
    609             if (!description.modulate) {
    610                 shader.append(gFS_Fast_SingleA8Texture);
    611             } else {
    612                 shader.append(gFS_Fast_SingleModulateA8Texture);
    613             }
    614             fast = true;
    615         } else if (singleGradient) {
    616             if (!description.modulate) {
    617                 shader.appendFormat(gFS_Fast_SingleGradient[description.isSimpleGradient],
    618                         gFS_Main_Dither[mHasES3]);
    619             } else {
    620                 shader.appendFormat(gFS_Fast_SingleModulateGradient[description.isSimpleGradient],
    621                         gFS_Main_Dither[mHasES3]);
    622             }
    623             fast = true;
    624         }
    625 
    626         if (fast) {
    627 #if DEBUG_PROGRAMS
    628                 PROGRAM_LOGD("*** Fast case:\n");
    629                 PROGRAM_LOGD("*** Generated fragment shader:\n\n");
    630                 printLongString(shader);
    631 #endif
    632 
    633             return shader;
    634         }
    635     }
    636 
    637     if (description.hasBitmap) {
    638         shader.append(gFS_Uniforms_BitmapSampler);
    639     }
    640     shader.append(gFS_Uniforms_ColorOp[static_cast<int>(description.colorOp)]);
    641 
    642     // Generate required functions
    643     if (description.hasGradient && description.hasBitmap) {
    644         generateBlend(shader, "blendShaders", description.shadersMode);
    645     }
    646     if (description.colorOp == ProgramDescription::ColorFilterMode::Blend) {
    647         generateBlend(shader, "blendColors", description.colorMode);
    648     }
    649     if (blendFramebuffer) {
    650         generateBlend(shader, "blendFramebuffer", description.framebufferMode);
    651     }
    652     if (description.isBitmapNpot) {
    653         generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
    654     }
    655 
    656     // Begin the shader
    657     shader.append(gFS_Main); {
    658         // Stores the result in fragColor directly
    659         if (description.hasTexture || description.hasExternalTexture) {
    660             if (description.hasAlpha8Texture) {
    661                 if (!description.hasGradient && !description.hasBitmap) {
    662                     shader.append(gFS_Main_FetchA8Texture[modulateOp]);
    663                 }
    664             } else {
    665                 shader.append(gFS_Main_FetchTexture[modulateOp]);
    666             }
    667         } else {
    668             if (!description.hasGradient && !description.hasBitmap) {
    669                 shader.append(gFS_Main_FetchColor);
    670             }
    671         }
    672         if (description.hasGradient) {
    673             shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
    674             shader.appendFormat(gFS_Main_AddDitherToGradient, gFS_Main_Dither[mHasES3]);
    675         }
    676         if (description.hasBitmap) {
    677             if (!description.isBitmapNpot) {
    678                 shader.append(gFS_Main_FetchBitmap);
    679             } else {
    680                 shader.append(gFS_Main_FetchBitmapNpot);
    681             }
    682         }
    683         bool applyModulate = false;
    684         // Case when we have two shaders set
    685         if (description.hasGradient && description.hasBitmap) {
    686             if (description.isBitmapFirst) {
    687                 shader.append(gFS_Main_BlendShadersBG);
    688             } else {
    689                 shader.append(gFS_Main_BlendShadersGB);
    690             }
    691             applyModulate = shaderOp(description, shader, modulateOp,
    692                     gFS_Main_BlendShaders_Modulate);
    693         } else {
    694             if (description.hasGradient) {
    695                 applyModulate = shaderOp(description, shader, modulateOp,
    696                         gFS_Main_GradientShader_Modulate);
    697             } else if (description.hasBitmap) {
    698                 applyModulate = shaderOp(description, shader, modulateOp,
    699                         gFS_Main_BitmapShader_Modulate);
    700             }
    701         }
    702 
    703         if (description.modulate && applyModulate) {
    704             shader.append(gFS_Main_ModulateColor);
    705         }
    706 
    707         // Apply the color op if needed
    708         shader.append(gFS_Main_ApplyColorOp[static_cast<int>(description.colorOp)]);
    709 
    710         if (description.hasVertexAlpha) {
    711             if (description.useShadowAlphaInterp) {
    712                 shader.append(gFS_Main_ApplyVertexAlphaShadowInterp);
    713             } else {
    714                 shader.append(gFS_Main_ApplyVertexAlphaLinearInterp);
    715             }
    716         }
    717 
    718         // Output the fragment
    719         if (!blendFramebuffer) {
    720             shader.append(gFS_Main_FragColor);
    721         } else {
    722             shader.append(!description.swapSrcDst ?
    723                     gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
    724         }
    725         if (description.hasColors) {
    726             shader.append(gFS_Main_FragColor_HasColors);
    727         }
    728         if (description.hasRoundRectClip) {
    729             shader.append(gFS_Main_FragColor_HasRoundRectClip);
    730         }
    731         if (description.hasDebugHighlight) {
    732             shader.append(gFS_Main_DebugHighlight);
    733         }
    734     }
    735     // End the shader
    736     shader.append(gFS_Footer);
    737 
    738 #if DEBUG_PROGRAMS
    739         PROGRAM_LOGD("*** Generated fragment shader:\n\n");
    740         printLongString(shader);
    741 #endif
    742 
    743     return shader;
    744 }
    745 
    746 void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
    747     shader.append("\nvec4 ");
    748     shader.append(name);
    749     shader.append("(vec4 src, vec4 dst) {\n");
    750     shader.append("    ");
    751     shader.append(gBlendOps[mode]);
    752     shader.append("}\n");
    753 }
    754 
    755 void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
    756     shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n");
    757     if (wrapS == GL_MIRRORED_REPEAT) {
    758         shader.append("    highp float xMod2 = mod(texCoords.x, 2.0);\n");
    759         shader.append("    if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
    760     }
    761     if (wrapT == GL_MIRRORED_REPEAT) {
    762         shader.append("    highp float yMod2 = mod(texCoords.y, 2.0);\n");
    763         shader.append("    if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
    764     }
    765     shader.append("    return vec2(");
    766     switch (wrapS) {
    767         case GL_CLAMP_TO_EDGE:
    768             shader.append("texCoords.x");
    769             break;
    770         case GL_REPEAT:
    771             shader.append("mod(texCoords.x, 1.0)");
    772             break;
    773         case GL_MIRRORED_REPEAT:
    774             shader.append("xMod2");
    775             break;
    776     }
    777     shader.append(", ");
    778     switch (wrapT) {
    779         case GL_CLAMP_TO_EDGE:
    780             shader.append("texCoords.y");
    781             break;
    782         case GL_REPEAT:
    783             shader.append("mod(texCoords.y, 1.0)");
    784             break;
    785         case GL_MIRRORED_REPEAT:
    786             shader.append("yMod2");
    787             break;
    788     }
    789     shader.append(");\n");
    790     shader.append("}\n");
    791 }
    792 
    793 void ProgramCache::printLongString(const String8& shader) const {
    794     ssize_t index = 0;
    795     ssize_t lastIndex = 0;
    796     const char* str = shader.string();
    797     while ((index = shader.find("\n", index)) > -1) {
    798         String8 line(str, index - lastIndex);
    799         if (line.length() == 0) line.append("\n");
    800         ALOGD("%s", line.string());
    801         index++;
    802         str += (index - lastIndex);
    803         lastIndex = index;
    804     }
    805 }
    806 
    807 }; // namespace uirenderer
    808 }; // namespace android
    809