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 "ProgramCache.h" 21 #include "Properties.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 = "attribute vec2 texCoords;\n"; 45 const char* gVS_Header_Attributes_Colors = "attribute vec4 colors;\n"; 46 const char* gVS_Header_Attributes_VertexAlphaParameters = "attribute float vtxAlpha;\n"; 47 const char* gVS_Header_Uniforms_TextureTransform = "uniform mat4 mainTextureTransform;\n"; 48 const char* gVS_Header_Uniforms = 49 "uniform mat4 projection;\n" 50 "uniform mat4 transform;\n"; 51 const char* gVS_Header_Uniforms_HasGradient = "uniform mat4 screenSpace;\n"; 52 const char* gVS_Header_Uniforms_HasBitmap = 53 "uniform mat4 textureTransform;\n" 54 "uniform mediump vec2 textureDimension;\n"; 55 const char* gVS_Header_Uniforms_HasRoundRectClip = 56 "uniform mat4 roundRectInvTransform;\n" 57 "uniform mediump vec4 roundRectInnerRectLTWH;\n" 58 "uniform mediump float roundRectRadius;\n"; 59 const char* gVS_Header_Varyings_HasTexture = "varying vec2 outTexCoords;\n"; 60 const char* gVS_Header_Varyings_HasColors = "varying vec4 outColors;\n"; 61 const char* gVS_Header_Varyings_HasVertexAlpha = "varying float alpha;\n"; 62 const char* gVS_Header_Varyings_HasBitmap = "varying highp vec2 outBitmapTexCoords;\n"; 63 const char* gVS_Header_Varyings_HasGradient[6] = { 64 // Linear 65 "varying highp vec2 linear;\n", "varying float linear;\n", 66 67 // Circular 68 "varying highp vec2 circular;\n", "varying highp vec2 circular;\n", 69 70 // Sweep 71 "varying highp vec2 sweep;\n", "varying highp vec2 sweep;\n", 72 }; 73 const char* gVS_Header_Varyings_HasRoundRectClip = "varying mediump vec2 roundRectPos;\n"; 74 const char* gVS_Main = "\nvoid main(void) {\n"; 75 const char* gVS_Main_OutTexCoords = " outTexCoords = texCoords;\n"; 76 const char* gVS_Main_OutColors = " outColors = colors;\n"; 77 const char* gVS_Main_OutTransformedTexCoords = 78 " outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n"; 79 const char* gVS_Main_OutGradient[6] = { 80 // Linear 81 " linear = vec2((screenSpace * position).x, 0.5);\n", 82 " linear = (screenSpace * position).x;\n", 83 84 // Circular 85 " circular = (screenSpace * position).xy;\n", 86 " circular = (screenSpace * position).xy;\n", 87 88 // Sweep 89 " sweep = (screenSpace * position).xy;\n", " sweep = (screenSpace * position).xy;\n"}; 90 const char* gVS_Main_OutBitmapTexCoords = 91 " outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n"; 92 const char* gVS_Main_Position = 93 " vec4 transformedPosition = projection * transform * position;\n" 94 " gl_Position = transformedPosition;\n"; 95 96 const char* gVS_Main_VertexAlpha = " alpha = vtxAlpha;\n"; 97 98 const char* gVS_Main_HasRoundRectClip = 99 " roundRectPos = ((roundRectInvTransform * transformedPosition).xy / roundRectRadius) - " 100 "roundRectInnerRectLTWH.xy;\n"; 101 const char* gVS_Footer = "}\n\n"; 102 103 /////////////////////////////////////////////////////////////////////////////// 104 // Fragment shaders snippets 105 /////////////////////////////////////////////////////////////////////////////// 106 107 const char* gFS_Header_Start = "#version 100\n"; 108 const char* gFS_Header_Extension_FramebufferFetch = 109 "#extension GL_NV_shader_framebuffer_fetch : enable\n\n"; 110 const char* gFS_Header_Extension_ExternalTexture = 111 "#extension GL_OES_EGL_image_external : require\n\n"; 112 const char* gFS_Header = "precision mediump float;\n\n"; 113 const char* gFS_Uniforms_Color = "uniform vec4 color;\n"; 114 const char* gFS_Uniforms_TextureSampler = "uniform sampler2D baseSampler;\n"; 115 const char* gFS_Uniforms_ExternalTextureSampler = "uniform samplerExternalOES baseSampler;\n"; 116 const char* gFS_Uniforms_GradientSampler[2] = { 117 "uniform vec2 screenSize;\n" 118 "uniform sampler2D gradientSampler;\n", 119 120 "uniform vec2 screenSize;\n" 121 "uniform vec4 startColor;\n" 122 "uniform vec4 endColor;\n"}; 123 const char* gFS_Uniforms_BitmapSampler = "uniform sampler2D bitmapSampler;\n"; 124 const char* gFS_Uniforms_BitmapExternalSampler = "uniform samplerExternalOES bitmapSampler;\n"; 125 const char* gFS_Uniforms_ColorOp[3] = { 126 // None 127 "", 128 // Matrix 129 "uniform mat4 colorMatrix;\n" 130 "uniform vec4 colorMatrixVector;\n", 131 // PorterDuff 132 "uniform vec4 colorBlend;\n"}; 133 134 const char* gFS_Uniforms_HasRoundRectClip = 135 "uniform mediump vec4 roundRectInnerRectLTWH;\n" 136 "uniform mediump float roundRectRadius;\n"; 137 138 const char* gFS_Uniforms_ColorSpaceConversion = 139 // TODO: Should we use a 3D LUT to combine the matrix and transfer functions? 140 // 32x32x32 fp16 LUTs (for scRGB output) are large and heavy to generate... 141 "uniform mat3 colorSpaceMatrix;\n"; 142 143 const char* gFS_Uniforms_TransferFunction[4] = { 144 // In this order: g, a, b, c, d, e, f 145 // See ColorSpace::TransferParameters 146 // We'll use hardware sRGB conversion as much as possible 147 "", "uniform float transferFunction[7];\n", "uniform float transferFunction[5];\n", 148 "uniform float transferFunctionGamma;\n"}; 149 150 const char* gFS_OETF[2] = { 151 R"__SHADER__( 152 vec4 OETF(const vec4 linear) { 153 return linear; 154 } 155 )__SHADER__", 156 // We expect linear data to be scRGB so we mirror the gamma function 157 R"__SHADER__( 158 vec4 OETF(const vec4 linear) { 159 return vec4(sign(linear.rgb) * OETF_sRGB(abs(linear.rgb)), linear.a); 160 } 161 )__SHADER__"}; 162 163 const char* gFS_ColorConvert[3] = { 164 // Just OETF 165 R"__SHADER__( 166 vec4 colorConvert(const vec4 color) { 167 return OETF(color); 168 } 169 )__SHADER__", 170 // Full color conversion for opaque bitmaps 171 R"__SHADER__( 172 vec4 colorConvert(const vec4 color) { 173 return OETF(vec4(colorSpaceMatrix * EOTF_Parametric(color.rgb), color.a)); 174 } 175 )__SHADER__", 176 // Full color conversion for translucent bitmaps 177 // Note: 0.5/256=0.0019 178 R"__SHADER__( 179 vec4 colorConvert(in vec4 color) { 180 color.rgb /= color.a + 0.0019; 181 color = OETF(vec4(colorSpaceMatrix * EOTF_Parametric(color.rgb), color.a)); 182 color.rgb *= color.a + 0.0019; 183 return color; 184 } 185 )__SHADER__", 186 }; 187 188 const char* gFS_sRGB_TransferFunctions = R"__SHADER__( 189 float OETF_sRGB(const float linear) { 190 // IEC 61966-2-1:1999 191 return linear <= 0.0031308 ? linear * 12.92 : (pow(linear, 1.0 / 2.4) * 1.055) - 0.055; 192 } 193 194 vec3 OETF_sRGB(const vec3 linear) { 195 return vec3(OETF_sRGB(linear.r), OETF_sRGB(linear.g), OETF_sRGB(linear.b)); 196 } 197 198 float EOTF_sRGB(float srgb) { 199 // IEC 61966-2-1:1999 200 return srgb <= 0.04045 ? srgb / 12.92 : pow((srgb + 0.055) / 1.055, 2.4); 201 } 202 )__SHADER__"; 203 204 const char* gFS_TransferFunction[4] = { 205 // Conversion done by the texture unit (sRGB) 206 R"__SHADER__( 207 vec3 EOTF_Parametric(const vec3 x) { 208 return x; 209 } 210 )__SHADER__", 211 // Full transfer function 212 // TODO: We should probably use a 1D LUT (256x1 with texelFetch() since input is 8 bit) 213 // TODO: That would cause 3 dependent texture fetches. Is it worth it? 214 R"__SHADER__( 215 float EOTF_Parametric(float x) { 216 return x <= transferFunction[4] 217 ? transferFunction[3] * x + transferFunction[6] 218 : pow(transferFunction[1] * x + transferFunction[2], transferFunction[0]) 219 + transferFunction[5]; 220 } 221 222 vec3 EOTF_Parametric(const vec3 x) { 223 return vec3(EOTF_Parametric(x.r), EOTF_Parametric(x.g), EOTF_Parametric(x.b)); 224 } 225 )__SHADER__", 226 // Limited transfer function, e = f = 0.0 227 R"__SHADER__( 228 float EOTF_Parametric(float x) { 229 return x <= transferFunction[4] 230 ? transferFunction[3] * x 231 : pow(transferFunction[1] * x + transferFunction[2], transferFunction[0]); 232 } 233 234 vec3 EOTF_Parametric(const vec3 x) { 235 return vec3(EOTF_Parametric(x.r), EOTF_Parametric(x.g), EOTF_Parametric(x.b)); 236 } 237 )__SHADER__", 238 // Gamma transfer function, e = f = 0.0 239 R"__SHADER__( 240 vec3 EOTF_Parametric(const vec3 x) { 241 return vec3(pow(x.r, transferFunctionGamma), 242 pow(x.g, transferFunctionGamma), 243 pow(x.b, transferFunctionGamma)); 244 } 245 )__SHADER__"}; 246 247 // Dithering must be done in the quantization space 248 // When we are writing to an sRGB framebuffer, we must do the following: 249 // EOTF(OETF(color) + dither) 250 // The dithering pattern is generated with a triangle noise generator in the range [-1.0,1.0] 251 // TODO: Handle linear fp16 render targets 252 const char* gFS_GradientFunctions = R"__SHADER__( 253 float triangleNoise(const highp vec2 n) { 254 highp vec2 p = fract(n * vec2(5.3987, 5.4421)); 255 p += dot(p.yx, p.xy + vec2(21.5351, 14.3137)); 256 highp float xy = p.x * p.y; 257 return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0; 258 } 259 )__SHADER__"; 260 261 const char* gFS_GradientPreamble[2] = { 262 // Linear framebuffer 263 R"__SHADER__( 264 vec4 dither(const vec4 color) { 265 return color + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0); 266 } 267 )__SHADER__", 268 // sRGB framebuffer 269 R"__SHADER__( 270 vec4 dither(const vec4 color) { 271 vec3 dithered = sqrt(color.rgb) + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0); 272 return vec4(dithered * dithered, color.a); 273 } 274 )__SHADER__", 275 }; 276 277 // Uses luminance coefficients from Rec.709 to choose the appropriate gamma 278 // The gamma() function assumes that bright text will be displayed on a dark 279 // background and that dark text will be displayed on bright background 280 // The gamma coefficient is chosen to thicken or thin the text accordingly 281 // The dot product used to compute the luminance could be approximated with 282 // a simple max(color.r, color.g, color.b) 283 const char* gFS_Gamma_Preamble = R"__SHADER__( 284 #define GAMMA (%.2f) 285 #define GAMMA_INV (%.2f) 286 287 float gamma(float a, const vec3 color) { 288 float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722)); 289 return pow(a, luminance < 0.5 ? GAMMA_INV : GAMMA); 290 } 291 )__SHADER__"; 292 293 const char* gFS_Main = 294 "\nvoid main(void) {\n" 295 " vec4 fragColor;\n"; 296 297 const char* gFS_Main_AddDither = " fragColor = dither(fragColor);\n"; 298 299 // General case 300 const char* gFS_Main_FetchColor = " fragColor = color;\n"; 301 const char* gFS_Main_ModulateColor = " fragColor *= color.a;\n"; 302 const char* gFS_Main_ApplyVertexAlphaLinearInterp = " fragColor *= alpha;\n"; 303 const char* gFS_Main_ApplyVertexAlphaShadowInterp = 304 // map alpha through shadow alpha sampler 305 " fragColor *= texture2D(baseSampler, vec2(alpha, 0.5)).a;\n"; 306 const char* gFS_Main_FetchTexture[2] = { 307 // Don't modulate 308 " fragColor = colorConvert(texture2D(baseSampler, outTexCoords));\n", 309 // Modulate 310 " fragColor = color * colorConvert(texture2D(baseSampler, outTexCoords));\n"}; 311 const char* gFS_Main_FetchA8Texture[4] = { 312 // Don't modulate 313 " fragColor = texture2D(baseSampler, outTexCoords);\n", 314 " fragColor = texture2D(baseSampler, outTexCoords);\n", 315 // Modulate 316 " fragColor = color * texture2D(baseSampler, outTexCoords).a;\n", 317 " fragColor = color * gamma(texture2D(baseSampler, outTexCoords).a, color.rgb);\n", 318 }; 319 const char* gFS_Main_FetchGradient[6] = { 320 // Linear 321 " vec4 gradientColor = texture2D(gradientSampler, linear);\n", 322 323 " vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n", 324 325 // Circular 326 " vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n", 327 328 " vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n", 329 330 // Sweep 331 " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" 332 " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n", 333 334 " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" 335 " vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, " 336 "1.0));\n"}; 337 const char* gFS_Main_FetchBitmap = 338 " vec4 bitmapColor = colorConvert(texture2D(bitmapSampler, outBitmapTexCoords));\n"; 339 const char* gFS_Main_FetchBitmapNpot = 340 " vec4 bitmapColor = colorConvert(texture2D(bitmapSampler, " 341 "wrap(outBitmapTexCoords)));\n"; 342 const char* gFS_Main_BlendShadersBG = " fragColor = blendShaders(gradientColor, bitmapColor)"; 343 const char* gFS_Main_BlendShadersGB = " fragColor = blendShaders(bitmapColor, gradientColor)"; 344 const char* gFS_Main_BlendShaders_Modulate[6] = { 345 // Don't modulate 346 ";\n", ";\n", 347 // Modulate 348 " * color.a;\n", " * color.a;\n", 349 // Modulate with alpha 8 texture 350 " * texture2D(baseSampler, outTexCoords).a;\n", 351 " * gamma(texture2D(baseSampler, outTexCoords).a, color.rgb);\n", 352 }; 353 const char* gFS_Main_GradientShader_Modulate[6] = { 354 // Don't modulate 355 " fragColor = gradientColor;\n", " fragColor = gradientColor;\n", 356 // Modulate 357 " fragColor = gradientColor * color.a;\n", " fragColor = gradientColor * color.a;\n", 358 // Modulate with alpha 8 texture 359 " fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n", 360 " fragColor = gradientColor * gamma(texture2D(baseSampler, outTexCoords).a, " 361 "gradientColor.rgb);\n", 362 }; 363 const char* gFS_Main_BitmapShader_Modulate[6] = { 364 // Don't modulate 365 " fragColor = bitmapColor;\n", " fragColor = bitmapColor;\n", 366 // Modulate 367 " fragColor = bitmapColor * color.a;\n", " fragColor = bitmapColor * color.a;\n", 368 // Modulate with alpha 8 texture 369 " fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n", 370 " fragColor = bitmapColor * gamma(texture2D(baseSampler, outTexCoords).a, " 371 "bitmapColor.rgb);\n", 372 }; 373 const char* gFS_Main_FragColor = " gl_FragColor = fragColor;\n"; 374 const char* gFS_Main_FragColor_HasColors = " gl_FragColor *= outColors;\n"; 375 const char* gFS_Main_FragColor_Blend = 376 " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n"; 377 const char* gFS_Main_FragColor_Blend_Swap = 378 " gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n"; 379 const char* gFS_Main_ApplyColorOp[3] = { 380 // None 381 "", 382 // Matrix 383 " fragColor.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply 384 " fragColor *= colorMatrix;\n" 385 " fragColor += colorMatrixVector;\n" 386 " fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply 387 // PorterDuff 388 " fragColor = blendColors(colorBlend, fragColor);\n"}; 389 390 // Note: LTWH (left top width height) -> xyzw 391 // roundRectPos is now divided by roundRectRadius in vertex shader 392 // after we also subtract roundRectInnerRectLTWH.xy from roundRectPos 393 const char* gFS_Main_FragColor_HasRoundRectClip = 394 " mediump vec2 fragToLT = -roundRectPos;\n" 395 " mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTWH.zw;\n" 396 397 // since distance is divided by radius, it's in [0;1] so precision is not an issue 398 // this also lets us clamp(0.0, 1.0) instead of max() which is cheaper on GPUs 399 " mediump vec2 dist = clamp(max(fragToLT, fragFromRB), 0.0, 1.0);\n" 400 " mediump float linearDist = clamp(roundRectRadius - (length(dist) * roundRectRadius), " 401 "0.0, 1.0);\n" 402 " gl_FragColor *= linearDist;\n"; 403 404 const char* gFS_Main_DebugHighlight = " gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n"; 405 const char* gFS_Footer = "}\n\n"; 406 407 /////////////////////////////////////////////////////////////////////////////// 408 // PorterDuff snippets 409 /////////////////////////////////////////////////////////////////////////////// 410 411 const char* gBlendOps[18] = { 412 // Clear 413 "return vec4(0.0, 0.0, 0.0, 0.0);\n", 414 // Src 415 "return src;\n", 416 // Dst 417 "return dst;\n", 418 // SrcOver 419 "return src + dst * (1.0 - src.a);\n", 420 // DstOver 421 "return dst + src * (1.0 - dst.a);\n", 422 // SrcIn 423 "return src * dst.a;\n", 424 // DstIn 425 "return dst * src.a;\n", 426 // SrcOut 427 "return src * (1.0 - dst.a);\n", 428 // DstOut 429 "return dst * (1.0 - src.a);\n", 430 // SrcAtop 431 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n", 432 // DstAtop 433 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n", 434 // Xor 435 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, " 436 "src.a + dst.a - 2.0 * src.a * dst.a);\n", 437 // Plus 438 "return min(src + dst, 1.0);\n", 439 // Modulate 440 "return src * dst;\n", 441 // Screen 442 "return src + dst - src * dst;\n", 443 // Overlay 444 "return clamp(vec4(mix(" 445 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), " 446 "src.a * dst.a - 2.0 * (dst.a - dst.rgb) * (src.a - src.rgb) + src.rgb * (1.0 - dst.a) + " 447 "dst.rgb * (1.0 - src.a), " 448 "step(dst.a, 2.0 * dst.rgb)), " 449 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n", 450 // Darken 451 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 452 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 453 // Lighten 454 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " 455 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", 456 }; 457 458 /////////////////////////////////////////////////////////////////////////////// 459 // Constructors/destructors 460 /////////////////////////////////////////////////////////////////////////////// 461 462 ProgramCache::ProgramCache(const Extensions& extensions) 463 : mHasES3(extensions.getMajorGlVersion() >= 3) 464 , mHasLinearBlending(extensions.hasLinearBlending()) {} 465 466 ProgramCache::~ProgramCache() { 467 clear(); 468 } 469 470 /////////////////////////////////////////////////////////////////////////////// 471 // Cache management 472 /////////////////////////////////////////////////////////////////////////////// 473 474 void ProgramCache::clear() { 475 PROGRAM_LOGD("Clearing program cache"); 476 mCache.clear(); 477 } 478 479 Program* ProgramCache::get(const ProgramDescription& description) { 480 programid key = description.key(); 481 if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) { 482 // program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent 483 // to standard texture program (bitmaps, patches). Consider them equivalent. 484 key = PROGRAM_KEY_TEXTURE; 485 } 486 487 auto iter = mCache.find(key); 488 Program* program = nullptr; 489 if (iter == mCache.end()) { 490 description.log("Could not find program"); 491 program = generateProgram(description, key); 492 mCache[key] = std::unique_ptr<Program>(program); 493 } else { 494 program = iter->second.get(); 495 } 496 return program; 497 } 498 499 /////////////////////////////////////////////////////////////////////////////// 500 // Program generation 501 /////////////////////////////////////////////////////////////////////////////// 502 503 Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) { 504 String8 vertexShader = generateVertexShader(description); 505 String8 fragmentShader = generateFragmentShader(description); 506 507 return new Program(description, vertexShader.string(), fragmentShader.string()); 508 } 509 510 static inline size_t gradientIndex(const ProgramDescription& description) { 511 return description.gradientType * 2 + description.isSimpleGradient; 512 } 513 514 String8 ProgramCache::generateVertexShader(const ProgramDescription& description) { 515 // Add attributes 516 String8 shader(gVS_Header_Start); 517 if (description.hasTexture || description.hasExternalTexture) { 518 shader.append(gVS_Header_Attributes_TexCoords); 519 } 520 if (description.hasVertexAlpha) { 521 shader.append(gVS_Header_Attributes_VertexAlphaParameters); 522 } 523 if (description.hasColors) { 524 shader.append(gVS_Header_Attributes_Colors); 525 } 526 // Uniforms 527 shader.append(gVS_Header_Uniforms); 528 if (description.hasTextureTransform) { 529 shader.append(gVS_Header_Uniforms_TextureTransform); 530 } 531 if (description.hasGradient) { 532 shader.append(gVS_Header_Uniforms_HasGradient); 533 } 534 if (description.hasBitmap) { 535 shader.append(gVS_Header_Uniforms_HasBitmap); 536 } 537 if (description.hasRoundRectClip) { 538 shader.append(gVS_Header_Uniforms_HasRoundRectClip); 539 } 540 // Varyings 541 if (description.hasTexture || description.hasExternalTexture) { 542 shader.append(gVS_Header_Varyings_HasTexture); 543 } 544 if (description.hasVertexAlpha) { 545 shader.append(gVS_Header_Varyings_HasVertexAlpha); 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 if (description.hasRoundRectClip) { 557 shader.append(gVS_Header_Varyings_HasRoundRectClip); 558 } 559 560 // Begin the shader 561 shader.append(gVS_Main); 562 { 563 if (description.hasTextureTransform) { 564 shader.append(gVS_Main_OutTransformedTexCoords); 565 } else if (description.hasTexture || description.hasExternalTexture) { 566 shader.append(gVS_Main_OutTexCoords); 567 } 568 if (description.hasVertexAlpha) { 569 shader.append(gVS_Main_VertexAlpha); 570 } 571 if (description.hasColors) { 572 shader.append(gVS_Main_OutColors); 573 } 574 if (description.hasBitmap) { 575 shader.append(gVS_Main_OutBitmapTexCoords); 576 } 577 // Output transformed position 578 shader.append(gVS_Main_Position); 579 if (description.hasGradient) { 580 shader.append(gVS_Main_OutGradient[gradientIndex(description)]); 581 } 582 if (description.hasRoundRectClip) { 583 shader.append(gVS_Main_HasRoundRectClip); 584 } 585 } 586 // End the shader 587 shader.append(gVS_Footer); 588 589 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string()); 590 591 return shader; 592 } 593 594 static bool shaderOp(const ProgramDescription& description, String8& shader, const int modulateOp, 595 const char** snippets) { 596 int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp; 597 op = op * 2 + description.hasGammaCorrection; 598 shader.append(snippets[op]); 599 return description.hasAlpha8Texture; 600 } 601 602 String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) { 603 String8 shader(gFS_Header_Start); 604 605 const bool blendFramebuffer = description.framebufferMode >= SkBlendMode::kPlus; 606 if (blendFramebuffer) { 607 shader.append(gFS_Header_Extension_FramebufferFetch); 608 } 609 if (description.hasExternalTexture || 610 (description.hasBitmap && description.isShaderBitmapExternal)) { 611 shader.append(gFS_Header_Extension_ExternalTexture); 612 } 613 614 shader.append(gFS_Header); 615 616 // Varyings 617 if (description.hasTexture || description.hasExternalTexture) { 618 shader.append(gVS_Header_Varyings_HasTexture); 619 } 620 if (description.hasVertexAlpha) { 621 shader.append(gVS_Header_Varyings_HasVertexAlpha); 622 } 623 if (description.hasColors) { 624 shader.append(gVS_Header_Varyings_HasColors); 625 } 626 if (description.hasGradient) { 627 shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]); 628 } 629 if (description.hasBitmap) { 630 shader.append(gVS_Header_Varyings_HasBitmap); 631 } 632 if (description.hasRoundRectClip) { 633 shader.append(gVS_Header_Varyings_HasRoundRectClip); 634 } 635 636 // Uniforms 637 int modulateOp = MODULATE_OP_NO_MODULATE; 638 const bool singleColor = !description.hasTexture && !description.hasExternalTexture && 639 !description.hasGradient && !description.hasBitmap; 640 641 if (description.modulate || singleColor) { 642 shader.append(gFS_Uniforms_Color); 643 if (!singleColor) modulateOp = MODULATE_OP_MODULATE; 644 } 645 if (description.hasTexture || description.useShadowAlphaInterp) { 646 shader.append(gFS_Uniforms_TextureSampler); 647 } else if (description.hasExternalTexture) { 648 shader.append(gFS_Uniforms_ExternalTextureSampler); 649 } 650 if (description.hasGradient) { 651 shader.append(gFS_Uniforms_GradientSampler[description.isSimpleGradient]); 652 } 653 if (description.hasRoundRectClip) { 654 shader.append(gFS_Uniforms_HasRoundRectClip); 655 } 656 657 if (description.hasGammaCorrection) { 658 shader.appendFormat(gFS_Gamma_Preamble, Properties::textGamma, 659 1.0f / Properties::textGamma); 660 } 661 662 if (description.hasBitmap) { 663 if (description.isShaderBitmapExternal) { 664 shader.append(gFS_Uniforms_BitmapExternalSampler); 665 } else { 666 shader.append(gFS_Uniforms_BitmapSampler); 667 } 668 } 669 shader.append(gFS_Uniforms_ColorOp[static_cast<int>(description.colorOp)]); 670 671 if (description.hasColorSpaceConversion) { 672 shader.append(gFS_Uniforms_ColorSpaceConversion); 673 } 674 shader.append(gFS_Uniforms_TransferFunction[static_cast<int>(description.transferFunction)]); 675 676 // Generate required functions 677 if (description.hasGradient && description.hasBitmap) { 678 generateBlend(shader, "blendShaders", description.shadersMode); 679 } 680 if (description.colorOp == ProgramDescription::ColorFilterMode::Blend) { 681 generateBlend(shader, "blendColors", description.colorMode); 682 } 683 if (blendFramebuffer) { 684 generateBlend(shader, "blendFramebuffer", description.framebufferMode); 685 } 686 if (description.useShaderBasedWrap) { 687 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT); 688 } 689 if (description.hasGradient || description.hasLinearTexture || 690 description.hasColorSpaceConversion) { 691 shader.append(gFS_sRGB_TransferFunctions); 692 } 693 if (description.hasBitmap || ((description.hasTexture || description.hasExternalTexture) && 694 !description.hasAlpha8Texture)) { 695 shader.append(gFS_TransferFunction[static_cast<int>(description.transferFunction)]); 696 shader.append( 697 gFS_OETF[(description.hasLinearTexture || description.hasColorSpaceConversion) && 698 !mHasLinearBlending]); 699 shader.append(gFS_ColorConvert[description.hasColorSpaceConversion 700 ? 1 + description.hasTranslucentConversion 701 : 0]); 702 } 703 if (description.hasGradient) { 704 shader.append(gFS_GradientFunctions); 705 shader.append(gFS_GradientPreamble[mHasLinearBlending]); 706 } 707 708 // Begin the shader 709 shader.append(gFS_Main); 710 { 711 // Stores the result in fragColor directly 712 if (description.hasTexture || description.hasExternalTexture) { 713 if (description.hasAlpha8Texture) { 714 if (!description.hasGradient && !description.hasBitmap) { 715 shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 + 716 description.hasGammaCorrection]); 717 } 718 } else { 719 shader.append(gFS_Main_FetchTexture[modulateOp]); 720 } 721 } else { 722 if (!description.hasGradient && !description.hasBitmap) { 723 shader.append(gFS_Main_FetchColor); 724 } 725 } 726 if (description.hasGradient) { 727 shader.append(gFS_Main_FetchGradient[gradientIndex(description)]); 728 } 729 if (description.hasBitmap) { 730 if (!description.useShaderBasedWrap) { 731 shader.append(gFS_Main_FetchBitmap); 732 } else { 733 shader.append(gFS_Main_FetchBitmapNpot); 734 } 735 } 736 bool applyModulate = false; 737 // Case when we have two shaders set 738 if (description.hasGradient && description.hasBitmap) { 739 if (description.isBitmapFirst) { 740 shader.append(gFS_Main_BlendShadersBG); 741 } else { 742 shader.append(gFS_Main_BlendShadersGB); 743 } 744 applyModulate = 745 shaderOp(description, shader, modulateOp, gFS_Main_BlendShaders_Modulate); 746 } else { 747 if (description.hasGradient) { 748 applyModulate = 749 shaderOp(description, shader, modulateOp, gFS_Main_GradientShader_Modulate); 750 } else if (description.hasBitmap) { 751 applyModulate = 752 shaderOp(description, shader, modulateOp, gFS_Main_BitmapShader_Modulate); 753 } 754 } 755 756 if (description.modulate && applyModulate) { 757 shader.append(gFS_Main_ModulateColor); 758 } 759 760 // Apply the color op if needed 761 shader.append(gFS_Main_ApplyColorOp[static_cast<int>(description.colorOp)]); 762 763 if (description.hasVertexAlpha) { 764 if (description.useShadowAlphaInterp) { 765 shader.append(gFS_Main_ApplyVertexAlphaShadowInterp); 766 } else { 767 shader.append(gFS_Main_ApplyVertexAlphaLinearInterp); 768 } 769 } 770 771 if (description.hasGradient) { 772 shader.append(gFS_Main_AddDither); 773 } 774 775 // Output the fragment 776 if (!blendFramebuffer) { 777 shader.append(gFS_Main_FragColor); 778 } else { 779 shader.append(!description.swapSrcDst ? gFS_Main_FragColor_Blend 780 : gFS_Main_FragColor_Blend_Swap); 781 } 782 if (description.hasColors) { 783 shader.append(gFS_Main_FragColor_HasColors); 784 } 785 if (description.hasRoundRectClip) { 786 shader.append(gFS_Main_FragColor_HasRoundRectClip); 787 } 788 if (description.hasDebugHighlight) { 789 shader.append(gFS_Main_DebugHighlight); 790 } 791 } 792 // End the shader 793 shader.append(gFS_Footer); 794 795 #if DEBUG_PROGRAMS 796 PROGRAM_LOGD("*** Generated fragment shader:\n\n"); 797 printLongString(shader); 798 #endif 799 800 return shader; 801 } 802 803 void ProgramCache::generateBlend(String8& shader, const char* name, SkBlendMode mode) { 804 shader.append("\nvec4 "); 805 shader.append(name); 806 shader.append("(vec4 src, vec4 dst) {\n"); 807 shader.append(" "); 808 shader.append(gBlendOps[(int)mode]); 809 shader.append("}\n"); 810 } 811 812 void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) { 813 shader.append("\nhighp vec2 wrap(highp vec2 texCoords) {\n"); 814 if (wrapS == GL_MIRRORED_REPEAT) { 815 shader.append(" highp float xMod2 = mod(texCoords.x, 2.0);\n"); 816 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n"); 817 } 818 if (wrapT == GL_MIRRORED_REPEAT) { 819 shader.append(" highp float yMod2 = mod(texCoords.y, 2.0);\n"); 820 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n"); 821 } 822 shader.append(" return vec2("); 823 switch (wrapS) { 824 case GL_CLAMP_TO_EDGE: 825 shader.append("texCoords.x"); 826 break; 827 case GL_REPEAT: 828 shader.append("mod(texCoords.x, 1.0)"); 829 break; 830 case GL_MIRRORED_REPEAT: 831 shader.append("xMod2"); 832 break; 833 } 834 shader.append(", "); 835 switch (wrapT) { 836 case GL_CLAMP_TO_EDGE: 837 shader.append("texCoords.y"); 838 break; 839 case GL_REPEAT: 840 shader.append("mod(texCoords.y, 1.0)"); 841 break; 842 case GL_MIRRORED_REPEAT: 843 shader.append("yMod2"); 844 break; 845 } 846 shader.append(");\n"); 847 shader.append("}\n"); 848 } 849 850 void ProgramCache::printLongString(const String8& shader) const { 851 ssize_t index = 0; 852 ssize_t lastIndex = 0; 853 const char* str = shader.string(); 854 while ((index = shader.find("\n", index)) > -1) { 855 String8 line(str, index - lastIndex); 856 if (line.length() == 0) line.append("\n"); 857 ALOGD("%s", line.string()); 858 index++; 859 str += (index - lastIndex); 860 lastIndex = index; 861 } 862 } 863 864 }; // namespace uirenderer 865 }; // namespace android 866