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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define LOG_TAG "OpenGLRenderer"
#include <utils/String8.h>
#include "ProgramCache.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Vertex shaders snippets
///////////////////////////////////////////////////////////////////////////////
// TODO: Implement BitmapShader, implement repeat/mirror for npot
const char* gVS_Header_Attributes =
"attribute vec4 position;\n";
const char* gVS_Header_Attributes_TexCoords =
"attribute vec2 texCoords;\n";
const char* gVS_Header_Uniforms =
"uniform mat4 transform;\n";
const char* gVS_Header_Uniforms_HasGradient =
"uniform float gradientLength;\n"
"uniform vec2 gradient;\n"
"uniform vec2 gradientStart;\n"
"uniform mat4 screenSpace;\n";
const char* gVS_Header_Uniforms_HasBitmap =
"uniform mat4 textureTransform;\n"
"uniform vec2 textureDimension;\n";
const char* gVS_Header_Varyings_HasTexture =
"varying vec2 outTexCoords;\n";
const char* gVS_Header_Varyings_HasBitmap =
"varying vec2 outBitmapTexCoords;\n";
const char* gVS_Header_Varyings_HasGradient =
"varying float index;\n";
const char* gVS_Main =
"\nvoid main(void) {\n";
const char* gVS_Main_OutTexCoords =
" outTexCoords = texCoords;\n";
const char* gVS_Main_OutGradientIndex =
" vec4 location = screenSpace * position;\n"
" index = dot(location.xy - gradientStart, gradient) * gradientLength;\n";
const char* gVS_Main_OutBitmapTexCoords =
" vec4 bitmapCoords = textureTransform * position;\n"
" outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n";
const char* gVS_Main_Position =
" gl_Position = transform * position;\n";
const char* gVS_Footer =
"}\n\n";
///////////////////////////////////////////////////////////////////////////////
// Fragment shaders snippets
///////////////////////////////////////////////////////////////////////////////
const char* gFS_Header =
"precision mediump float;\n\n";
const char* gFS_Uniforms_Color =
"uniform vec4 color;\n";
const char* gFS_Uniforms_TextureSampler =
"uniform sampler2D sampler;\n";
const char* gFS_Uniforms_GradientSampler =
"uniform sampler2D gradientSampler;\n";
const char* gFS_Uniforms_BitmapSampler =
"uniform sampler2D bitmapSampler;\n";
const char* gFS_Uniforms_ColorOp[4] = {
// None
"",
// Matrix
"uniform mat4 colorMatrix;\n"
"uniform vec4 colorMatrixVector;\n",
// Lighting
"uniform float lightingMul;\n"
"uniform float lightingAdd;\n",
// PorterDuff
"uniform vec4 colorBLend;\n"
};
const char* gFS_Main =
"\nvoid main(void) {\n"
" vec4 fragColor;\n";
const char* gFS_Main_FetchColor =
" fragColor = color;\n";
const char* gFS_Main_FetchTexture =
" fragColor = color * texture2D(sampler, outTexCoords);\n";
const char* gFS_Main_FetchA8Texture =
" fragColor = color * texture2D(sampler, outTexCoords).a;\n";
const char* gFS_Main_FetchGradient =
" vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n";
const char* gFS_Main_FetchBitmap =
" vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
const char* gFS_Main_FetchBitmapNpot =
" vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
const char* gFS_Main_BlendShadersBG =
" fragColor = blendShaders(gradientColor, bitmapColor)";
const char* gFS_Main_BlendShadersGB =
" fragColor = blendShaders(bitmapColor, gradientColor)";
const char* gFS_Main_BlendShaders_Modulate =
" * fragColor.a;\n";
const char* gFS_Main_GradientShader_Modulate =
" fragColor = gradientColor * fragColor.a;\n";
const char* gFS_Main_BitmapShader_Modulate =
" fragColor = bitmapColor * fragColor.a;\n";
const char* gFS_Main_FragColor =
" gl_FragColor = fragColor;\n";
const char* gFS_Main_ApplyColorOp[4] = {
// None
"",
// Matrix
" fragColor *= colorMatrix;\n"
" fragColor += colorMatrixVector;\n",
// Lighting
" fragColor *= lightingMul;\n"
" fragColor += lightingAdd;\n",
// PorterDuff
" fragColor = blendColors(colorBlend, fragColor);\n"
};
const char* gFS_Footer =
"}\n\n";
///////////////////////////////////////////////////////////////////////////////
// PorterDuff snippets
///////////////////////////////////////////////////////////////////////////////
const char* gPorterDuff[12] = {
// Clear
"return vec4(0.0, 0.0, 0.0, 0.0);\n",
// Src
"return src;\n",
// Dst
"return dst;\n",
// SrcOver
"return src + dst * (1.0 - src.a);\n",
// DstOver
"return dst + src * (1.0 - dst.a);\n",
// SrcIn
"return src * dst.a;\n",
// DstIn
"return dst * src.a;\n",
// SrcOut
"return src * (1.0 - dst.a);\n",
// DstOut
"return dst * (1.0 - src.a);\n",
// SrcAtop
"return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
// DstAtop
"return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
// Xor
"return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, 1.0, "
"src.a + dst.a - 2.0 * src.a * dst.a);\n",
};
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructors
///////////////////////////////////////////////////////////////////////////////
ProgramCache::ProgramCache() {
}
ProgramCache::~ProgramCache() {
clear();
}
///////////////////////////////////////////////////////////////////////////////
// Cache management
///////////////////////////////////////////////////////////////////////////////
void ProgramCache::clear() {
size_t count = mCache.size();
for (size_t i = 0; i < count; i++) {
delete mCache.valueAt(i);
}
mCache.clear();
}
Program* ProgramCache::get(const ProgramDescription& description) {
programid key = description.key();
ssize_t index = mCache.indexOfKey(key);
Program* program = NULL;
if (index < 0) {
PROGRAM_LOGD("Could not find program with key 0x%x", key);
program = generateProgram(description, key);
mCache.add(key, program);
} else {
program = mCache.valueAt(index);
}
return program;
}
///////////////////////////////////////////////////////////////////////////////
// Program generation
///////////////////////////////////////////////////////////////////////////////
Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
String8 vertexShader = generateVertexShader(description);
String8 fragmentShader = generateFragmentShader(description);
Program* program = new Program(vertexShader.string(), fragmentShader.string());
return program;
}
String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
// Add attributes
String8 shader(gVS_Header_Attributes);
if (description.hasTexture) {
shader.append(gVS_Header_Attributes_TexCoords);
}
// Uniforms
shader.append(gVS_Header_Uniforms);
if (description.hasGradient) {
shader.append(gVS_Header_Uniforms_HasGradient);
}
if (description.hasBitmap) {
shader.append(gVS_Header_Uniforms_HasBitmap);
}
// Varyings
if (description.hasTexture) {
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.hasGradient) {
shader.append(gVS_Header_Varyings_HasGradient);
}
if (description.hasBitmap) {
shader.append(gVS_Header_Varyings_HasBitmap);
}
// Begin the shader
shader.append(gVS_Main); {
if (description.hasTexture) {
shader.append(gVS_Main_OutTexCoords);
}
if (description.hasGradient) {
shader.append(gVS_Main_OutGradientIndex);
}
if (description.hasBitmap) {
shader.append(gVS_Main_OutBitmapTexCoords);
}
// Output transformed position
shader.append(gVS_Main_Position);
}
// End the shader
shader.append(gVS_Footer);
PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
return shader;
}
String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
// Set the default precision
String8 shader(gFS_Header);
// Varyings
if (description.hasTexture) {
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.hasGradient) {
shader.append(gVS_Header_Varyings_HasGradient);
}
if (description.hasBitmap) {
shader.append(gVS_Header_Varyings_HasBitmap);
}
// Uniforms
shader.append(gFS_Uniforms_Color);
if (description.hasTexture) {
shader.append(gFS_Uniforms_TextureSampler);
}
if (description.hasGradient) {
shader.append(gFS_Uniforms_GradientSampler);
}
if (description.hasBitmap) {
shader.append(gFS_Uniforms_BitmapSampler);
}
shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
// Generate required functions
if (description.hasGradient && description.hasBitmap) {
generatePorterDuffBlend(shader, "blendShaders", description.shadersMode);
}
if (description.colorOp == ProgramDescription::kColorBlend) {
generatePorterDuffBlend(shader, "blendColors", description.colorMode);
}
if (description.isBitmapNpot) {
generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
}
// Begin the shader
shader.append(gFS_Main); {
// Stores the result in fragColor directly
if (description.hasTexture) {
if (description.hasAlpha8Texture) {
shader.append(gFS_Main_FetchA8Texture);
} else {
shader.append(gFS_Main_FetchTexture);
}
} else {
shader.append(gFS_Main_FetchColor);
}
if (description.hasGradient) {
shader.append(gFS_Main_FetchGradient);
}
if (description.hasBitmap) {
if (!description.isBitmapNpot) {
shader.append(gFS_Main_FetchBitmap);
} else {
shader.append(gFS_Main_FetchBitmapNpot);
}
}
// Case when we have two shaders set
if (description.hasGradient && description.hasBitmap) {
if (description.isBitmapFirst) {
shader.append(gFS_Main_BlendShadersBG);
} else {
shader.append(gFS_Main_BlendShadersGB);
}
shader.append(gFS_Main_BlendShaders_Modulate);
} else {
if (description.hasGradient) {
shader.append(gFS_Main_GradientShader_Modulate);
} else if (description.hasBitmap) {
shader.append(gFS_Main_BitmapShader_Modulate);
}
}
// Apply the color op if needed
shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
// Output the fragment
shader.append(gFS_Main_FragColor);
}
// End the shader
shader.append(gFS_Footer);
PROGRAM_LOGD("*** Generated fragment shader:\n\n%s", shader.string());
return shader;
}
void ProgramCache::generatePorterDuffBlend(String8& shader, const char* name,
SkXfermode::Mode mode) {
shader.append("\nvec4 ");
shader.append(name);
shader.append("(vec4 src, vec4 dst) {\n");
shader.append(" ");
shader.append(gPorterDuff[mode]);
shader.append("}\n");
}
void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
shader.append("\nvec2 wrap(vec2 texCoords) {\n");
if (wrapS == GL_MIRRORED_REPEAT) {
shader.append(" float xMod2 = mod(texCoords.x, 2.0);\n");
shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
}
if (wrapT == GL_MIRRORED_REPEAT) {
shader.append(" float yMod2 = mod(texCoords.y, 2.0);\n");
shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
}
shader.append(" return vec2(");
switch (wrapS) {
case GL_REPEAT:
shader.append("mod(texCoords.x, 1.0)");
break;
case GL_MIRRORED_REPEAT:
shader.append("xMod2");
break;
}
shader.append(", ");
switch (wrapT) {
case GL_REPEAT:
shader.append("mod(texCoords.y, 1.0)");
break;
case GL_MIRRORED_REPEAT:
shader.append("yMod2");
break;
}
shader.append(");\n");
shader.append("}\n");
}
}; // namespace uirenderer
}; // namespace android