Optimize GLSL shaders.
Change-Id: I9a5e01bced63d8da0c61330a543a2b805388a59d
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index 63e92a51..1282b710 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -24,6 +24,14 @@
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
+// Defines
+///////////////////////////////////////////////////////////////////////////////
+
+#define MODULATE_OP_NO_MODULATE 0
+#define MODULATE_OP_MODULATE 1
+#define MODULATE_OP_MODULATE_A8 2
+
+///////////////////////////////////////////////////////////////////////////////
// Vertex shaders snippets
///////////////////////////////////////////////////////////////////////////////
@@ -69,8 +77,7 @@
" sweep = (screenSpace * position).xy;\n"
};
const char* gVS_Main_OutBitmapTexCoords =
- " vec4 bitmapCoords = textureTransform * position;\n"
- " outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n";
+ " outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
const char* gVS_Main_Position =
" gl_Position = transform * position;\n";
const char* gVS_Footer =
@@ -113,12 +120,52 @@
const char* gFS_Main =
"\nvoid main(void) {\n"
" lowp vec4 fragColor;\n";
+
+// Fast cases
+const char* gFS_Fast_SingleColor =
+ "\nvoid main(void) {\n"
+ " gl_FragColor = color;\n"
+ "}\n\n";
+const char* gFS_Fast_SingleTexture =
+ "\nvoid main(void) {\n"
+ " gl_FragColor = texture2D(sampler, outTexCoords);\n"
+ "}\n\n";
+const char* gFS_Fast_SingleModulateTexture =
+ "\nvoid main(void) {\n"
+ " gl_FragColor = color.a * texture2D(sampler, outTexCoords);\n"
+ "}\n\n";
+const char* gFS_Fast_SingleA8Texture =
+ "\nvoid main(void) {\n"
+ " gl_FragColor = vec4(0.0, 0.0, 0.0, texture2D(sampler, outTexCoords).a);\n"
+ "}\n\n";
+const char* gFS_Fast_SingleModulateA8Texture =
+ "\nvoid main(void) {\n"
+ " gl_FragColor = color * texture2D(sampler, outTexCoords).a;\n"
+ "}\n\n";
+const char* gFS_Fast_SingleGradient =
+ "\nvoid main(void) {\n"
+ " gl_FragColor = texture2D(gradientSampler, linear);\n"
+ "}\n\n";
+const char* gFS_Fast_SingleModulateGradient =
+ "\nvoid main(void) {\n"
+ " gl_FragColor = color.a * texture2D(gradientSampler, linear);\n"
+ "}\n\n";
+
+// General case
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_FetchTexture[2] = {
+ // Don't modulate
+ " fragColor = texture2D(sampler, outTexCoords);\n",
+ // Modulate
+ " fragColor = color * texture2D(sampler, outTexCoords);\n"
+};
+const char* gFS_Main_FetchA8Texture[2] = {
+ // Don't modulate
+ " fragColor = vec4(0.0, 0.0, 0.0, texture2D(sampler, outTexCoords).a);\n",
+ // Modulate
+ " fragColor = color * texture2D(sampler, outTexCoords).a;\n"
+};
const char* gFS_Main_FetchGradient[3] = {
// Linear
" vec4 gradientColor = texture2D(gradientSampler, linear);\n",
@@ -137,12 +184,30 @@
" 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_BlendShaders_Modulate[3] = {
+ // Don't modulate
+ ";\n",
+ // Modulate
+ " * fragColor.a;\n",
+ // Modulate with alpha 8 texture
+ " * texture2D(sampler, outTexCoords).a;\n"
+};
+const char* gFS_Main_GradientShader_Modulate[3] = {
+ // Don't modulate
+ " fragColor = gradientColor;\n",
+ // Modulate
+ " fragColor = gradientColor * fragColor.a;\n",
+ // Modulate with alpha 8 texture
+ " fragColor = gradientColor * texture2D(sampler, outTexCoords).a;\n"
+ };
+const char* gFS_Main_BitmapShader_Modulate[3] = {
+ // Don't modulate
+ " fragColor = bitmapColor;\n",
+ // Modulate
+ " fragColor = bitmapColor * fragColor.a;\n",
+ // Modulate with alpha 8 texture
+ " fragColor = bitmapColor * texture2D(sampler, outTexCoords).a;\n"
+ };
const char* gFS_Main_FragColor =
" gl_FragColor = fragColor;\n";
const char* gFS_Main_FragColor_Blend =
@@ -317,7 +382,7 @@
// Set the default precision
String8 shader;
- bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
+ const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
if (blendFramebuffer) {
shader.append(gFS_Header_Extension_FramebufferFetch);
}
@@ -335,15 +400,72 @@
shader.append(gVS_Header_Varyings_HasBitmap);
}
-
// Uniforms
- shader.append(gFS_Uniforms_Color);
+ int modulateOp = MODULATE_OP_NO_MODULATE;
+ const bool singleColor = !description.hasTexture &&
+ !description.hasGradient && !description.hasBitmap;
+
+ if (description.modulate || singleColor) {
+ shader.append(gFS_Uniforms_Color);
+ if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
+ }
if (description.hasTexture) {
shader.append(gFS_Uniforms_TextureSampler);
}
if (description.hasGradient) {
shader.append(gFS_Uniforms_GradientSampler[description.gradientType]);
}
+
+ // Optimization for common cases
+ if (!blendFramebuffer) {
+ bool fast = false;
+
+ const bool noShader = !description.hasGradient && !description.hasBitmap;
+ const bool singleTexture = description.hasTexture &&
+ !description.hasAlpha8Texture && noShader;
+ const bool singleA8Texture = description.hasTexture &&
+ description.hasAlpha8Texture && noShader;
+ const bool singleGradient = !description.hasTexture &&
+ description.hasGradient && !description.hasBitmap &&
+ description.gradientType == ProgramDescription::kGradientLinear;
+
+ if (singleColor) {
+ shader.append(gFS_Fast_SingleColor);
+ fast = true;
+ } else if (singleTexture) {
+ if (!description.modulate) {
+ shader.append(gFS_Fast_SingleTexture);
+ } else {
+ shader.append(gFS_Fast_SingleModulateTexture);
+ }
+ fast = true;
+ } else if (singleA8Texture) {
+ if (!description.modulate) {
+ shader.append(gFS_Fast_SingleA8Texture);
+ } else {
+ shader.append(gFS_Fast_SingleModulateA8Texture);
+ }
+ fast = true;
+ } else if (singleGradient) {
+ if (!description.modulate) {
+ shader.append(gFS_Fast_SingleGradient);
+ } else {
+ shader.append(gFS_Fast_SingleModulateGradient);
+ }
+ fast = true;
+ }
+
+ if (fast) {
+ if (DEBUG_PROGRAM_CACHE) {
+ PROGRAM_LOGD("*** Fast case:\n");
+ PROGRAM_LOGD("*** Generated fragment shader:\n\n");
+ printLongString(shader);
+ }
+
+ return shader;
+ }
+ }
+
if (description.hasBitmap) {
shader.append(gFS_Uniforms_BitmapSampler);
}
@@ -368,12 +490,16 @@
// Stores the result in fragColor directly
if (description.hasTexture) {
if (description.hasAlpha8Texture) {
- shader.append(gFS_Main_FetchA8Texture);
+ if (!description.hasGradient && !description.hasBitmap) {
+ shader.append(gFS_Main_FetchA8Texture[modulateOp]);
+ }
} else {
- shader.append(gFS_Main_FetchTexture);
+ shader.append(gFS_Main_FetchTexture[modulateOp]);
}
} else {
- shader.append(gFS_Main_FetchColor);
+ if ((!description.hasGradient && !description.hasBitmap) || description.modulate) {
+ shader.append(gFS_Main_FetchColor);
+ }
}
if (description.hasGradient) {
shader.append(gFS_Main_FetchGradient[description.gradientType]);
@@ -387,17 +513,20 @@
}
// Case when we have two shaders set
if (description.hasGradient && description.hasBitmap) {
+ int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
if (description.isBitmapFirst) {
shader.append(gFS_Main_BlendShadersBG);
} else {
shader.append(gFS_Main_BlendShadersGB);
}
- shader.append(gFS_Main_BlendShaders_Modulate);
+ shader.append(gFS_Main_BlendShaders_Modulate[op]);
} else {
if (description.hasGradient) {
- shader.append(gFS_Main_GradientShader_Modulate);
+ int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
+ shader.append(gFS_Main_GradientShader_Modulate[op]);
} else if (description.hasBitmap) {
- shader.append(gFS_Main_BitmapShader_Modulate);
+ int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
+ shader.append(gFS_Main_BitmapShader_Modulate[op]);
}
}
// Apply the color op if needed