Generate shaders to cover all possible cases.

With this change, all the vertex and fragment shaders used by the GL
renderer are now generated based on a program description supplied
by the caller. This allows the renderer to generate a large number
of shaders without having to write all the possible combinations by
hand. The generated shaders are stored in a program cache.

Change-Id: If54d286e77ae021c724d42090da476df12a18ebb
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
new file mode 100644
index 0000000..5a89eb6
--- /dev/null
+++ b/libs/hwui/ProgramCache.cpp
@@ -0,0 +1,332 @@
+/*
+ * 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_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_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_BlendShadersBG =
+        "    fragColor = blendShaders(bitmapColor, gradientColor)";
+const char* gFS_Main_BlendShadersGB =
+        "    fragColor = blendShaders(gradientColor, bitmapColor)";
+const char* gFS_Main_BlendShaders_Modulate =
+        " * 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 vec4(src.rgb + (1.0 - src.a) * dst.rgb, src.a + dst.a - src.a * dst.a);\n",
+        // DstOver
+        "return vec4(dst.rgb + (1.0 - dst.a) * src.rgb, src.a + dst.a - src.a * dst.a);\n",
+        // SrcIn
+        "return vec4(src.rgb * dst.a, src.a * dst.a);\n",
+        // DstIn
+        "return vec4(dst.rgb * src.a, src.a * dst.a);\n",
+        // SrcOut
+        "return vec4(src.rgb * (1.0 - dst.a), src.a * (1.0 - dst.a));\n",
+        // DstOut
+        "return vec4(dst.rgb * (1.0 - src.a), dst.a * (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, "
+                "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 || description.hasBitmap) {
+        shader.append(gVS_Header_Attributes_TexCoords);
+    }
+    // Uniforms
+    shader.append(gVS_Header_Uniforms);
+    if (description.hasGradient) {
+        shader.append(gVS_Header_Uniforms_HasGradient);
+    }
+    // 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);
+        }
+        // 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);
+    }
+
+    // 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) {
+            shader.append(gFS_Main_FetchBitmap);
+        }
+        // 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);
+        }
+        // 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");
+}
+
+}; // namespace uirenderer
+}; // namespace android