| /* |
| * 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 |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| 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[3] = { |
| // Linear |
| "uniform mat4 screenSpace;\n", |
| // Circular |
| "uniform mat4 screenSpace;\n", |
| // Sweep |
| "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[3] = { |
| // Linear |
| "varying float index;\n", |
| // Circular |
| "varying vec2 circular;\n", |
| // Sweep |
| "varying vec2 sweep;\n" |
| }; |
| const char* gVS_Main = |
| "\nvoid main(void) {\n"; |
| const char* gVS_Main_OutTexCoords = |
| " outTexCoords = texCoords;\n"; |
| const char* gVS_Main_OutGradient[3] = { |
| // Linear |
| " index = (screenSpace * position).x;\n", |
| // Circular |
| " circular = (screenSpace * position).xy;\n", |
| // Sweep |
| " sweep = (screenSpace * position).xy;\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_Extension_FramebufferFetch = |
| "#extension GL_NV_shader_framebuffer_fetch : enable\n\n"; |
| 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[3] = { |
| // Linear |
| "uniform sampler2D gradientSampler;\n", |
| // Circular |
| "uniform sampler2D gradientSampler;\n", |
| // Sweep |
| "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 vec4 lightingMul;\n" |
| "uniform vec4 lightingAdd;\n", |
| // PorterDuff |
| "uniform vec4 colorBlend;\n" |
| }; |
| const char* gFS_Main = |
| "\nvoid main(void) {\n" |
| " lowp 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[3] = { |
| // Linear |
| " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", |
| // Circular |
| " float index = length(circular);\n" |
| " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n", |
| // Sweep |
| " float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" |
| " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(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_FragColor_Blend = |
| " gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n"; |
| const char* gFS_Main_FragColor_Blend_Swap = |
| " gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n"; |
| const char* gFS_Main_ApplyColorOp[4] = { |
| // None |
| "", |
| // Matrix |
| // TODO: Fix premultiplied alpha computations for color matrix |
| " fragColor *= colorMatrix;\n" |
| " fragColor += colorMatrixVector;\n" |
| " fragColor.rgb *= fragColor.a;\n", |
| // Lighting |
| " float lightingAlpha = fragColor.a;\n" |
| " fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n" |
| " fragColor.a = lightingAlpha;\n", |
| // PorterDuff |
| " fragColor = blendColors(colorBlend, fragColor);\n" |
| }; |
| const char* gFS_Footer = |
| "}\n\n"; |
| |
| /////////////////////////////////////////////////////////////////////////////// |
| // PorterDuff snippets |
| /////////////////////////////////////////////////////////////////////////////// |
| |
| const char* gBlendOps[18] = { |
| // 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, " |
| "src.a + dst.a - 2.0 * src.a * dst.a);\n", |
| // Add |
| "return min(src + dst, 1.0);\n", |
| // Multiply |
| "return src * dst;\n", |
| // Screen |
| "return src + dst - src * dst;\n", |
| // Overlay |
| "return clamp(vec4(mix(" |
| "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), " |
| "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), " |
| "step(dst.a, 2.0 * dst.rgb)), " |
| "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n", |
| // Darken |
| "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " |
| "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n", |
| // Lighten |
| "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + " |
| "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - 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) { |
| description.log("Could not find program"); |
| 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[description.gradientType]); |
| } |
| 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[description.gradientType]); |
| } |
| 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_OutGradient[description.gradientType]); |
| } |
| 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; |
| |
| bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode; |
| if (blendFramebuffer) { |
| shader.append(gFS_Header_Extension_FramebufferFetch); |
| } |
| |
| shader.append(gFS_Header); |
| |
| // Varyings |
| if (description.hasTexture) { |
| shader.append(gVS_Header_Varyings_HasTexture); |
| } |
| if (description.hasGradient) { |
| shader.append(gVS_Header_Varyings_HasGradient[description.gradientType]); |
| } |
| 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[description.gradientType]); |
| } |
| if (description.hasBitmap) { |
| shader.append(gFS_Uniforms_BitmapSampler); |
| } |
| shader.append(gFS_Uniforms_ColorOp[description.colorOp]); |
| |
| // Generate required functions |
| if (description.hasGradient && description.hasBitmap) { |
| generateBlend(shader, "blendShaders", description.shadersMode); |
| } |
| if (description.colorOp == ProgramDescription::kColorBlend) { |
| generateBlend(shader, "blendColors", description.colorMode); |
| } |
| if (blendFramebuffer) { |
| generateBlend(shader, "blendFramebuffer", description.framebufferMode); |
| } |
| 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[description.gradientType]); |
| } |
| 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 |
| if (!blendFramebuffer) { |
| shader.append(gFS_Main_FragColor); |
| } else { |
| shader.append(!description.swapSrcDst ? |
| gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap); |
| } |
| } |
| // End the shader |
| shader.append(gFS_Footer); |
| |
| if (DEBUG_PROGRAM_CACHE) { |
| PROGRAM_LOGD("*** Generated fragment shader:\n\n"); |
| printLongString(shader); |
| } |
| |
| return shader; |
| } |
| |
| void ProgramCache::generateBlend(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(gBlendOps[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_CLAMP_TO_EDGE: |
| shader.append("texCoords.x"); |
| break; |
| 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_CLAMP_TO_EDGE: |
| shader.append("texCoords.y"); |
| break; |
| 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"); |
| } |
| |
| void ProgramCache::printLongString(const String8& shader) const { |
| ssize_t index = 0; |
| ssize_t lastIndex = 0; |
| const char* str = shader.string(); |
| while ((index = shader.find("\n", index)) > -1) { |
| String8 line(str, index - lastIndex); |
| if (line.length() == 0) line.append("\n"); |
| PROGRAM_LOGD("%s", line.string()); |
| index++; |
| str += (index - lastIndex); |
| lastIndex = index; |
| } |
| } |
| |
| }; // namespace uirenderer |
| }; // namespace android |