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Romain Guyac670c02010-07-27 17:39:27 -07001/*
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#define LOG_TAG "OpenGLRenderer"
18
19#include <utils/String8.h>
20
21#include "ProgramCache.h"
22
23namespace android {
24namespace uirenderer {
25
26///////////////////////////////////////////////////////////////////////////////
27// Vertex shaders snippets
28///////////////////////////////////////////////////////////////////////////////
29
Romain Guyac670c02010-07-27 17:39:27 -070030const char* gVS_Header_Attributes =
31 "attribute vec4 position;\n";
32const char* gVS_Header_Attributes_TexCoords =
33 "attribute vec2 texCoords;\n";
34const char* gVS_Header_Uniforms =
35 "uniform mat4 transform;\n";
36const char* gVS_Header_Uniforms_HasGradient =
37 "uniform float gradientLength;\n"
38 "uniform vec2 gradient;\n"
39 "uniform vec2 gradientStart;\n"
40 "uniform mat4 screenSpace;\n";
Romain Guy889f8d12010-07-29 14:37:42 -070041const char* gVS_Header_Uniforms_HasBitmap =
42 "uniform mat4 textureTransform;\n"
43 "uniform vec2 textureDimension;\n";
Romain Guyac670c02010-07-27 17:39:27 -070044const char* gVS_Header_Varyings_HasTexture =
45 "varying vec2 outTexCoords;\n";
46const char* gVS_Header_Varyings_HasBitmap =
47 "varying vec2 outBitmapTexCoords;\n";
48const char* gVS_Header_Varyings_HasGradient =
49 "varying float index;\n";
50const char* gVS_Main =
51 "\nvoid main(void) {\n";
52const char* gVS_Main_OutTexCoords =
53 " outTexCoords = texCoords;\n";
54const char* gVS_Main_OutGradientIndex =
55 " vec4 location = screenSpace * position;\n"
56 " index = dot(location.xy - gradientStart, gradient) * gradientLength;\n";
Romain Guy889f8d12010-07-29 14:37:42 -070057const char* gVS_Main_OutBitmapTexCoords =
58 " vec4 bitmapCoords = textureTransform * position;\n"
59 " outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n";
Romain Guyac670c02010-07-27 17:39:27 -070060const char* gVS_Main_Position =
61 " gl_Position = transform * position;\n";
62const char* gVS_Footer =
63 "}\n\n";
64
65///////////////////////////////////////////////////////////////////////////////
66// Fragment shaders snippets
67///////////////////////////////////////////////////////////////////////////////
68
69const char* gFS_Header =
70 "precision mediump float;\n\n";
71const char* gFS_Uniforms_Color =
72 "uniform vec4 color;\n";
73const char* gFS_Uniforms_TextureSampler =
74 "uniform sampler2D sampler;\n";
75const char* gFS_Uniforms_GradientSampler =
76 "uniform sampler2D gradientSampler;\n";
77const char* gFS_Uniforms_BitmapSampler =
78 "uniform sampler2D bitmapSampler;\n";
79const char* gFS_Uniforms_ColorOp[4] = {
80 // None
81 "",
82 // Matrix
83 "uniform mat4 colorMatrix;\n"
84 "uniform vec4 colorMatrixVector;\n",
85 // Lighting
Romain Guydb1938e2010-08-02 18:50:22 -070086 "uniform vec4 lightingMul;\n"
87 "uniform vec4 lightingAdd;\n",
Romain Guyac670c02010-07-27 17:39:27 -070088 // PorterDuff
Romain Guydb1938e2010-08-02 18:50:22 -070089 "uniform vec4 colorBlend;\n"
Romain Guyac670c02010-07-27 17:39:27 -070090};
91const char* gFS_Main =
92 "\nvoid main(void) {\n"
Romain Guy7fbcc042010-08-04 15:40:07 -070093 " lowp vec4 fragColor;\n";
Romain Guyac670c02010-07-27 17:39:27 -070094const char* gFS_Main_FetchColor =
95 " fragColor = color;\n";
96const char* gFS_Main_FetchTexture =
97 " fragColor = color * texture2D(sampler, outTexCoords);\n";
98const char* gFS_Main_FetchA8Texture =
99 " fragColor = color * texture2D(sampler, outTexCoords).a;\n";
100const char* gFS_Main_FetchGradient =
101 " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n";
102const char* gFS_Main_FetchBitmap =
103 " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
Romain Guy889f8d12010-07-29 14:37:42 -0700104const char* gFS_Main_FetchBitmapNpot =
105 " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
Romain Guyac670c02010-07-27 17:39:27 -0700106const char* gFS_Main_BlendShadersBG =
Romain Guyac670c02010-07-27 17:39:27 -0700107 " fragColor = blendShaders(gradientColor, bitmapColor)";
Romain Guy06f96e22010-07-30 19:18:16 -0700108const char* gFS_Main_BlendShadersGB =
109 " fragColor = blendShaders(bitmapColor, gradientColor)";
Romain Guyac670c02010-07-27 17:39:27 -0700110const char* gFS_Main_BlendShaders_Modulate =
111 " * fragColor.a;\n";
Romain Guy889f8d12010-07-29 14:37:42 -0700112const char* gFS_Main_GradientShader_Modulate =
113 " fragColor = gradientColor * fragColor.a;\n";
114const char* gFS_Main_BitmapShader_Modulate =
115 " fragColor = bitmapColor * fragColor.a;\n";
Romain Guyac670c02010-07-27 17:39:27 -0700116const char* gFS_Main_FragColor =
117 " gl_FragColor = fragColor;\n";
118const char* gFS_Main_ApplyColorOp[4] = {
119 // None
120 "",
121 // Matrix
Romain Guydb1938e2010-08-02 18:50:22 -0700122 // TODO: Fix premultiplied alpha computations for color matrix
Romain Guyac670c02010-07-27 17:39:27 -0700123 " fragColor *= colorMatrix;\n"
Romain Guydb1938e2010-08-02 18:50:22 -0700124 " fragColor += colorMatrixVector;\n"
125 " fragColor.rgb *= fragColor.a;\n",
Romain Guyac670c02010-07-27 17:39:27 -0700126 // Lighting
Romain Guydb1938e2010-08-02 18:50:22 -0700127 " float lightingAlpha = fragColor.a;\n"
128 " fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n"
129 " fragColor.a = lightingAlpha;\n",
Romain Guyac670c02010-07-27 17:39:27 -0700130 // PorterDuff
131 " fragColor = blendColors(colorBlend, fragColor);\n"
132};
133const char* gFS_Footer =
134 "}\n\n";
135
136///////////////////////////////////////////////////////////////////////////////
137// PorterDuff snippets
138///////////////////////////////////////////////////////////////////////////////
139
Romain Guy48daa542010-08-10 19:21:34 -0700140const char* gBlendOps[18] = {
Romain Guyac670c02010-07-27 17:39:27 -0700141 // Clear
142 "return vec4(0.0, 0.0, 0.0, 0.0);\n",
143 // Src
144 "return src;\n",
145 // Dst
146 "return dst;\n",
147 // SrcOver
Romain Guy06f96e22010-07-30 19:18:16 -0700148 "return src + dst * (1.0 - src.a);\n",
Romain Guyac670c02010-07-27 17:39:27 -0700149 // DstOver
Romain Guy06f96e22010-07-30 19:18:16 -0700150 "return dst + src * (1.0 - dst.a);\n",
Romain Guyac670c02010-07-27 17:39:27 -0700151 // SrcIn
Romain Guy06f96e22010-07-30 19:18:16 -0700152 "return src * dst.a;\n",
Romain Guyac670c02010-07-27 17:39:27 -0700153 // DstIn
Romain Guy06f96e22010-07-30 19:18:16 -0700154 "return dst * src.a;\n",
Romain Guyac670c02010-07-27 17:39:27 -0700155 // SrcOut
Romain Guy06f96e22010-07-30 19:18:16 -0700156 "return src * (1.0 - dst.a);\n",
Romain Guyac670c02010-07-27 17:39:27 -0700157 // DstOut
Romain Guy06f96e22010-07-30 19:18:16 -0700158 "return dst * (1.0 - src.a);\n",
Romain Guyac670c02010-07-27 17:39:27 -0700159 // SrcAtop
160 "return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
161 // DstAtop
162 "return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
163 // Xor
Romain Guy48daa542010-08-10 19:21:34 -0700164 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
Romain Guyac670c02010-07-27 17:39:27 -0700165 "src.a + dst.a - 2.0 * src.a * dst.a);\n",
Romain Guy48daa542010-08-10 19:21:34 -0700166 // Add
167 "return min(src + dst, 1.0);\n",
168 // Multiply
169 "return src * dst;\n",
170 // Screen
171 "return src + dst - src * dst;\n",
172 // Overlay
173 "return clamp(vec4(mix("
174 "2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
175 "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), "
176 "step(dst.a, 2.0 * dst.rgb)), "
177 "src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
178 // Darken
179 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
180 "min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
181 // Lighten
182 "return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
183 "max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
Romain Guyac670c02010-07-27 17:39:27 -0700184};
185
186///////////////////////////////////////////////////////////////////////////////
187// Constructors/destructors
188///////////////////////////////////////////////////////////////////////////////
189
190ProgramCache::ProgramCache() {
191}
192
193ProgramCache::~ProgramCache() {
194 clear();
195}
196
197///////////////////////////////////////////////////////////////////////////////
198// Cache management
199///////////////////////////////////////////////////////////////////////////////
200
201void ProgramCache::clear() {
202 size_t count = mCache.size();
203 for (size_t i = 0; i < count; i++) {
204 delete mCache.valueAt(i);
205 }
206 mCache.clear();
207}
208
209Program* ProgramCache::get(const ProgramDescription& description) {
210 programid key = description.key();
211 ssize_t index = mCache.indexOfKey(key);
212 Program* program = NULL;
213 if (index < 0) {
214 PROGRAM_LOGD("Could not find program with key 0x%x", key);
215 program = generateProgram(description, key);
216 mCache.add(key, program);
217 } else {
218 program = mCache.valueAt(index);
219 }
220 return program;
221}
222
223///////////////////////////////////////////////////////////////////////////////
224// Program generation
225///////////////////////////////////////////////////////////////////////////////
226
227Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
228 String8 vertexShader = generateVertexShader(description);
229 String8 fragmentShader = generateFragmentShader(description);
230
231 Program* program = new Program(vertexShader.string(), fragmentShader.string());
232 return program;
233}
234
235String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
236 // Add attributes
237 String8 shader(gVS_Header_Attributes);
Romain Guy889f8d12010-07-29 14:37:42 -0700238 if (description.hasTexture) {
Romain Guyac670c02010-07-27 17:39:27 -0700239 shader.append(gVS_Header_Attributes_TexCoords);
240 }
241 // Uniforms
242 shader.append(gVS_Header_Uniforms);
243 if (description.hasGradient) {
244 shader.append(gVS_Header_Uniforms_HasGradient);
245 }
Romain Guy889f8d12010-07-29 14:37:42 -0700246 if (description.hasBitmap) {
247 shader.append(gVS_Header_Uniforms_HasBitmap);
248 }
Romain Guyac670c02010-07-27 17:39:27 -0700249 // Varyings
250 if (description.hasTexture) {
251 shader.append(gVS_Header_Varyings_HasTexture);
252 }
253 if (description.hasGradient) {
254 shader.append(gVS_Header_Varyings_HasGradient);
255 }
256 if (description.hasBitmap) {
257 shader.append(gVS_Header_Varyings_HasBitmap);
258 }
259
260 // Begin the shader
261 shader.append(gVS_Main); {
262 if (description.hasTexture) {
263 shader.append(gVS_Main_OutTexCoords);
264 }
265 if (description.hasGradient) {
266 shader.append(gVS_Main_OutGradientIndex);
267 }
Romain Guy889f8d12010-07-29 14:37:42 -0700268 if (description.hasBitmap) {
269 shader.append(gVS_Main_OutBitmapTexCoords);
270 }
Romain Guyac670c02010-07-27 17:39:27 -0700271 // Output transformed position
272 shader.append(gVS_Main_Position);
273 }
274 // End the shader
275 shader.append(gVS_Footer);
276
277 PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
278
279 return shader;
280}
281
282String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
283 // Set the default precision
284 String8 shader(gFS_Header);
285
286 // Varyings
287 if (description.hasTexture) {
288 shader.append(gVS_Header_Varyings_HasTexture);
289 }
290 if (description.hasGradient) {
291 shader.append(gVS_Header_Varyings_HasGradient);
292 }
293 if (description.hasBitmap) {
294 shader.append(gVS_Header_Varyings_HasBitmap);
295 }
296
297
298 // Uniforms
299 shader.append(gFS_Uniforms_Color);
300 if (description.hasTexture) {
301 shader.append(gFS_Uniforms_TextureSampler);
302 }
303 if (description.hasGradient) {
304 shader.append(gFS_Uniforms_GradientSampler);
305 }
306 if (description.hasBitmap) {
307 shader.append(gFS_Uniforms_BitmapSampler);
308 }
309 shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
310
311 // Generate required functions
312 if (description.hasGradient && description.hasBitmap) {
Romain Guy48daa542010-08-10 19:21:34 -0700313 generateBlend(shader, "blendShaders", description.shadersMode);
Romain Guyac670c02010-07-27 17:39:27 -0700314 }
315 if (description.colorOp == ProgramDescription::kColorBlend) {
Romain Guy48daa542010-08-10 19:21:34 -0700316 generateBlend(shader, "blendColors", description.colorMode);
Romain Guyac670c02010-07-27 17:39:27 -0700317 }
Romain Guy889f8d12010-07-29 14:37:42 -0700318 if (description.isBitmapNpot) {
319 generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
320 }
Romain Guyac670c02010-07-27 17:39:27 -0700321
322 // Begin the shader
323 shader.append(gFS_Main); {
324 // Stores the result in fragColor directly
325 if (description.hasTexture) {
326 if (description.hasAlpha8Texture) {
327 shader.append(gFS_Main_FetchA8Texture);
328 } else {
329 shader.append(gFS_Main_FetchTexture);
330 }
331 } else {
332 shader.append(gFS_Main_FetchColor);
333 }
334 if (description.hasGradient) {
335 shader.append(gFS_Main_FetchGradient);
336 }
337 if (description.hasBitmap) {
Romain Guy889f8d12010-07-29 14:37:42 -0700338 if (!description.isBitmapNpot) {
339 shader.append(gFS_Main_FetchBitmap);
340 } else {
341 shader.append(gFS_Main_FetchBitmapNpot);
342 }
Romain Guyac670c02010-07-27 17:39:27 -0700343 }
344 // Case when we have two shaders set
345 if (description.hasGradient && description.hasBitmap) {
346 if (description.isBitmapFirst) {
347 shader.append(gFS_Main_BlendShadersBG);
348 } else {
349 shader.append(gFS_Main_BlendShadersGB);
350 }
351 shader.append(gFS_Main_BlendShaders_Modulate);
Romain Guy889f8d12010-07-29 14:37:42 -0700352 } else {
353 if (description.hasGradient) {
354 shader.append(gFS_Main_GradientShader_Modulate);
355 } else if (description.hasBitmap) {
356 shader.append(gFS_Main_BitmapShader_Modulate);
357 }
Romain Guyac670c02010-07-27 17:39:27 -0700358 }
359 // Apply the color op if needed
360 shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
361 // Output the fragment
362 shader.append(gFS_Main_FragColor);
363 }
364 // End the shader
365 shader.append(gFS_Footer);
366
Romain Guydb1938e2010-08-02 18:50:22 -0700367 if (DEBUG_PROGRAM_CACHE) {
368 PROGRAM_LOGD("*** Generated fragment shader:\n\n");
369 printLongString(shader);
370 }
371
Romain Guyac670c02010-07-27 17:39:27 -0700372 return shader;
373}
374
Romain Guy48daa542010-08-10 19:21:34 -0700375void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
Romain Guyac670c02010-07-27 17:39:27 -0700376 shader.append("\nvec4 ");
377 shader.append(name);
378 shader.append("(vec4 src, vec4 dst) {\n");
379 shader.append(" ");
Romain Guy48daa542010-08-10 19:21:34 -0700380 shader.append(gBlendOps[mode]);
Romain Guyac670c02010-07-27 17:39:27 -0700381 shader.append("}\n");
382}
383
Romain Guy889f8d12010-07-29 14:37:42 -0700384void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
385 shader.append("\nvec2 wrap(vec2 texCoords) {\n");
386 if (wrapS == GL_MIRRORED_REPEAT) {
387 shader.append(" float xMod2 = mod(texCoords.x, 2.0);\n");
388 shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
389 }
390 if (wrapT == GL_MIRRORED_REPEAT) {
391 shader.append(" float yMod2 = mod(texCoords.y, 2.0);\n");
392 shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
393 }
394 shader.append(" return vec2(");
395 switch (wrapS) {
Romain Guy61c8c9c2010-08-09 20:48:09 -0700396 case GL_CLAMP_TO_EDGE:
397 shader.append("texCoords.x");
398 break;
Romain Guy889f8d12010-07-29 14:37:42 -0700399 case GL_REPEAT:
400 shader.append("mod(texCoords.x, 1.0)");
401 break;
402 case GL_MIRRORED_REPEAT:
403 shader.append("xMod2");
404 break;
405 }
406 shader.append(", ");
407 switch (wrapT) {
Romain Guy61c8c9c2010-08-09 20:48:09 -0700408 case GL_CLAMP_TO_EDGE:
409 shader.append("texCoords.y");
410 break;
Romain Guy889f8d12010-07-29 14:37:42 -0700411 case GL_REPEAT:
412 shader.append("mod(texCoords.y, 1.0)");
413 break;
414 case GL_MIRRORED_REPEAT:
415 shader.append("yMod2");
416 break;
417 }
418 shader.append(");\n");
419 shader.append("}\n");
420}
421
Romain Guydb1938e2010-08-02 18:50:22 -0700422void ProgramCache::printLongString(const String8& shader) const {
423 ssize_t index = 0;
424 ssize_t lastIndex = 0;
425 const char* str = shader.string();
426 while ((index = shader.find("\n", index)) > -1) {
427 String8 line(str, index - lastIndex);
428 if (line.length() == 0) line.append("\n");
429 PROGRAM_LOGD("%s", line.string());
430 index++;
431 str += (index - lastIndex);
432 lastIndex = index;
433 }
434}
435
Romain Guyac670c02010-07-27 17:39:27 -0700436}; // namespace uirenderer
437}; // namespace android