| /* |
| * Copyright 2013 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. |
| */ |
| |
| #include <GLES2/gl2.h> |
| #include <GLES2/gl2ext.h> |
| |
| #include <utils/String8.h> |
| |
| #include "Description.h" |
| #include "Program.h" |
| #include "ProgramCache.h" |
| |
| namespace android { |
| // ----------------------------------------------------------------------------------------------- |
| |
| /* |
| * A simple formatter class to automatically add the endl and |
| * manage the indentation. |
| */ |
| |
| class Formatter; |
| static Formatter& indent(Formatter& f); |
| static Formatter& dedent(Formatter& f); |
| |
| class Formatter { |
| String8 mString; |
| int mIndent; |
| typedef Formatter& (*FormaterManipFunc)(Formatter&); |
| friend Formatter& indent(Formatter& f); |
| friend Formatter& dedent(Formatter& f); |
| |
| public: |
| Formatter() : mIndent(0) {} |
| |
| String8 getString() const { return mString; } |
| |
| friend Formatter& operator<<(Formatter& out, const char* in) { |
| for (int i = 0; i < out.mIndent; i++) { |
| out.mString.append(" "); |
| } |
| out.mString.append(in); |
| out.mString.append("\n"); |
| return out; |
| } |
| friend inline Formatter& operator<<(Formatter& out, const String8& in) { |
| return operator<<(out, in.string()); |
| } |
| friend inline Formatter& operator<<(Formatter& to, FormaterManipFunc func) { |
| return (*func)(to); |
| } |
| }; |
| Formatter& indent(Formatter& f) { |
| f.mIndent++; |
| return f; |
| } |
| Formatter& dedent(Formatter& f) { |
| f.mIndent--; |
| return f; |
| } |
| |
| // ----------------------------------------------------------------------------------------------- |
| |
| ANDROID_SINGLETON_STATIC_INSTANCE(ProgramCache) |
| |
| ProgramCache::ProgramCache() { |
| // Until surfaceflinger has a dependable blob cache on the filesystem, |
| // generate shaders on initialization so as to avoid jank. |
| primeCache(); |
| } |
| |
| ProgramCache::~ProgramCache() {} |
| |
| void ProgramCache::primeCache() { |
| uint32_t shaderCount = 0; |
| uint32_t keyMask = Key::BLEND_MASK | Key::OPACITY_MASK | Key::ALPHA_MASK | Key::TEXTURE_MASK; |
| // Prime the cache for all combinations of the above masks, |
| // leaving off the experimental color matrix mask options. |
| |
| nsecs_t timeBefore = systemTime(); |
| for (uint32_t keyVal = 0; keyVal <= keyMask; keyVal++) { |
| Key shaderKey; |
| shaderKey.set(keyMask, keyVal); |
| uint32_t tex = shaderKey.getTextureTarget(); |
| if (tex != Key::TEXTURE_OFF && tex != Key::TEXTURE_EXT && tex != Key::TEXTURE_2D) { |
| continue; |
| } |
| Program* program = mCache.valueFor(shaderKey); |
| if (program == nullptr) { |
| program = generateProgram(shaderKey); |
| mCache.add(shaderKey, program); |
| shaderCount++; |
| } |
| } |
| nsecs_t timeAfter = systemTime(); |
| float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6; |
| ALOGD("shader cache generated - %u shaders in %f ms\n", shaderCount, compileTimeMs); |
| } |
| |
| ProgramCache::Key ProgramCache::computeKey(const Description& description) { |
| Key needs; |
| needs.set(Key::TEXTURE_MASK, |
| !description.mTextureEnabled |
| ? Key::TEXTURE_OFF |
| : description.mTexture.getTextureTarget() == GL_TEXTURE_EXTERNAL_OES |
| ? Key::TEXTURE_EXT |
| : description.mTexture.getTextureTarget() == GL_TEXTURE_2D |
| ? Key::TEXTURE_2D |
| : Key::TEXTURE_OFF) |
| .set(Key::ALPHA_MASK, |
| (description.mColor.a < 1) ? Key::ALPHA_LT_ONE : Key::ALPHA_EQ_ONE) |
| .set(Key::BLEND_MASK, |
| description.mPremultipliedAlpha ? Key::BLEND_PREMULT : Key::BLEND_NORMAL) |
| .set(Key::OPACITY_MASK, |
| description.mOpaque ? Key::OPACITY_OPAQUE : Key::OPACITY_TRANSLUCENT) |
| .set(Key::COLOR_MATRIX_MASK, |
| description.mColorMatrixEnabled ? Key::COLOR_MATRIX_ON : Key::COLOR_MATRIX_OFF); |
| |
| needs.set(Key::Y410_BT2020_MASK, |
| description.mY410BT2020 ? Key::Y410_BT2020_ON : Key::Y410_BT2020_OFF); |
| |
| if (needs.hasColorMatrix()) { |
| switch (description.mInputTransferFunction) { |
| case Description::TransferFunction::LINEAR: |
| default: |
| needs.set(Key::INPUT_TF_MASK, Key::INPUT_TF_LINEAR); |
| break; |
| case Description::TransferFunction::SRGB: |
| needs.set(Key::INPUT_TF_MASK, Key::INPUT_TF_SRGB); |
| break; |
| case Description::TransferFunction::ST2084: |
| needs.set(Key::INPUT_TF_MASK, Key::INPUT_TF_ST2084); |
| break; |
| } |
| |
| switch (description.mOutputTransferFunction) { |
| case Description::TransferFunction::LINEAR: |
| default: |
| needs.set(Key::OUTPUT_TF_MASK, Key::OUTPUT_TF_LINEAR); |
| break; |
| case Description::TransferFunction::SRGB: |
| needs.set(Key::OUTPUT_TF_MASK, Key::OUTPUT_TF_SRGB); |
| break; |
| case Description::TransferFunction::ST2084: |
| needs.set(Key::OUTPUT_TF_MASK, Key::OUTPUT_TF_ST2084); |
| break; |
| } |
| |
| needs.set(Key::TONE_MAPPING_MASK, |
| description.mToneMappingEnabled ? Key::TONE_MAPPING_ON : Key::TONE_MAPPING_OFF); |
| } |
| |
| return needs; |
| } |
| |
| String8 ProgramCache::generateVertexShader(const Key& needs) { |
| Formatter vs; |
| if (needs.isTexturing()) { |
| vs << "attribute vec4 texCoords;" |
| << "varying vec2 outTexCoords;"; |
| } |
| vs << "attribute vec4 position;" |
| << "uniform mat4 projection;" |
| << "uniform mat4 texture;" |
| << "void main(void) {" << indent << "gl_Position = projection * position;"; |
| if (needs.isTexturing()) { |
| vs << "outTexCoords = (texture * texCoords).st;"; |
| } |
| vs << dedent << "}"; |
| return vs.getString(); |
| } |
| |
| String8 ProgramCache::generateFragmentShader(const Key& needs) { |
| Formatter fs; |
| if (needs.getTextureTarget() == Key::TEXTURE_EXT) { |
| fs << "#extension GL_OES_EGL_image_external : require"; |
| } |
| |
| // default precision is required-ish in fragment shaders |
| fs << "precision mediump float;"; |
| |
| if (needs.getTextureTarget() == Key::TEXTURE_EXT) { |
| fs << "uniform samplerExternalOES sampler;" |
| << "varying vec2 outTexCoords;"; |
| } else if (needs.getTextureTarget() == Key::TEXTURE_2D) { |
| fs << "uniform sampler2D sampler;" |
| << "varying vec2 outTexCoords;"; |
| } |
| |
| if (needs.getTextureTarget() == Key::TEXTURE_OFF || needs.hasAlpha()) { |
| fs << "uniform vec4 color;"; |
| } |
| |
| if (needs.isY410BT2020()) { |
| fs << R"__SHADER__( |
| vec3 convertY410BT2020(const vec3 color) { |
| const vec3 offset = vec3(0.0625, 0.5, 0.5); |
| const mat3 transform = mat3( |
| vec3(1.1678, 1.1678, 1.1678), |
| vec3( 0.0, -0.1878, 2.1481), |
| vec3(1.6836, -0.6523, 0.0)); |
| // Y is in G, U is in R, and V is in B |
| return clamp(transform * (color.grb - offset), 0.0, 1.0); |
| } |
| )__SHADER__"; |
| } |
| |
| if (needs.hasColorMatrix()) { |
| fs << "uniform mat4 colorMatrix;"; |
| |
| switch (needs.getInputTF()) { |
| case Key::INPUT_TF_LINEAR: |
| default: |
| fs << R"__SHADER__( |
| vec3 EOTF(const vec3 linear) { |
| return linear; |
| } |
| )__SHADER__"; |
| break; |
| case Key::INPUT_TF_SRGB: |
| fs << R"__SHADER__( |
| float EOTF_sRGB(float srgb) { |
| return srgb <= 0.04045 ? srgb / 12.92 : pow((srgb + 0.055) / 1.055, 2.4); |
| } |
| |
| vec3 EOTF_sRGB(const vec3 srgb) { |
| return vec3(EOTF_sRGB(srgb.r), EOTF_sRGB(srgb.g), EOTF_sRGB(srgb.b)); |
| } |
| |
| vec3 EOTF(const vec3 srgb) { |
| return sign(srgb.rgb) * EOTF_sRGB(abs(srgb.rgb)); |
| } |
| )__SHADER__"; |
| break; |
| case Key::INPUT_TF_ST2084: |
| fs << R"__SHADER__( |
| vec3 EOTF(const highp vec3 color) { |
| const highp float m1 = (2610.0 / 4096.0) / 4.0; |
| const highp float m2 = (2523.0 / 4096.0) * 128.0; |
| const highp float c1 = (3424.0 / 4096.0); |
| const highp float c2 = (2413.0 / 4096.0) * 32.0; |
| const highp float c3 = (2392.0 / 4096.0) * 32.0; |
| |
| highp vec3 tmp = pow(color, 1.0 / vec3(m2)); |
| tmp = max(tmp - c1, 0.0) / (c2 - c3 * tmp); |
| return pow(tmp, 1.0 / vec3(m1)); |
| } |
| )__SHADER__"; |
| break; |
| } |
| |
| switch (needs.getOutputTF()) { |
| case Key::OUTPUT_TF_LINEAR: |
| default: |
| fs << R"__SHADER__( |
| vec3 OETF(const vec3 linear) { |
| return linear; |
| } |
| )__SHADER__"; |
| break; |
| case Key::OUTPUT_TF_SRGB: |
| fs << R"__SHADER__( |
| float OETF_sRGB(const float linear) { |
| return linear <= 0.0031308 ? |
| linear * 12.92 : (pow(linear, 1.0 / 2.4) * 1.055) - 0.055; |
| } |
| |
| vec3 OETF_sRGB(const vec3 linear) { |
| return vec3(OETF_sRGB(linear.r), OETF_sRGB(linear.g), OETF_sRGB(linear.b)); |
| } |
| |
| vec3 OETF(const vec3 linear) { |
| return sign(linear.rgb) * OETF_sRGB(abs(linear.rgb)); |
| } |
| )__SHADER__"; |
| break; |
| case Key::OUTPUT_TF_ST2084: |
| fs << R"__SHADER__( |
| vec3 OETF(const vec3 linear) { |
| const float m1 = (2610.0 / 4096.0) / 4.0; |
| const float m2 = (2523.0 / 4096.0) * 128.0; |
| const float c1 = (3424.0 / 4096.0); |
| const float c2 = (2413.0 / 4096.0) * 32.0; |
| const float c3 = (2392.0 / 4096.0) * 32.0; |
| |
| vec3 tmp = pow(linear, vec3(m1)); |
| tmp = (c1 + c2 * tmp) / (1.0 + c3 * tmp); |
| return pow(tmp, vec3(m2)); |
| } |
| )__SHADER__"; |
| break; |
| } |
| |
| if (needs.hasToneMapping()) { |
| fs << R"__SHADER__( |
| float CalculateY(const vec3 color) { |
| // BT2020 standard uses the unadjusted KR = 0.2627, |
| // KB = 0.0593 luminance interpretation for RGB conversion. |
| return color.r * 0.262700 + color.g * 0.677998 + |
| color.b * 0.059302; |
| } |
| vec3 ToneMap(const vec3 color) { |
| const float maxLumi = 10000.0; |
| const float maxMasteringLumi = 1000.0; |
| const float maxContentLumi = 1000.0; |
| const float maxInLumi = min(maxMasteringLumi, maxContentLumi); |
| const float maxOutLumi = 500.0; |
| |
| // Calculate Y value in XYZ color space. |
| float colorY = CalculateY(color); |
| |
| // convert to nits first |
| float nits = colorY * maxLumi; |
| |
| // clamp to max input luminance |
| nits = clamp(nits, 0.0, maxInLumi); |
| |
| // scale [0.0, maxInLumi] to [0.0, maxOutLumi] |
| if (maxInLumi <= maxOutLumi) { |
| nits *= maxOutLumi / maxInLumi; |
| } else { |
| // three control points |
| const float x0 = 10.0; |
| const float y0 = 17.0; |
| const float x1 = maxOutLumi * 0.75; |
| const float y1 = x1; |
| const float x2 = x1 + (maxInLumi - x1) / 2.0; |
| const float y2 = y1 + (maxOutLumi - y1) * 0.75; |
| |
| // horizontal distances between the last three control points |
| const float h12 = x2 - x1; |
| const float h23 = maxInLumi - x2; |
| // tangents at the last three control points |
| const float m1 = (y2 - y1) / h12; |
| const float m3 = (maxOutLumi - y2) / h23; |
| const float m2 = (m1 + m3) / 2.0; |
| |
| if (nits < x0) { |
| // scale [0.0, x0] to [0.0, y0] linearly |
| const float slope = y0 / x0; |
| nits *= slope; |
| } else if (nits < x1) { |
| // scale [x0, x1] to [y0, y1] linearly |
| const float slope = (y1 - y0) / (x1 - x0); |
| nits = y0 + (nits - x0) * slope; |
| } else if (nits < x2) { |
| // scale [x1, x2] to [y1, y2] using Hermite interp |
| float t = (nits - x1) / h12; |
| nits = (y1 * (1.0 + 2.0 * t) + h12 * m1 * t) * (1.0 - t) * (1.0 - t) + |
| (y2 * (3.0 - 2.0 * t) + h12 * m2 * (t - 1.0)) * t * t; |
| } else { |
| // scale [x2, maxInLumi] to [y2, maxOutLumi] using Hermite interp |
| float t = (nits - x2) / h23; |
| nits = (y2 * (1.0 + 2.0 * t) + h23 * m2 * t) * (1.0 - t) * (1.0 - t) + |
| (maxOutLumi * (3.0 - 2.0 * t) + h23 * m3 * (t - 1.0)) * t * t; |
| } |
| } |
| |
| // convert back to [0.0, 1.0] |
| float targetY = nits / maxOutLumi; |
| return color * (targetY / max(1e-6, colorY)); |
| } |
| )__SHADER__"; |
| } else { |
| fs << R"__SHADER__( |
| vec3 ToneMap(const vec3 color) { |
| return color; |
| } |
| )__SHADER__"; |
| } |
| } |
| |
| fs << "void main(void) {" << indent; |
| if (needs.isTexturing()) { |
| fs << "gl_FragColor = texture2D(sampler, outTexCoords);"; |
| if (needs.isY410BT2020()) { |
| fs << "gl_FragColor.rgb = convertY410BT2020(gl_FragColor.rgb);"; |
| } |
| } else { |
| fs << "gl_FragColor.rgb = color.rgb;"; |
| fs << "gl_FragColor.a = 1.0;"; |
| } |
| if (needs.isOpaque()) { |
| fs << "gl_FragColor.a = 1.0;"; |
| } |
| if (needs.hasAlpha()) { |
| // modulate the current alpha value with alpha set |
| if (needs.isPremultiplied()) { |
| // ... and the color too if we're premultiplied |
| fs << "gl_FragColor *= color.a;"; |
| } else { |
| fs << "gl_FragColor.a *= color.a;"; |
| } |
| } |
| |
| if (needs.hasColorMatrix()) { |
| if (!needs.isOpaque() && needs.isPremultiplied()) { |
| // un-premultiply if needed before linearization |
| // avoid divide by 0 by adding 0.5/256 to the alpha channel |
| fs << "gl_FragColor.rgb = gl_FragColor.rgb / (gl_FragColor.a + 0.0019);"; |
| } |
| fs << "vec4 transformed = colorMatrix * vec4(ToneMap(EOTF(gl_FragColor.rgb)), 1);"; |
| // the transformation from a wider colorspace to a narrower one can |
| // result in >1.0 or <0.0 pixel values |
| fs << "transformed.rgb = clamp(transformed.rgb, 0.0, 1.0);"; |
| // We assume the last row is always {0,0,0,1} and we skip the division by w |
| fs << "gl_FragColor.rgb = OETF(transformed.rgb);"; |
| if (!needs.isOpaque() && needs.isPremultiplied()) { |
| // and re-premultiply if needed after gamma correction |
| fs << "gl_FragColor.rgb = gl_FragColor.rgb * (gl_FragColor.a + 0.0019);"; |
| } |
| } |
| |
| fs << dedent << "}"; |
| return fs.getString(); |
| } |
| |
| Program* ProgramCache::generateProgram(const Key& needs) { |
| // vertex shader |
| String8 vs = generateVertexShader(needs); |
| |
| // fragment shader |
| String8 fs = generateFragmentShader(needs); |
| |
| Program* program = new Program(needs, vs.string(), fs.string()); |
| return program; |
| } |
| |
| void ProgramCache::useProgram(const Description& description) { |
| // generate the key for the shader based on the description |
| Key needs(computeKey(description)); |
| |
| // look-up the program in the cache |
| Program* program = mCache.valueFor(needs); |
| if (program == nullptr) { |
| // we didn't find our program, so generate one... |
| nsecs_t time = -systemTime(); |
| program = generateProgram(needs); |
| mCache.add(needs, program); |
| time += systemTime(); |
| |
| // ALOGD(">>> generated new program: needs=%08X, time=%u ms (%d programs)", |
| // needs.mNeeds, uint32_t(ns2ms(time)), mCache.size()); |
| } |
| |
| // here we have a suitable program for this description |
| if (program->isValid()) { |
| program->use(); |
| program->setUniforms(description); |
| } |
| } |
| |
| } /* namespace android */ |