/* * 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 "Caches.h" #include "ProgramCache.h" namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Defines /////////////////////////////////////////////////////////////////////////////// #define MODULATE_OP_NO_MODULATE 0 #define MODULATE_OP_MODULATE 1 #define MODULATE_OP_MODULATE_A8 2 /////////////////////////////////////////////////////////////////////////////// // 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_Attributes_AALineParameters = "attribute float vtxWidth;\n" "attribute float vtxLength;\n"; const char* gVS_Header_Attributes_AAVertexShapeParameters = "attribute float vtxAlpha;\n"; const char* gVS_Header_Uniforms_TextureTransform = "uniform mat4 mainTextureTransform;\n"; const char* gVS_Header_Uniforms = "uniform mat4 projection;\n" \ "uniform mat4 transform;\n"; const char* gVS_Header_Uniforms_IsPoint = "uniform mediump float pointSize;\n"; const char* gVS_Header_Uniforms_HasGradient[3] = { // Linear "uniform mat4 screenSpace;\n" "uniform float ditherSize;\n", // Circular "uniform mat4 screenSpace;\n" "uniform float ditherSize;\n", // Sweep "uniform mat4 screenSpace;\n" "uniform float ditherSize;\n" }; const char* gVS_Header_Uniforms_HasBitmap = "uniform mat4 textureTransform;\n" "uniform mediump vec2 textureDimension;\n"; const char* gVS_Header_Varyings_HasTexture = "varying vec2 outTexCoords;\n"; const char* gVS_Header_Varyings_IsAALine = "varying float widthProportion;\n" "varying float lengthProportion;\n"; const char* gVS_Header_Varyings_IsAAVertexShape = "varying float alpha;\n"; const char* gVS_Header_Varyings_HasBitmap = "varying highp vec2 outBitmapTexCoords;\n"; const char* gVS_Header_Varyings_PointHasBitmap = "varying highp vec2 outPointBitmapTexCoords;\n"; const char* gVS_Header_Varyings_HasGradient[6] = { // Linear "varying highp vec2 linear;\n" "varying vec2 ditherTexCoords;\n", "varying float linear;\n" "varying vec2 ditherTexCoords;\n", // Circular "varying highp vec2 circular;\n" "varying vec2 ditherTexCoords;\n", "varying highp vec2 circular;\n" "varying vec2 ditherTexCoords;\n", // Sweep "varying highp vec2 sweep;\n" "varying vec2 ditherTexCoords;\n", "varying highp vec2 sweep;\n" "varying vec2 ditherTexCoords;\n", }; const char* gVS_Main = "\nvoid main(void) {\n"; const char* gVS_Main_OutTexCoords = " outTexCoords = texCoords;\n"; const char* gVS_Main_OutTransformedTexCoords = " outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n"; const char* gVS_Main_OutGradient[6] = { // Linear " linear = vec2((screenSpace * position).x, 0.5);\n" " ditherTexCoords = (transform * position).xy * ditherSize;\n", " linear = (screenSpace * position).x;\n" " ditherTexCoords = (transform * position).xy * ditherSize;\n", // Circular " circular = (screenSpace * position).xy;\n" " ditherTexCoords = (transform * position).xy * ditherSize;\n", " circular = (screenSpace * position).xy;\n" " ditherTexCoords = (transform * position).xy * ditherSize;\n", // Sweep " sweep = (screenSpace * position).xy;\n" " ditherTexCoords = (transform * position).xy * ditherSize;\n", " sweep = (screenSpace * position).xy;\n" " ditherTexCoords = (transform * position).xy * ditherSize;\n", }; const char* gVS_Main_OutBitmapTexCoords = " outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n"; const char* gVS_Main_OutPointBitmapTexCoords = " outPointBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n"; const char* gVS_Main_Position = " gl_Position = projection * transform * position;\n"; const char* gVS_Main_PointSize = " gl_PointSize = pointSize;\n"; const char* gVS_Main_AALine = " widthProportion = vtxWidth;\n" " lengthProportion = vtxLength;\n"; const char* gVS_Main_AAVertexShape = " alpha = vtxAlpha;\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_Extension_ExternalTexture = "#extension GL_OES_EGL_image_external : require\n\n"; const char* gFS_Header = "precision mediump float;\n\n"; const char* gFS_Uniforms_Color = "uniform vec4 color;\n"; const char* gFS_Uniforms_AALine = "uniform float boundaryWidth;\n" "uniform float boundaryLength;\n"; const char* gFS_Header_Uniforms_PointHasBitmap = "uniform vec2 textureDimension;\n" "uniform float pointSize;\n"; const char* gFS_Uniforms_TextureSampler = "uniform sampler2D baseSampler;\n"; const char* gFS_Uniforms_ExternalTextureSampler = "uniform samplerExternalOES baseSampler;\n"; #define FS_UNIFORMS_DITHER \ "uniform float ditherSizeSquared;\n" \ "uniform sampler2D ditherSampler;\n" #define FS_UNIFORMS_GRADIENT \ "uniform vec4 startColor;\n" \ "uniform vec4 endColor;\n" const char* gFS_Uniforms_GradientSampler[6] = { // Linear FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n", FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT, // Circular FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n", FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT, // Sweep FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n", FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT }; 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_Uniforms_Gamma = "uniform float gamma;\n"; const char* gFS_Main = "\nvoid main(void) {\n" " lowp vec4 fragColor;\n"; const char* gFS_Main_PointBitmapTexCoords = " highp vec2 outBitmapTexCoords = outPointBitmapTexCoords + " "((gl_PointCoord - vec2(0.5, 0.5)) * textureDimension * vec2(pointSize, pointSize));\n"; #define FS_MAIN_DITHER \ "texture2D(ditherSampler, ditherTexCoords).a * ditherSizeSquared" const char* gFS_Main_AddDitherToGradient = " gradientColor += " FS_MAIN_DITHER ";\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(baseSampler, outTexCoords);\n" "}\n\n"; const char* gFS_Fast_SingleModulateTexture = "\nvoid main(void) {\n" " gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n" "}\n\n"; const char* gFS_Fast_SingleA8Texture = "\nvoid main(void) {\n" " gl_FragColor = texture2D(baseSampler, outTexCoords);\n" "}\n\n"; const char* gFS_Fast_SingleA8Texture_ApplyGamma = "\nvoid main(void) {\n" " gl_FragColor = vec4(0.0, 0.0, 0.0, pow(texture2D(baseSampler, outTexCoords).a, gamma));\n" "}\n\n"; const char* gFS_Fast_SingleModulateA8Texture = "\nvoid main(void) {\n" " gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n" "}\n\n"; const char* gFS_Fast_SingleModulateA8Texture_ApplyGamma = "\nvoid main(void) {\n" " gl_FragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" "}\n\n"; const char* gFS_Fast_SingleGradient[2] = { "\nvoid main(void) {\n" " gl_FragColor = " FS_MAIN_DITHER " + texture2D(gradientSampler, linear);\n" "}\n\n", "\nvoid main(void) {\n" " gl_FragColor = " FS_MAIN_DITHER " + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n" "}\n\n" }; const char* gFS_Fast_SingleModulateGradient[2] = { "\nvoid main(void) {\n" " gl_FragColor = " FS_MAIN_DITHER " + color.a * texture2D(gradientSampler, linear);\n" "}\n\n", "\nvoid main(void) {\n" " gl_FragColor = " FS_MAIN_DITHER " + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n" "}\n\n" }; // General case const char* gFS_Main_FetchColor = " fragColor = color;\n"; const char* gFS_Main_ModulateColor = " fragColor *= color.a;\n"; const char* gFS_Main_AccountForAALine = " fragColor *= (1.0 - smoothstep(boundaryWidth, 0.5, abs(0.5 - widthProportion)))\n" " * (1.0 - smoothstep(boundaryLength, 0.5, abs(0.5 - lengthProportion)));\n"; const char* gFS_Main_AccountForAAVertexShape = " fragColor *= alpha;\n"; const char* gFS_Main_FetchTexture[2] = { // Don't modulate " fragColor = texture2D(baseSampler, outTexCoords);\n", // Modulate " fragColor = color * texture2D(baseSampler, outTexCoords);\n" }; const char* gFS_Main_FetchA8Texture[4] = { // Don't modulate " fragColor = texture2D(baseSampler, outTexCoords);\n", " fragColor = texture2D(baseSampler, outTexCoords);\n", // Modulate " fragColor = color * texture2D(baseSampler, outTexCoords).a;\n", " fragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" }; const char* gFS_Main_FetchGradient[6] = { // Linear " vec4 gradientColor = texture2D(gradientSampler, linear);\n", " vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n", // Circular " vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n", " vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n", // Sweep " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" " vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n", " highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n" " vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\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[6] = { // Don't modulate ";\n", ";\n", // Modulate " * color.a;\n", " * color.a;\n", // Modulate with alpha 8 texture " * texture2D(baseSampler, outTexCoords).a;\n", " * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" }; const char* gFS_Main_GradientShader_Modulate[6] = { // Don't modulate " fragColor = gradientColor;\n", " fragColor = gradientColor;\n", // Modulate " fragColor = gradientColor * color.a;\n", " fragColor = gradientColor * color.a;\n", // Modulate with alpha 8 texture " fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n", " fragColor = gradientColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n" }; const char* gFS_Main_BitmapShader_Modulate[6] = { // Don't modulate " fragColor = bitmapColor;\n", " fragColor = bitmapColor;\n", // Modulate " fragColor = bitmapColor * color.a;\n", " fragColor = bitmapColor * color.a;\n", // Modulate with alpha 8 texture " fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n", " fragColor = bitmapColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\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 " 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() { PROGRAM_LOGD("Clearing program cache"); 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); return new Program(description, vertexShader.string(), fragmentShader.string()); } static inline size_t gradientIndex(const ProgramDescription& description) { return description.gradientType * 2 + description.isSimpleGradient; } String8 ProgramCache::generateVertexShader(const ProgramDescription& description) { // Add attributes String8 shader(gVS_Header_Attributes); if (description.hasTexture || description.hasExternalTexture) { shader.append(gVS_Header_Attributes_TexCoords); } if (description.isAA) { if (description.isVertexShape) { shader.append(gVS_Header_Attributes_AAVertexShapeParameters); } else { shader.append(gVS_Header_Attributes_AALineParameters); } } // Uniforms shader.append(gVS_Header_Uniforms); if (description.hasTextureTransform) { shader.append(gVS_Header_Uniforms_TextureTransform); } if (description.hasGradient) { shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]); } if (description.hasBitmap) { shader.append(gVS_Header_Uniforms_HasBitmap); } if (description.isPoint) { shader.append(gVS_Header_Uniforms_IsPoint); } // Varyings if (description.hasTexture || description.hasExternalTexture) { shader.append(gVS_Header_Varyings_HasTexture); } if (description.isAA) { if (description.isVertexShape) { shader.append(gVS_Header_Varyings_IsAAVertexShape); } else { shader.append(gVS_Header_Varyings_IsAALine); } } if (description.hasGradient) { shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]); } if (description.hasBitmap) { shader.append(description.isPoint ? gVS_Header_Varyings_PointHasBitmap : gVS_Header_Varyings_HasBitmap); } // Begin the shader shader.append(gVS_Main); { if (description.hasTextureTransform) { shader.append(gVS_Main_OutTransformedTexCoords); } else if (description.hasTexture || description.hasExternalTexture) { shader.append(gVS_Main_OutTexCoords); } if (description.isAA) { if (description.isVertexShape) { shader.append(gVS_Main_AAVertexShape); } else { shader.append(gVS_Main_AALine); } } if (description.hasBitmap) { shader.append(description.isPoint ? gVS_Main_OutPointBitmapTexCoords : gVS_Main_OutBitmapTexCoords); } if (description.isPoint) { shader.append(gVS_Main_PointSize); } // Output transformed position shader.append(gVS_Main_Position); if (description.hasGradient) { shader.append(gVS_Main_OutGradient[gradientIndex(description)]); } } // End the shader shader.append(gVS_Footer); PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string()); return shader; } static bool shaderOp(const ProgramDescription& description, String8& shader, const int modulateOp, const char** snippets) { int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp; op = op * 2 + description.hasGammaCorrection; shader.append(snippets[op]); return description.hasAlpha8Texture; } String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) { String8 shader; const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode; if (blendFramebuffer) { shader.append(gFS_Header_Extension_FramebufferFetch); } if (description.hasExternalTexture) { shader.append(gFS_Header_Extension_ExternalTexture); } shader.append(gFS_Header); // Varyings if (description.hasTexture || description.hasExternalTexture) { shader.append(gVS_Header_Varyings_HasTexture); } if (description.isAA) { if (description.isVertexShape) { shader.append(gVS_Header_Varyings_IsAAVertexShape); } else { shader.append(gVS_Header_Varyings_IsAALine); } } if (description.hasGradient) { shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]); } if (description.hasBitmap) { shader.append(description.isPoint ? gVS_Header_Varyings_PointHasBitmap : gVS_Header_Varyings_HasBitmap); } // Uniforms int modulateOp = MODULATE_OP_NO_MODULATE; const bool singleColor = !description.hasTexture && !description.hasExternalTexture && !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); } else if (description.hasExternalTexture) { shader.append(gFS_Uniforms_ExternalTextureSampler); } if (description.isAA && !description.isVertexShape) { shader.append(gFS_Uniforms_AALine); } if (description.hasGradient) { shader.append(gFS_Uniforms_GradientSampler[gradientIndex(description)]); } if (description.hasBitmap && description.isPoint) { shader.append(gFS_Header_Uniforms_PointHasBitmap); } if (description.hasGammaCorrection) { shader.append(gFS_Uniforms_Gamma); } // Optimization for common cases if (!description.isAA && !blendFramebuffer && description.colorOp == ProgramDescription::kColorNone && !description.isPoint && !description.isVertexShape) { bool fast = false; const bool noShader = !description.hasGradient && !description.hasBitmap; const bool singleTexture = (description.hasTexture || description.hasExternalTexture) && !description.hasAlpha8Texture && noShader; const bool singleA8Texture = description.hasTexture && description.hasAlpha8Texture && noShader; const bool singleGradient = !description.hasTexture && !description.hasExternalTexture && 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) { if (description.hasGammaCorrection) { shader.append(gFS_Fast_SingleA8Texture_ApplyGamma); } else { shader.append(gFS_Fast_SingleA8Texture); } } else { if (description.hasGammaCorrection) { shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma); } else { shader.append(gFS_Fast_SingleModulateA8Texture); } } fast = true; } else if (singleGradient) { if (!description.modulate) { shader.append(gFS_Fast_SingleGradient[description.isSimpleGradient]); } else { shader.append(gFS_Fast_SingleModulateGradient[description.isSimpleGradient]); } fast = true; } if (fast) { #if DEBUG_PROGRAMS PROGRAM_LOGD("*** Fast case:\n"); PROGRAM_LOGD("*** Generated fragment shader:\n\n"); printLongString(shader); #endif return shader; } } 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 || description.hasExternalTexture) { if (description.hasAlpha8Texture) { if (!description.hasGradient && !description.hasBitmap) { shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 + description.hasGammaCorrection]); } } else { shader.append(gFS_Main_FetchTexture[modulateOp]); } } else { if (!description.hasGradient && !description.hasBitmap) { shader.append(gFS_Main_FetchColor); } } if (description.hasGradient) { shader.append(gFS_Main_FetchGradient[gradientIndex(description)]); shader.append(gFS_Main_AddDitherToGradient); } if (description.hasBitmap) { if (description.isPoint) { shader.append(gFS_Main_PointBitmapTexCoords); } if (!description.isBitmapNpot) { shader.append(gFS_Main_FetchBitmap); } else { shader.append(gFS_Main_FetchBitmapNpot); } } bool applyModulate = false; // 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); } applyModulate = shaderOp(description, shader, modulateOp, gFS_Main_BlendShaders_Modulate); } else { if (description.hasGradient) { applyModulate = shaderOp(description, shader, modulateOp, gFS_Main_GradientShader_Modulate); } else if (description.hasBitmap) { applyModulate = shaderOp(description, shader, modulateOp, gFS_Main_BitmapShader_Modulate); } } if (description.modulate && applyModulate) { shader.append(gFS_Main_ModulateColor); } // Apply the color op if needed shader.append(gFS_Main_ApplyColorOp[description.colorOp]); if (description.isAA) { if (description.isVertexShape) { shader.append(gFS_Main_AccountForAAVertexShape); } else { shader.append(gFS_Main_AccountForAALine); } } // 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_PROGRAMS PROGRAM_LOGD("*** Generated fragment shader:\n\n"); printLongString(shader); #endif 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("\nhighp vec2 wrap(highp vec2 texCoords) {\n"); if (wrapS == GL_MIRRORED_REPEAT) { shader.append(" highp 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(" highp 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