/* * 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 "ProgramCache.h" #include "Program.h" #include "Description.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::PLANE_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 == NULL) { 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::PLANE_ALPHA_MASK, (description.mPlaneAlpha < 1) ? Key::PLANE_ALPHA_LT_ONE : Key::PLANE_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); 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;"; } else if (needs.getTextureTarget() == Key::TEXTURE_OFF) { fs << "uniform vec4 color;"; } if (needs.hasPlaneAlpha()) { fs << "uniform float alphaPlane;"; } if (needs.hasColorMatrix()) { fs << "uniform mat4 colorMatrix;"; } fs << "void main(void) {" << indent; if (needs.isTexturing()) { fs << "gl_FragColor = texture2D(sampler, outTexCoords);"; } else { fs << "gl_FragColor = color;"; } if (needs.isOpaque()) { fs << "gl_FragColor.a = 1.0;"; } if (needs.hasPlaneAlpha()) { // modulate the alpha value with planeAlpha if (needs.isPremultiplied()) { // ... and the color too if we're premultiplied fs << "gl_FragColor *= alphaPlane;"; } else { fs << "gl_FragColor.a *= alphaPlane;"; } } if (needs.hasColorMatrix()) { if (!needs.isOpaque() && needs.isPremultiplied()) { // un-premultiply if needed before linearization fs << "gl_FragColor.rgb = gl_FragColor.rgb/gl_FragColor.a;"; } fs << "vec4 transformed = colorMatrix * vec4(gl_FragColor.rgb, 1);"; fs << "gl_FragColor.rgb = transformed.rgb/transformed.a;"; if (!needs.isOpaque() && needs.isPremultiplied()) { // and re-premultiply if needed after gamma correction fs << "gl_FragColor.rgb = gl_FragColor.rgb*gl_FragColor.a;"; } } 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 == NULL) { // 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 */