Romain Guy a938f569ce Fix modulation and gamma correction issues
Modulation is normally enabled in a shader when drawing with an alpha
mask (A8 texture.) Modulation is used to do one of two things:

- Colorize the primitive (to draw text in red for instance)
- Apply extra translucency (50% translucent circle filled with a bitmap)

The current implementation has four issues:

1. Unnecessary work is performed by assigning the modulation color
   to vec4 fragColor early in the shader
2. The modulation color's alpha is applied twice when the primitive
   is drawn with an SkShader
3. The decision to modulate is wrong and triggers when any of the
   RGB channels is < 1.0. Only the alpha channel needs to be taken
   into account to make the decision
4. Gamma correction is not applied properly

This change addresses all four issues above.

Change-Id: I73fcc74efc4b094bf2d1b835f10ffaa2ea4b9eb9
2012-09-14 10:50:51 -07:00

427 lines
12 KiB
C++

/*
* 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.
*/
#ifndef ANDROID_HWUI_PROGRAM_H
#define ANDROID_HWUI_PROGRAM_H
#include <utils/KeyedVector.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <SkXfermode.h>
#include "Matrix.h"
#include "Properties.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
// Debug
#if DEBUG_PROGRAMS
#define PROGRAM_LOGD(...) ALOGD(__VA_ARGS__)
#else
#define PROGRAM_LOGD(...)
#endif
#define COLOR_COMPONENT_THRESHOLD 1.0f
#define COLOR_COMPONENT_INV_THRESHOLD 0.0f
#define PROGRAM_KEY_TEXTURE 0x1
#define PROGRAM_KEY_A8_TEXTURE 0x2
#define PROGRAM_KEY_BITMAP 0x4
#define PROGRAM_KEY_GRADIENT 0x8
#define PROGRAM_KEY_BITMAP_FIRST 0x10
#define PROGRAM_KEY_COLOR_MATRIX 0x20
#define PROGRAM_KEY_COLOR_LIGHTING 0x40
#define PROGRAM_KEY_COLOR_BLEND 0x80
#define PROGRAM_KEY_BITMAP_NPOT 0x100
#define PROGRAM_KEY_SWAP_SRC_DST 0x2000
#define PROGRAM_KEY_BITMAP_WRAPS_MASK 0x600
#define PROGRAM_KEY_BITMAP_WRAPT_MASK 0x1800
// Encode the xfermodes on 6 bits
#define PROGRAM_MAX_XFERMODE 0x1f
#define PROGRAM_XFERMODE_SHADER_SHIFT 26
#define PROGRAM_XFERMODE_COLOR_OP_SHIFT 20
#define PROGRAM_XFERMODE_FRAMEBUFFER_SHIFT 14
#define PROGRAM_BITMAP_WRAPS_SHIFT 9
#define PROGRAM_BITMAP_WRAPT_SHIFT 11
#define PROGRAM_GRADIENT_TYPE_SHIFT 33
#define PROGRAM_MODULATE_SHIFT 35
#define PROGRAM_IS_POINT_SHIFT 36
#define PROGRAM_HAS_AA_SHIFT 37
#define PROGRAM_HAS_EXTERNAL_TEXTURE_SHIFT 38
#define PROGRAM_HAS_TEXTURE_TRANSFORM_SHIFT 39
#define PROGRAM_HAS_GAMMA_CORRECTION 40
#define PROGRAM_IS_SIMPLE_GRADIENT 41
#define PROGRAM_IS_AA_RECT_SHIFT 42
///////////////////////////////////////////////////////////////////////////////
// Types
///////////////////////////////////////////////////////////////////////////////
typedef uint64_t programid;
///////////////////////////////////////////////////////////////////////////////
// Program description
///////////////////////////////////////////////////////////////////////////////
/**
* Describe the features required for a given program. The features
* determine the generation of both the vertex and fragment shaders.
* A ProgramDescription must be used in conjunction with a ProgramCache.
*/
struct ProgramDescription {
enum ColorModifier {
kColorNone = 0,
kColorMatrix,
kColorLighting,
kColorBlend
};
enum Gradient {
kGradientLinear = 0,
kGradientCircular,
kGradientSweep
};
ProgramDescription() {
reset();
}
// Texturing
bool hasTexture;
bool hasAlpha8Texture;
bool hasExternalTexture;
bool hasTextureTransform;
// Modulate, this should only be set when setColor() return true
bool modulate;
// Shaders
bool hasBitmap;
bool isBitmapNpot;
bool isAA;
bool isAARect;
bool hasGradient;
Gradient gradientType;
bool isSimpleGradient;
SkXfermode::Mode shadersMode;
bool isBitmapFirst;
GLenum bitmapWrapS;
GLenum bitmapWrapT;
// Color operations
ColorModifier colorOp;
SkXfermode::Mode colorMode;
// Framebuffer blending (requires Extensions.hasFramebufferFetch())
// Ignored for all values < SkXfermode::kPlus_Mode
SkXfermode::Mode framebufferMode;
bool swapSrcDst;
bool isPoint;
float pointSize;
bool hasGammaCorrection;
float gamma;
/**
* Resets this description. All fields are reset back to the default
* values they hold after building a new instance.
*/
void reset() {
hasTexture = false;
hasAlpha8Texture = false;
hasExternalTexture = false;
hasTextureTransform = false;
isAA = false;
isAARect = false;
modulate = false;
hasBitmap = false;
isBitmapNpot = false;
hasGradient = false;
gradientType = kGradientLinear;
isSimpleGradient = false;
shadersMode = SkXfermode::kClear_Mode;
isBitmapFirst = false;
bitmapWrapS = GL_CLAMP_TO_EDGE;
bitmapWrapT = GL_CLAMP_TO_EDGE;
colorOp = kColorNone;
colorMode = SkXfermode::kClear_Mode;
framebufferMode = SkXfermode::kClear_Mode;
swapSrcDst = false;
isPoint = false;
pointSize = 0.0f;
hasGammaCorrection = false;
gamma = 2.2f;
}
/**
* Indicates, for a given color, whether color modulation is required in
* the fragment shader. When this method returns true, the program should
* be provided with a modulation color.
*/
bool setColor(const float r, const float g, const float b, const float a) {
modulate = a < COLOR_COMPONENT_THRESHOLD;
return modulate;
}
/**
* Indicates, for a given color, whether color modulation is required in
* the fragment shader. When this method returns true, the program should
* be provided with a modulation color.
*/
bool setAlpha8Color(const float r, const float g, const float b, const float a) {
modulate = a < COLOR_COMPONENT_THRESHOLD || r > COLOR_COMPONENT_INV_THRESHOLD ||
g > COLOR_COMPONENT_INV_THRESHOLD || b > COLOR_COMPONENT_INV_THRESHOLD;
return modulate;
}
/**
* Computes the unique key identifying this program.
*/
programid key() const {
programid key = 0;
if (hasTexture) key |= PROGRAM_KEY_TEXTURE;
if (hasAlpha8Texture) key |= PROGRAM_KEY_A8_TEXTURE;
if (hasBitmap) {
key |= PROGRAM_KEY_BITMAP;
if (isBitmapNpot) {
key |= PROGRAM_KEY_BITMAP_NPOT;
key |= getEnumForWrap(bitmapWrapS) << PROGRAM_BITMAP_WRAPS_SHIFT;
key |= getEnumForWrap(bitmapWrapT) << PROGRAM_BITMAP_WRAPT_SHIFT;
}
}
if (hasGradient) key |= PROGRAM_KEY_GRADIENT;
key |= programid(gradientType) << PROGRAM_GRADIENT_TYPE_SHIFT;
if (isBitmapFirst) key |= PROGRAM_KEY_BITMAP_FIRST;
if (hasBitmap && hasGradient) {
key |= (shadersMode & PROGRAM_MAX_XFERMODE) << PROGRAM_XFERMODE_SHADER_SHIFT;
}
switch (colorOp) {
case kColorMatrix:
key |= PROGRAM_KEY_COLOR_MATRIX;
break;
case kColorLighting:
key |= PROGRAM_KEY_COLOR_LIGHTING;
break;
case kColorBlend:
key |= PROGRAM_KEY_COLOR_BLEND;
key |= (colorMode & PROGRAM_MAX_XFERMODE) << PROGRAM_XFERMODE_COLOR_OP_SHIFT;
break;
case kColorNone:
break;
}
key |= (framebufferMode & PROGRAM_MAX_XFERMODE) << PROGRAM_XFERMODE_FRAMEBUFFER_SHIFT;
if (swapSrcDst) key |= PROGRAM_KEY_SWAP_SRC_DST;
if (modulate) key |= programid(0x1) << PROGRAM_MODULATE_SHIFT;
if (isPoint) key |= programid(0x1) << PROGRAM_IS_POINT_SHIFT;
if (isAA) key |= programid(0x1) << PROGRAM_HAS_AA_SHIFT;
if (hasExternalTexture) key |= programid(0x1) << PROGRAM_HAS_EXTERNAL_TEXTURE_SHIFT;
if (hasTextureTransform) key |= programid(0x1) << PROGRAM_HAS_TEXTURE_TRANSFORM_SHIFT;
if (hasGammaCorrection) key |= programid(0x1) << PROGRAM_HAS_GAMMA_CORRECTION;
if (isSimpleGradient) key |= programid(0x1) << PROGRAM_IS_SIMPLE_GRADIENT;
if (isAARect) key |= programid(0x1) << PROGRAM_IS_AA_RECT_SHIFT;
return key;
}
/**
* Logs the specified message followed by the key identifying this program.
*/
void log(const char* message) const {
#if DEBUG_PROGRAMS
programid k = key();
PROGRAM_LOGD("%s (key = 0x%.8x%.8x)", message, uint32_t(k >> 32),
uint32_t(k & 0xffffffff));
#endif
}
private:
static inline uint32_t getEnumForWrap(GLenum wrap) {
switch (wrap) {
case GL_CLAMP_TO_EDGE:
return 0;
case GL_REPEAT:
return 1;
case GL_MIRRORED_REPEAT:
return 2;
}
return 0;
}
}; // struct ProgramDescription
/**
* A program holds a vertex and a fragment shader. It offers several utility
* methods to query attributes and uniforms.
*/
class Program {
public:
enum ShaderBindings {
kBindingPosition,
kBindingTexCoords
};
/**
* Creates a new program with the specified vertex and fragment
* shaders sources.
*/
Program(const ProgramDescription& description, const char* vertex, const char* fragment);
virtual ~Program();
/**
* Binds this program to the GL context.
*/
virtual void use();
/**
* Marks this program as unused. This will not unbind
* the program from the GL context.
*/
virtual void remove();
/**
* Returns the OpenGL name of the specified attribute.
*/
int getAttrib(const char* name);
/**
* Returns the OpenGL name of the specified uniform.
*/
int getUniform(const char* name);
/**
* Indicates whether this program is currently in use with
* the GL context.
*/
inline bool isInUse() const {
return mUse;
}
/**
* Indicates whether this program was correctly compiled and linked.
*/
inline bool isInitialized() const {
return mInitialized;
}
/**
* Binds the program with the specified projection, modelView and
* transform matrices.
*/
void set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
const mat4& transformMatrix, bool offset = false);
/**
* Sets the color associated with this shader.
*/
void setColor(const float r, const float g, const float b, const float a);
/**
* Name of the position attribute.
*/
int position;
/**
* Name of the texCoords attribute if it exists, -1 otherwise.
*/
int texCoords;
/**
* Name of the transform uniform.
*/
int transform;
protected:
/**
* Adds an attribute with the specified name.
*
* @return The OpenGL name of the attribute.
*/
int addAttrib(const char* name);
/**
* Binds the specified attribute name to the specified slot.
*/
int bindAttrib(const char* name, ShaderBindings bindingSlot);
/**
* Adds a uniform with the specified name.
*
* @return The OpenGL name of the uniform.
*/
int addUniform(const char* name);
private:
/**
* Compiles the specified shader of the specified type.
*
* @return The name of the compiled shader.
*/
GLuint buildShader(const char* source, GLenum type);
// Name of the OpenGL program and shaders
GLuint mProgramId;
GLuint mVertexShader;
GLuint mFragmentShader;
// Keeps track of attributes and uniforms slots
KeyedVector<const char*, int> mAttributes;
KeyedVector<const char*, int> mUniforms;
bool mUse;
bool mInitialized;
bool mHasColorUniform;
int mColorUniform;
bool mHasSampler;
}; // class Program
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_PROGRAM_H