This change also fixes an issue with RGBA16F bitmaps when modulated with a color (for instance by setting an alpha on the Paint object). The color space conversion is currently done entirely in the shader, by doing these operations in order: 1. Sample the texture 2. Un-premultiply alpha 3. Apply the EOTF 4. Multiply by the 3x3 color space matrix 5. Apply the OETF 6. Premultiply alpha Optimizations: - Steps 2 & 6 are skipped for opaque (common) bitmaps - Step 3 is skipped when the color space's EOTF is close to sRGB (Display P3 for instance). Instead, we use a hardware sRGB fetch (when the GPU supports it) - When step 3 is necessary, we use one of four standard EOTF implementations, to save cycles when possible: + Linear (doesn't do anything) + Full parametric (ICC parametric curve type 4 as defined in ICC.1:2004-10, section 10.15) + Limited parametric (ICC parametric curve type 3) + Gamma (ICC parametric curve type 0) Color space conversion could be done using texture samplers instead, for instance 3D LUTs, with or without transfer functions baked in, or 1D LUTs for transfer functions. This would result in dependent texture fetches which may or may not be an advantage over an ALU based implementation. The current solution favor the use of ALUs to save precious bandwidth. Test: CtsUiRenderingTests, CtsGraphicsTests Bug: 32984164 Change-Id: I10bc3db515e13973b45220f129c66b23f0f7f8fe
465 lines
13 KiB
C++
465 lines
13 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_HWUI_PROGRAM_H
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#define ANDROID_HWUI_PROGRAM_H
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#include <utils/KeyedVector.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <SkBlendMode.h>
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#include "Debug.h"
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#include "FloatColor.h"
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#include "Matrix.h"
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#include "Properties.h"
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#include "utils/Color.h"
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Defines
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///////////////////////////////////////////////////////////////////////////////
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// Debug
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#if DEBUG_PROGRAMS
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#define PROGRAM_LOGD(...) ALOGD(__VA_ARGS__)
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#else
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#define PROGRAM_LOGD(...)
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#endif
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#define COLOR_COMPONENT_THRESHOLD 1.0f
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#define COLOR_COMPONENT_INV_THRESHOLD 0.0f
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#define PROGRAM_KEY_TEXTURE 0x01
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#define PROGRAM_KEY_A8_TEXTURE 0x02
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#define PROGRAM_KEY_BITMAP 0x04
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#define PROGRAM_KEY_GRADIENT 0x08
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#define PROGRAM_KEY_BITMAP_FIRST 0x10
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#define PROGRAM_KEY_COLOR_MATRIX 0x20
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#define PROGRAM_KEY_COLOR_BLEND 0x40
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#define PROGRAM_KEY_BITMAP_NPOT 0x80
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#define PROGRAM_KEY_BITMAP_EXTERNAL 0x100
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#define PROGRAM_KEY_BITMAP_WRAPS_MASK 0x600
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#define PROGRAM_KEY_BITMAP_WRAPT_MASK 0x1800
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#define PROGRAM_KEY_SWAP_SRC_DST_SHIFT 13
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// Encode the xfermodes on 6 bits
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#define PROGRAM_MAX_XFERMODE 0x1f
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#define PROGRAM_XFERMODE_SHADER_SHIFT 26
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#define PROGRAM_XFERMODE_COLOR_OP_SHIFT 20
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#define PROGRAM_XFERMODE_FRAMEBUFFER_SHIFT 14
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#define PROGRAM_BITMAP_WRAPS_SHIFT 9
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#define PROGRAM_BITMAP_WRAPT_SHIFT 11
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#define PROGRAM_GRADIENT_TYPE_SHIFT 33 // 2 bits for gradient type
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#define PROGRAM_MODULATE_SHIFT 35
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#define PROGRAM_HAS_VERTEX_ALPHA_SHIFT 36
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#define PROGRAM_USE_SHADOW_ALPHA_INTERP_SHIFT 37
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#define PROGRAM_HAS_EXTERNAL_TEXTURE_SHIFT 38
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#define PROGRAM_HAS_TEXTURE_TRANSFORM_SHIFT 39
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#define PROGRAM_IS_SIMPLE_GRADIENT 40
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#define PROGRAM_HAS_COLORS 41
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#define PROGRAM_HAS_DEBUG_HIGHLIGHT 42
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#define PROGRAM_HAS_ROUND_RECT_CLIP 43
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#define PROGRAM_HAS_GAMMA_CORRECTION 44
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#define PROGRAM_HAS_LINEAR_TEXTURE 45
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#define PROGRAM_HAS_COLOR_SPACE_CONVERSION 46
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#define PROGRAM_TRANSFER_FUNCTION 47 // 2 bits for transfer function
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#define PROGRAM_HAS_TRANSLUCENT_CONVERSION 49
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///////////////////////////////////////////////////////////////////////////////
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// Types
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///////////////////////////////////////////////////////////////////////////////
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typedef uint64_t programid;
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///////////////////////////////////////////////////////////////////////////////
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// Program description
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///////////////////////////////////////////////////////////////////////////////
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/**
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* Describe the features required for a given program. The features
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* determine the generation of both the vertex and fragment shaders.
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* A ProgramDescription must be used in conjunction with a ProgramCache.
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*/
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struct ProgramDescription {
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enum class ColorFilterMode : int8_t {
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None = 0,
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Matrix,
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Blend
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};
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enum Gradient : int8_t {
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kGradientLinear = 0,
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kGradientCircular,
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kGradientSweep
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};
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ProgramDescription() {
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reset();
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}
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// Texturing
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bool hasTexture;
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bool hasAlpha8Texture;
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bool hasExternalTexture;
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bool hasTextureTransform;
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// Color attribute
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bool hasColors;
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// Modulate, this should only be set when setColor() return true
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bool modulate;
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// Shaders
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bool hasBitmap;
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bool isShaderBitmapExternal;
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bool useShaderBasedWrap;
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bool hasVertexAlpha;
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bool useShadowAlphaInterp;
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bool hasGradient;
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Gradient gradientType;
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bool isSimpleGradient;
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SkBlendMode shadersMode;
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bool isBitmapFirst;
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GLenum bitmapWrapS;
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GLenum bitmapWrapT;
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// Color operations
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ColorFilterMode colorOp;
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SkBlendMode colorMode;
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// Framebuffer blending (requires Extensions.hasFramebufferFetch())
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// Ignored for all values < SkBlendMode::kPlus
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SkBlendMode framebufferMode;
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bool swapSrcDst;
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bool hasDebugHighlight;
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bool hasRoundRectClip;
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// Extra gamma correction used for text
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bool hasGammaCorrection;
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// Set when sampling an image in linear space
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bool hasLinearTexture;
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bool hasColorSpaceConversion;
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TransferFunctionType transferFunction;
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// Indicates whether the bitmap to convert between color spaces is translucent
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bool hasTranslucentConversion;
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/**
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* Resets this description. All fields are reset back to the default
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* values they hold after building a new instance.
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*/
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void reset() {
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hasTexture = false;
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hasAlpha8Texture = false;
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hasExternalTexture = false;
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hasTextureTransform = false;
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hasColors = false;
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hasVertexAlpha = false;
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useShadowAlphaInterp = false;
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modulate = false;
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hasBitmap = false;
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isShaderBitmapExternal = false;
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useShaderBasedWrap = false;
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hasGradient = false;
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gradientType = kGradientLinear;
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isSimpleGradient = false;
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shadersMode = SkBlendMode::kClear;
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isBitmapFirst = false;
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bitmapWrapS = GL_CLAMP_TO_EDGE;
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bitmapWrapT = GL_CLAMP_TO_EDGE;
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colorOp = ColorFilterMode::None;
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colorMode = SkBlendMode::kClear;
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framebufferMode = SkBlendMode::kClear;
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swapSrcDst = false;
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hasDebugHighlight = false;
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hasRoundRectClip = false;
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hasGammaCorrection = false;
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hasLinearTexture = false;
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hasColorSpaceConversion = false;
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transferFunction = TransferFunctionType::None;
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hasTranslucentConversion = false;
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}
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/**
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* Indicates, for a given color, whether color modulation is required in
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* the fragment shader. When this method returns true, the program should
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* be provided with a modulation color.
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*/
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bool setColorModulate(const float a) {
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modulate = a < COLOR_COMPONENT_THRESHOLD;
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return modulate;
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}
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/**
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* Indicates, for a given color, whether color modulation is required in
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* the fragment shader. When this method returns true, the program should
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* be provided with a modulation color.
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*/
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bool setAlpha8ColorModulate(const float r, const float g, const float b, const float a) {
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modulate = a < COLOR_COMPONENT_THRESHOLD || r > COLOR_COMPONENT_INV_THRESHOLD ||
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g > COLOR_COMPONENT_INV_THRESHOLD || b > COLOR_COMPONENT_INV_THRESHOLD;
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return modulate;
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}
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/**
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* Computes the unique key identifying this program.
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*/
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programid key() const {
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programid key = 0;
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if (hasTexture) key |= PROGRAM_KEY_TEXTURE;
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if (hasAlpha8Texture) key |= PROGRAM_KEY_A8_TEXTURE;
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if (hasBitmap) {
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key |= PROGRAM_KEY_BITMAP;
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if (useShaderBasedWrap) {
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key |= PROGRAM_KEY_BITMAP_NPOT;
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key |= getEnumForWrap(bitmapWrapS) << PROGRAM_BITMAP_WRAPS_SHIFT;
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key |= getEnumForWrap(bitmapWrapT) << PROGRAM_BITMAP_WRAPT_SHIFT;
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}
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if (isShaderBitmapExternal) {
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key |= PROGRAM_KEY_BITMAP_EXTERNAL;
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}
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}
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if (hasGradient) key |= PROGRAM_KEY_GRADIENT;
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key |= programid(gradientType) << PROGRAM_GRADIENT_TYPE_SHIFT;
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if (isBitmapFirst) key |= PROGRAM_KEY_BITMAP_FIRST;
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if (hasBitmap && hasGradient) {
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key |= ((int)shadersMode & PROGRAM_MAX_XFERMODE) << PROGRAM_XFERMODE_SHADER_SHIFT;
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}
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switch (colorOp) {
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case ColorFilterMode::Matrix:
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key |= PROGRAM_KEY_COLOR_MATRIX;
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break;
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case ColorFilterMode::Blend:
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key |= PROGRAM_KEY_COLOR_BLEND;
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key |= ((int) colorMode & PROGRAM_MAX_XFERMODE) << PROGRAM_XFERMODE_COLOR_OP_SHIFT;
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break;
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case ColorFilterMode::None:
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break;
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}
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key |= ((int) framebufferMode & PROGRAM_MAX_XFERMODE) << PROGRAM_XFERMODE_FRAMEBUFFER_SHIFT;
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key |= programid(swapSrcDst) << PROGRAM_KEY_SWAP_SRC_DST_SHIFT;
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key |= programid(modulate) << PROGRAM_MODULATE_SHIFT;
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key |= programid(hasVertexAlpha) << PROGRAM_HAS_VERTEX_ALPHA_SHIFT;
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key |= programid(useShadowAlphaInterp) << PROGRAM_USE_SHADOW_ALPHA_INTERP_SHIFT;
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key |= programid(hasExternalTexture) << PROGRAM_HAS_EXTERNAL_TEXTURE_SHIFT;
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key |= programid(hasTextureTransform) << PROGRAM_HAS_TEXTURE_TRANSFORM_SHIFT;
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key |= programid(isSimpleGradient) << PROGRAM_IS_SIMPLE_GRADIENT;
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key |= programid(hasColors) << PROGRAM_HAS_COLORS;
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key |= programid(hasDebugHighlight) << PROGRAM_HAS_DEBUG_HIGHLIGHT;
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key |= programid(hasRoundRectClip) << PROGRAM_HAS_ROUND_RECT_CLIP;
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key |= programid(hasGammaCorrection) << PROGRAM_HAS_GAMMA_CORRECTION;
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key |= programid(hasLinearTexture) << PROGRAM_HAS_LINEAR_TEXTURE;
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key |= programid(hasColorSpaceConversion) << PROGRAM_HAS_COLOR_SPACE_CONVERSION;
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key |= programid(transferFunction) << PROGRAM_TRANSFER_FUNCTION;
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key |= programid(hasTranslucentConversion) << PROGRAM_HAS_TRANSLUCENT_CONVERSION;
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return key;
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}
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/**
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* Logs the specified message followed by the key identifying this program.
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*/
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void log(const char* message) const {
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#if DEBUG_PROGRAMS
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programid k = key();
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PROGRAM_LOGD("%s (key = 0x%.8x%.8x)", message, uint32_t(k >> 32),
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uint32_t(k & 0xffffffff));
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#endif
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}
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private:
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static inline uint32_t getEnumForWrap(GLenum wrap) {
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switch (wrap) {
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case GL_CLAMP_TO_EDGE:
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return 0;
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case GL_REPEAT:
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return 1;
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case GL_MIRRORED_REPEAT:
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return 2;
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}
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return 0;
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}
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}; // struct ProgramDescription
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/**
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* A program holds a vertex and a fragment shader. It offers several utility
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* methods to query attributes and uniforms.
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*/
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class Program {
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public:
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enum ShaderBindings {
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kBindingPosition,
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kBindingTexCoords
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};
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/**
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* Creates a new program with the specified vertex and fragment
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* shaders sources.
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*/
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Program(const ProgramDescription& description, const char* vertex, const char* fragment);
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virtual ~Program();
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/**
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* Binds this program to the GL context.
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*/
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virtual void use();
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/**
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* Marks this program as unused. This will not unbind
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* the program from the GL context.
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*/
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virtual void remove();
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/**
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* Returns the OpenGL name of the specified attribute.
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*/
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int getAttrib(const char* name);
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/**
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* Returns the OpenGL name of the specified uniform.
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*/
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int getUniform(const char* name);
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/**
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* Indicates whether this program is currently in use with
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* the GL context.
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*/
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inline bool isInUse() const {
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return mUse;
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}
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/**
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* Indicates whether this program was correctly compiled and linked.
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*/
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inline bool isInitialized() const {
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return mInitialized;
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}
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/**
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* Binds the program with the specified projection, modelView and
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* transform matrices.
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*/
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void set(const mat4& projectionMatrix, const mat4& modelViewMatrix,
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const mat4& transformMatrix, bool offset = false);
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/**
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* Sets the color associated with this shader.
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*/
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void setColor(FloatColor color);
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/**
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* Name of the texCoords attribute if it exists (kBindingTexCoords), -1 otherwise.
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*/
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int texCoords;
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/**
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* Name of the transform uniform.
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*/
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int transform;
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/**
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* Name of the projection uniform.
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*/
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int projection;
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protected:
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/**
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* Adds an attribute with the specified name.
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*
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* @return The OpenGL name of the attribute.
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*/
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int addAttrib(const char* name);
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/**
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* Binds the specified attribute name to the specified slot.
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*/
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int bindAttrib(const char* name, ShaderBindings bindingSlot);
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/**
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* Adds a uniform with the specified name.
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*
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* @return The OpenGL name of the uniform.
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*/
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int addUniform(const char* name);
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private:
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/**
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* Compiles the specified shader of the specified type.
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*
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* @return The name of the compiled shader.
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*/
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GLuint buildShader(const char* source, GLenum type);
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// Name of the OpenGL program and shaders
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GLuint mProgramId;
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GLuint mVertexShader;
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GLuint mFragmentShader;
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// Keeps track of attributes and uniforms slots
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KeyedVector<const char*, int> mAttributes;
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KeyedVector<const char*, int> mUniforms;
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bool mUse;
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bool mInitialized;
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// Uniforms caching
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bool mHasColorUniform;
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int mColorUniform;
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bool mHasSampler;
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mat4 mProjection;
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bool mOffset;
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}; // class Program
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_PROGRAM_H
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