11718bc17b
Also fixes some INIT_LOGD logs Change-Id: I212a71a1e7b366aea41f7c3c8cc169d509d6e4a2
810 lines
30 KiB
C++
810 lines
30 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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#include <utils/String8.h>
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#include "Caches.h"
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#include "Dither.h"
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#include "ProgramCache.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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#define MODULATE_OP_NO_MODULATE 0
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#define MODULATE_OP_MODULATE 1
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#define MODULATE_OP_MODULATE_A8 2
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#define STR(x) STR1(x)
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#define STR1(x) #x
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///////////////////////////////////////////////////////////////////////////////
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// Vertex shaders snippets
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///////////////////////////////////////////////////////////////////////////////
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const char* gVS_Header_Start =
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"#version 100\n"
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"attribute vec4 position;\n";
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const char* gVS_Header_Attributes_TexCoords =
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"attribute vec2 texCoords;\n";
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const char* gVS_Header_Attributes_Colors =
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"attribute vec4 colors;\n";
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const char* gVS_Header_Attributes_VertexAlphaParameters =
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"attribute float vtxAlpha;\n";
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const char* gVS_Header_Uniforms_TextureTransform =
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"uniform mat4 mainTextureTransform;\n";
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const char* gVS_Header_Uniforms =
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"uniform mat4 projection;\n" \
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"uniform mat4 transform;\n";
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const char* gVS_Header_Uniforms_HasGradient =
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"uniform mat4 screenSpace;\n";
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const char* gVS_Header_Uniforms_HasBitmap =
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"uniform mat4 textureTransform;\n"
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"uniform mediump vec2 textureDimension;\n";
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const char* gVS_Header_Uniforms_HasRoundRectClip =
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"uniform mat4 roundRectInvTransform;\n";
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const char* gVS_Header_Varyings_HasTexture =
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"varying vec2 outTexCoords;\n";
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const char* gVS_Header_Varyings_HasColors =
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"varying vec4 outColors;\n";
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const char* gVS_Header_Varyings_HasVertexAlpha =
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"varying float alpha;\n";
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const char* gVS_Header_Varyings_HasBitmap =
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"varying highp vec2 outBitmapTexCoords;\n";
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const char* gVS_Header_Varyings_HasGradient[6] = {
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// Linear
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"varying highp vec2 linear;\n"
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"varying vec2 ditherTexCoords;\n",
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"varying float linear;\n"
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"varying vec2 ditherTexCoords;\n",
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// Circular
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"varying highp vec2 circular;\n"
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"varying vec2 ditherTexCoords;\n",
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"varying highp vec2 circular;\n"
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"varying vec2 ditherTexCoords;\n",
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// Sweep
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"varying highp vec2 sweep;\n"
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"varying vec2 ditherTexCoords;\n",
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"varying highp vec2 sweep;\n"
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"varying vec2 ditherTexCoords;\n",
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};
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const char* gVS_Header_Varyings_HasRoundRectClip =
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"varying highp vec2 roundRectPos;\n";
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const char* gVS_Main =
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"\nvoid main(void) {\n";
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const char* gVS_Main_OutTexCoords =
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" outTexCoords = texCoords;\n";
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const char* gVS_Main_OutColors =
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" outColors = colors;\n";
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const char* gVS_Main_OutTransformedTexCoords =
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" outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
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const char* gVS_Main_OutGradient[6] = {
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// Linear
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" linear = vec2((screenSpace * position).x, 0.5);\n"
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" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
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" linear = (screenSpace * position).x;\n"
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" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
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// Circular
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" circular = (screenSpace * position).xy;\n"
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" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
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" circular = (screenSpace * position).xy;\n"
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" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
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// Sweep
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" sweep = (screenSpace * position).xy;\n"
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" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
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" sweep = (screenSpace * position).xy;\n"
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" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
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};
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const char* gVS_Main_OutBitmapTexCoords =
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" outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
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const char* gVS_Main_Position =
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" vec4 transformedPosition = projection * transform * position;\n"
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" gl_Position = transformedPosition;\n";
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const char* gVS_Main_VertexAlpha =
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" alpha = vtxAlpha;\n";
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const char* gVS_Main_HasRoundRectClip =
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" roundRectPos = (roundRectInvTransform * transformedPosition).xy;\n";
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const char* gVS_Footer =
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"}\n\n";
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///////////////////////////////////////////////////////////////////////////////
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// Fragment shaders snippets
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///////////////////////////////////////////////////////////////////////////////
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const char* gFS_Header_Start =
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"#version 100\n";
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const char* gFS_Header_Extension_FramebufferFetch =
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"#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
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const char* gFS_Header_Extension_ExternalTexture =
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"#extension GL_OES_EGL_image_external : require\n\n";
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const char* gFS_Header =
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"precision mediump float;\n\n";
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const char* gFS_Uniforms_Color =
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"uniform vec4 color;\n";
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const char* gFS_Uniforms_TextureSampler =
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"uniform sampler2D baseSampler;\n";
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const char* gFS_Uniforms_ExternalTextureSampler =
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"uniform samplerExternalOES baseSampler;\n";
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const char* gFS_Uniforms_Dither =
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"uniform sampler2D ditherSampler;";
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const char* gFS_Uniforms_GradientSampler[2] = {
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"%s\n"
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"uniform sampler2D gradientSampler;\n",
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"%s\n"
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"uniform vec4 startColor;\n"
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"uniform vec4 endColor;\n"
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};
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const char* gFS_Uniforms_BitmapSampler =
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"uniform sampler2D bitmapSampler;\n";
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const char* gFS_Uniforms_ColorOp[3] = {
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// None
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"",
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// Matrix
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"uniform mat4 colorMatrix;\n"
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"uniform vec4 colorMatrixVector;\n",
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// PorterDuff
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"uniform vec4 colorBlend;\n"
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};
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const char* gFS_Uniforms_HasRoundRectClip =
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"uniform vec4 roundRectInnerRectLTRB;\n"
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"uniform float roundRectRadius;\n";
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const char* gFS_Main =
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"\nvoid main(void) {\n"
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" lowp vec4 fragColor;\n";
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const char* gFS_Main_Dither[2] = {
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// ES 2.0
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"texture2D(ditherSampler, ditherTexCoords).a * " STR(DITHER_KERNEL_SIZE_INV_SQUARE),
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// ES 3.0
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"texture2D(ditherSampler, ditherTexCoords).a"
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};
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const char* gFS_Main_AddDitherToGradient =
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" gradientColor += %s;\n";
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// Fast cases
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const char* gFS_Fast_SingleColor =
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"\nvoid main(void) {\n"
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" gl_FragColor = color;\n"
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"}\n\n";
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const char* gFS_Fast_SingleTexture =
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"\nvoid main(void) {\n"
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" gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
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"}\n\n";
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const char* gFS_Fast_SingleModulateTexture =
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"\nvoid main(void) {\n"
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" gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n"
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"}\n\n";
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const char* gFS_Fast_SingleA8Texture =
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"\nvoid main(void) {\n"
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" gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
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"}\n\n";
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const char* gFS_Fast_SingleModulateA8Texture =
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"\nvoid main(void) {\n"
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" gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n"
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"}\n\n";
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const char* gFS_Fast_SingleGradient[2] = {
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"\nvoid main(void) {\n"
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" gl_FragColor = %s + texture2D(gradientSampler, linear);\n"
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"}\n\n",
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"\nvoid main(void) {\n"
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" gl_FragColor = %s + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
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"}\n\n",
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};
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const char* gFS_Fast_SingleModulateGradient[2] = {
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"\nvoid main(void) {\n"
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" gl_FragColor = %s + color.a * texture2D(gradientSampler, linear);\n"
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"}\n\n",
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"\nvoid main(void) {\n"
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" gl_FragColor = %s + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
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"}\n\n"
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};
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// General case
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const char* gFS_Main_FetchColor =
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" fragColor = color;\n";
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const char* gFS_Main_ModulateColor =
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" fragColor *= color.a;\n";
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const char* gFS_Main_ApplyVertexAlphaLinearInterp =
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" fragColor *= alpha;\n";
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const char* gFS_Main_ApplyVertexAlphaShadowInterp =
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// Use a gaussian function for the shadow fall off. Note that alpha here
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// is actually (1.0 - alpha) for saving computation.
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" fragColor *= exp(- alpha * alpha * 4.0) - 0.018;\n";
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const char* gFS_Main_FetchTexture[2] = {
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// Don't modulate
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" fragColor = texture2D(baseSampler, outTexCoords);\n",
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// Modulate
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" fragColor = color * texture2D(baseSampler, outTexCoords);\n"
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};
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const char* gFS_Main_FetchA8Texture[2] = {
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// Don't modulate
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" fragColor = texture2D(baseSampler, outTexCoords);\n",
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// Modulate
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" fragColor = color * texture2D(baseSampler, outTexCoords).a;\n",
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};
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const char* gFS_Main_FetchGradient[6] = {
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// Linear
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" vec4 gradientColor = texture2D(gradientSampler, linear);\n",
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" vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
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// Circular
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" vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
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" vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
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// Sweep
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" highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
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" vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
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" highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
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" vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
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};
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const char* gFS_Main_FetchBitmap =
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" vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
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const char* gFS_Main_FetchBitmapNpot =
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" vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
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const char* gFS_Main_BlendShadersBG =
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" fragColor = blendShaders(gradientColor, bitmapColor)";
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const char* gFS_Main_BlendShadersGB =
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" fragColor = blendShaders(bitmapColor, gradientColor)";
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const char* gFS_Main_BlendShaders_Modulate[3] = {
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// Don't modulate
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";\n",
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// Modulate
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" * color.a;\n",
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// Modulate with alpha 8 texture
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" * texture2D(baseSampler, outTexCoords).a;\n",
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};
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const char* gFS_Main_GradientShader_Modulate[3] = {
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// Don't modulate
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" fragColor = gradientColor;\n",
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// Modulate
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" fragColor = gradientColor * color.a;\n",
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// Modulate with alpha 8 texture
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" fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
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};
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const char* gFS_Main_BitmapShader_Modulate[3] = {
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// Don't modulate
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" fragColor = bitmapColor;\n",
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// Modulate
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" fragColor = bitmapColor * color.a;\n",
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// Modulate with alpha 8 texture
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" fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
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};
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const char* gFS_Main_FragColor =
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" gl_FragColor = fragColor;\n";
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const char* gFS_Main_FragColor_HasColors =
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" gl_FragColor *= outColors;\n";
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const char* gFS_Main_FragColor_Blend =
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" gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
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const char* gFS_Main_FragColor_Blend_Swap =
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" gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
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const char* gFS_Main_ApplyColorOp[3] = {
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// None
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"",
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// Matrix
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" fragColor.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply
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" fragColor *= colorMatrix;\n"
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" fragColor += colorMatrixVector;\n"
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" fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply
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// PorterDuff
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" fragColor = blendColors(colorBlend, fragColor);\n"
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};
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// Note: LTRB -> xyzw
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const char* gFS_Main_FragColor_HasRoundRectClip =
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" mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
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" mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"
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// divide + multiply by 128 to avoid falling out of range in length() function
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" mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
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" mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
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" gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n";
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const char* gFS_Main_DebugHighlight =
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" gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
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const char* gFS_Footer =
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"}\n\n";
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///////////////////////////////////////////////////////////////////////////////
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// PorterDuff snippets
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///////////////////////////////////////////////////////////////////////////////
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const char* gBlendOps[18] = {
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// Clear
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"return vec4(0.0, 0.0, 0.0, 0.0);\n",
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// Src
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"return src;\n",
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// Dst
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"return dst;\n",
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// SrcOver
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"return src + dst * (1.0 - src.a);\n",
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// DstOver
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"return dst + src * (1.0 - dst.a);\n",
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// SrcIn
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"return src * dst.a;\n",
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// DstIn
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"return dst * src.a;\n",
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// SrcOut
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"return src * (1.0 - dst.a);\n",
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// DstOut
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"return dst * (1.0 - src.a);\n",
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// SrcAtop
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"return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
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// DstAtop
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"return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
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// Xor
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"return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
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"src.a + dst.a - 2.0 * src.a * dst.a);\n",
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// Plus
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"return min(src + dst, 1.0);\n",
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// Modulate
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"return src * dst;\n",
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// Screen
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"return src + dst - src * dst;\n",
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// Overlay
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"return clamp(vec4(mix("
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"2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
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"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), "
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"step(dst.a, 2.0 * dst.rgb)), "
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"src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
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// Darken
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"return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
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"min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
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// Lighten
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"return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
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"max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
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};
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///////////////////////////////////////////////////////////////////////////////
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// Constructors/destructors
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///////////////////////////////////////////////////////////////////////////////
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ProgramCache::ProgramCache(Extensions& extensions)
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: mHasES3(extensions.getMajorGlVersion() >= 3) {
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}
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ProgramCache::~ProgramCache() {
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clear();
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}
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///////////////////////////////////////////////////////////////////////////////
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// Cache management
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///////////////////////////////////////////////////////////////////////////////
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void ProgramCache::clear() {
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PROGRAM_LOGD("Clearing program cache");
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mCache.clear();
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}
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Program* ProgramCache::get(const ProgramDescription& description) {
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programid key = description.key();
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if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) {
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// program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
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// to standard texture program (bitmaps, patches). Consider them equivalent.
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key = PROGRAM_KEY_TEXTURE;
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}
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auto iter = mCache.find(key);
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Program* program = nullptr;
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if (iter == mCache.end()) {
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description.log("Could not find program");
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program = generateProgram(description, key);
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mCache[key] = std::unique_ptr<Program>(program);
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} else {
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program = iter->second.get();
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}
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return program;
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}
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///////////////////////////////////////////////////////////////////////////////
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// Program generation
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///////////////////////////////////////////////////////////////////////////////
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Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
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String8 vertexShader = generateVertexShader(description);
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String8 fragmentShader = generateFragmentShader(description);
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return new Program(description, vertexShader.string(), fragmentShader.string());
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}
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static inline size_t gradientIndex(const ProgramDescription& description) {
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return description.gradientType * 2 + description.isSimpleGradient;
|
|
}
|
|
|
|
String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
|
|
// Add attributes
|
|
String8 shader(gVS_Header_Start);
|
|
if (description.hasTexture || description.hasExternalTexture) {
|
|
shader.append(gVS_Header_Attributes_TexCoords);
|
|
}
|
|
if (description.hasVertexAlpha) {
|
|
shader.append(gVS_Header_Attributes_VertexAlphaParameters);
|
|
}
|
|
if (description.hasColors) {
|
|
shader.append(gVS_Header_Attributes_Colors);
|
|
}
|
|
// Uniforms
|
|
shader.append(gVS_Header_Uniforms);
|
|
if (description.hasTextureTransform) {
|
|
shader.append(gVS_Header_Uniforms_TextureTransform);
|
|
}
|
|
if (description.hasGradient) {
|
|
shader.append(gVS_Header_Uniforms_HasGradient);
|
|
}
|
|
if (description.hasBitmap) {
|
|
shader.append(gVS_Header_Uniforms_HasBitmap);
|
|
}
|
|
if (description.hasRoundRectClip) {
|
|
shader.append(gVS_Header_Uniforms_HasRoundRectClip);
|
|
}
|
|
// Varyings
|
|
if (description.hasTexture || description.hasExternalTexture) {
|
|
shader.append(gVS_Header_Varyings_HasTexture);
|
|
}
|
|
if (description.hasVertexAlpha) {
|
|
shader.append(gVS_Header_Varyings_HasVertexAlpha);
|
|
}
|
|
if (description.hasColors) {
|
|
shader.append(gVS_Header_Varyings_HasColors);
|
|
}
|
|
if (description.hasGradient) {
|
|
shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
|
|
}
|
|
if (description.hasBitmap) {
|
|
shader.append(gVS_Header_Varyings_HasBitmap);
|
|
}
|
|
if (description.hasRoundRectClip) {
|
|
shader.append(gVS_Header_Varyings_HasRoundRectClip);
|
|
}
|
|
|
|
// 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.hasVertexAlpha) {
|
|
shader.append(gVS_Main_VertexAlpha);
|
|
}
|
|
if (description.hasColors) {
|
|
shader.append(gVS_Main_OutColors);
|
|
}
|
|
if (description.hasBitmap) {
|
|
shader.append(gVS_Main_OutBitmapTexCoords);
|
|
}
|
|
// Output transformed position
|
|
shader.append(gVS_Main_Position);
|
|
if (description.hasGradient) {
|
|
shader.append(gVS_Main_OutGradient[gradientIndex(description)]);
|
|
}
|
|
if (description.hasRoundRectClip) {
|
|
shader.append(gVS_Main_HasRoundRectClip);
|
|
}
|
|
}
|
|
// 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;
|
|
shader.append(snippets[op]);
|
|
return description.hasAlpha8Texture;
|
|
}
|
|
|
|
String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
|
|
String8 shader(gFS_Header_Start);
|
|
|
|
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.hasVertexAlpha) {
|
|
shader.append(gVS_Header_Varyings_HasVertexAlpha);
|
|
}
|
|
if (description.hasColors) {
|
|
shader.append(gVS_Header_Varyings_HasColors);
|
|
}
|
|
if (description.hasGradient) {
|
|
shader.append(gVS_Header_Varyings_HasGradient[gradientIndex(description)]);
|
|
}
|
|
if (description.hasBitmap) {
|
|
shader.append(gVS_Header_Varyings_HasBitmap);
|
|
}
|
|
if (description.hasRoundRectClip) {
|
|
shader.append(gVS_Header_Varyings_HasRoundRectClip);
|
|
}
|
|
|
|
// 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.hasGradient) {
|
|
shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient],
|
|
gFS_Uniforms_Dither);
|
|
}
|
|
if (description.hasRoundRectClip) {
|
|
shader.append(gFS_Uniforms_HasRoundRectClip);
|
|
}
|
|
|
|
// Optimization for common cases
|
|
if (!description.hasVertexAlpha
|
|
&& !blendFramebuffer
|
|
&& !description.hasColors
|
|
&& description.colorOp == ProgramDescription::ColorFilterMode::None
|
|
&& !description.hasDebugHighlight
|
|
&& !description.hasRoundRectClip) {
|
|
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) {
|
|
shader.append(gFS_Fast_SingleA8Texture);
|
|
} else {
|
|
shader.append(gFS_Fast_SingleModulateA8Texture);
|
|
}
|
|
fast = true;
|
|
} else if (singleGradient) {
|
|
if (!description.modulate) {
|
|
shader.appendFormat(gFS_Fast_SingleGradient[description.isSimpleGradient],
|
|
gFS_Main_Dither[mHasES3]);
|
|
} else {
|
|
shader.appendFormat(gFS_Fast_SingleModulateGradient[description.isSimpleGradient],
|
|
gFS_Main_Dither[mHasES3]);
|
|
}
|
|
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[static_cast<int>(description.colorOp)]);
|
|
|
|
// Generate required functions
|
|
if (description.hasGradient && description.hasBitmap) {
|
|
generateBlend(shader, "blendShaders", description.shadersMode);
|
|
}
|
|
if (description.colorOp == ProgramDescription::ColorFilterMode::Blend) {
|
|
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]);
|
|
}
|
|
} 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.appendFormat(gFS_Main_AddDitherToGradient, gFS_Main_Dither[mHasES3]);
|
|
}
|
|
if (description.hasBitmap) {
|
|
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[static_cast<int>(description.colorOp)]);
|
|
|
|
if (description.hasVertexAlpha) {
|
|
if (description.useShadowAlphaInterp) {
|
|
shader.append(gFS_Main_ApplyVertexAlphaShadowInterp);
|
|
} else {
|
|
shader.append(gFS_Main_ApplyVertexAlphaLinearInterp);
|
|
}
|
|
}
|
|
|
|
// Output the fragment
|
|
if (!blendFramebuffer) {
|
|
shader.append(gFS_Main_FragColor);
|
|
} else {
|
|
shader.append(!description.swapSrcDst ?
|
|
gFS_Main_FragColor_Blend : gFS_Main_FragColor_Blend_Swap);
|
|
}
|
|
if (description.hasColors) {
|
|
shader.append(gFS_Main_FragColor_HasColors);
|
|
}
|
|
if (description.hasRoundRectClip) {
|
|
shader.append(gFS_Main_FragColor_HasRoundRectClip);
|
|
}
|
|
if (description.hasDebugHighlight) {
|
|
shader.append(gFS_Main_DebugHighlight);
|
|
}
|
|
}
|
|
// 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");
|
|
ALOGD("%s", line.string());
|
|
index++;
|
|
str += (index - lastIndex);
|
|
lastIndex = index;
|
|
}
|
|
}
|
|
|
|
}; // namespace uirenderer
|
|
}; // namespace android
|