The generator supports features that are not yet implement in the renderer: color matrix, lighting, porterduff color blending and composite shaders. This change also adds support for repeated/mirrored non-power of 2 bitmap shaders. Change-Id: I903a11a070c0eb9cc8850a60ef305751e5b47234
396 lines
13 KiB
C++
396 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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#define LOG_TAG "OpenGLRenderer"
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#include <utils/String8.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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// Vertex shaders snippets
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///////////////////////////////////////////////////////////////////////////////
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// TODO: Implement BitmapShader, implement repeat/mirror for npot
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const char* gVS_Header_Attributes =
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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_Uniforms =
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"uniform mat4 transform;\n";
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const char* gVS_Header_Uniforms_HasGradient =
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"uniform float gradientLength;\n"
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"uniform vec2 gradient;\n"
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"uniform vec2 gradientStart;\n"
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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 vec2 textureDimension;\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_HasBitmap =
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"varying vec2 outBitmapTexCoords;\n";
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const char* gVS_Header_Varyings_HasGradient =
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"varying float index;\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_OutGradientIndex =
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" vec4 location = screenSpace * position;\n"
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" index = dot(location.xy - gradientStart, gradient) * gradientLength;\n";
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const char* gVS_Main_OutBitmapTexCoords =
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" vec4 bitmapCoords = textureTransform * position;\n"
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" outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n";
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const char* gVS_Main_Position =
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" gl_Position = transform * position;\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 =
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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 sampler;\n";
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const char* gFS_Uniforms_GradientSampler =
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"uniform sampler2D gradientSampler;\n";
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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[4] = {
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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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// Lighting
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"uniform float lightingMul;\n"
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"uniform float lightingAdd;\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_Main =
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"\nvoid main(void) {\n"
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" vec4 fragColor;\n";
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const char* gFS_Main_FetchColor =
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" fragColor = color;\n";
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const char* gFS_Main_FetchTexture =
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" fragColor = color * texture2D(sampler, outTexCoords);\n";
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const char* gFS_Main_FetchA8Texture =
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" fragColor = color * texture2D(sampler, outTexCoords).a;\n";
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const char* gFS_Main_FetchGradient =
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" vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\n";
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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(bitmapColor, gradientColor)";
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const char* gFS_Main_BlendShadersGB =
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" fragColor = blendShaders(gradientColor, bitmapColor)";
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const char* gFS_Main_BlendShaders_Modulate =
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" * fragColor.a;\n";
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const char* gFS_Main_GradientShader_Modulate =
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" fragColor = gradientColor * fragColor.a;\n";
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const char* gFS_Main_BitmapShader_Modulate =
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" fragColor = bitmapColor * fragColor.a;\n";
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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_ApplyColorOp[4] = {
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// None
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"",
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// Matrix
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" fragColor *= colorMatrix;\n"
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" fragColor += colorMatrixVector;\n",
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// Lighting
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" fragColor *= lightingMul;\n"
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" fragColor += lightingAdd;\n",
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// PorterDuff
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" fragColor = blendColors(colorBlend, fragColor);\n"
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};
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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* gPorterDuff[12] = {
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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 vec4(src.rgb + (1.0 - src.a) * dst.rgb, src.a + dst.a - src.a * dst.a);\n",
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// DstOver
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"return vec4(dst.rgb + (1.0 - dst.a) * src.rgb, src.a + dst.a - src.a * dst.a);\n",
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// SrcIn
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"return vec4(src.rgb * dst.a, src.a * dst.a);\n",
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// DstIn
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"return vec4(dst.rgb * src.a, src.a * dst.a);\n",
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// SrcOut
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"return vec4(src.rgb * (1.0 - dst.a), src.a * (1.0 - dst.a));\n",
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// DstOut
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"return vec4(dst.rgb * (1.0 - src.a), dst.a * (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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};
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///////////////////////////////////////////////////////////////////////////////
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// Constructors/destructors
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///////////////////////////////////////////////////////////////////////////////
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ProgramCache::ProgramCache() {
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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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size_t count = mCache.size();
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for (size_t i = 0; i < count; i++) {
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delete mCache.valueAt(i);
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}
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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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ssize_t index = mCache.indexOfKey(key);
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Program* program = NULL;
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if (index < 0) {
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PROGRAM_LOGD("Could not find program with key 0x%x", key);
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program = generateProgram(description, key);
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mCache.add(key, program);
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} else {
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program = mCache.valueAt(index);
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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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Program* program = new Program(vertexShader.string(), fragmentShader.string());
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return program;
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}
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String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
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// Add attributes
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String8 shader(gVS_Header_Attributes);
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if (description.hasTexture) {
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shader.append(gVS_Header_Attributes_TexCoords);
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}
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// Uniforms
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shader.append(gVS_Header_Uniforms);
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if (description.hasGradient) {
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shader.append(gVS_Header_Uniforms_HasGradient);
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}
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if (description.hasBitmap) {
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shader.append(gVS_Header_Uniforms_HasBitmap);
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}
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// Varyings
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if (description.hasTexture) {
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shader.append(gVS_Header_Varyings_HasTexture);
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}
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if (description.hasGradient) {
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shader.append(gVS_Header_Varyings_HasGradient);
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}
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if (description.hasBitmap) {
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shader.append(gVS_Header_Varyings_HasBitmap);
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}
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// Begin the shader
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shader.append(gVS_Main); {
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if (description.hasTexture) {
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shader.append(gVS_Main_OutTexCoords);
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}
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if (description.hasGradient) {
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shader.append(gVS_Main_OutGradientIndex);
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}
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if (description.hasBitmap) {
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shader.append(gVS_Main_OutBitmapTexCoords);
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}
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// Output transformed position
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shader.append(gVS_Main_Position);
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}
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// End the shader
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shader.append(gVS_Footer);
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PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
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return shader;
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}
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String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
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// Set the default precision
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String8 shader(gFS_Header);
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// Varyings
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if (description.hasTexture) {
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shader.append(gVS_Header_Varyings_HasTexture);
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}
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if (description.hasGradient) {
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shader.append(gVS_Header_Varyings_HasGradient);
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}
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if (description.hasBitmap) {
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shader.append(gVS_Header_Varyings_HasBitmap);
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}
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// Uniforms
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shader.append(gFS_Uniforms_Color);
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if (description.hasTexture) {
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shader.append(gFS_Uniforms_TextureSampler);
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}
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if (description.hasGradient) {
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shader.append(gFS_Uniforms_GradientSampler);
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}
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if (description.hasBitmap) {
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shader.append(gFS_Uniforms_BitmapSampler);
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}
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shader.append(gFS_Uniforms_ColorOp[description.colorOp]);
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// Generate required functions
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if (description.hasGradient && description.hasBitmap) {
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generatePorterDuffBlend(shader, "blendShaders", description.shadersMode);
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}
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if (description.colorOp == ProgramDescription::kColorBlend) {
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generatePorterDuffBlend(shader, "blendColors", description.colorMode);
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}
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if (description.isBitmapNpot) {
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generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
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}
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// Begin the shader
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shader.append(gFS_Main); {
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// Stores the result in fragColor directly
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if (description.hasTexture) {
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if (description.hasAlpha8Texture) {
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shader.append(gFS_Main_FetchA8Texture);
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} else {
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shader.append(gFS_Main_FetchTexture);
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}
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} else {
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shader.append(gFS_Main_FetchColor);
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}
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if (description.hasGradient) {
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shader.append(gFS_Main_FetchGradient);
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}
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if (description.hasBitmap) {
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if (!description.isBitmapNpot) {
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shader.append(gFS_Main_FetchBitmap);
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} else {
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shader.append(gFS_Main_FetchBitmapNpot);
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}
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}
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// Case when we have two shaders set
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if (description.hasGradient && description.hasBitmap) {
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if (description.isBitmapFirst) {
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shader.append(gFS_Main_BlendShadersBG);
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} else {
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shader.append(gFS_Main_BlendShadersGB);
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}
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shader.append(gFS_Main_BlendShaders_Modulate);
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} else {
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if (description.hasGradient) {
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shader.append(gFS_Main_GradientShader_Modulate);
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} else if (description.hasBitmap) {
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shader.append(gFS_Main_BitmapShader_Modulate);
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}
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}
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// Apply the color op if needed
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shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
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// Output the fragment
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shader.append(gFS_Main_FragColor);
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}
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// End the shader
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shader.append(gFS_Footer);
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PROGRAM_LOGD("*** Generated fragment shader:\n\n%s", shader.string());
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return shader;
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}
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void ProgramCache::generatePorterDuffBlend(String8& shader, const char* name,
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SkXfermode::Mode mode) {
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shader.append("\nvec4 ");
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shader.append(name);
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shader.append("(vec4 src, vec4 dst) {\n");
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shader.append(" ");
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shader.append(gPorterDuff[mode]);
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shader.append("}\n");
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}
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void ProgramCache::generateTextureWrap(String8& shader, GLenum wrapS, GLenum wrapT) {
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shader.append("\nvec2 wrap(vec2 texCoords) {\n");
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if (wrapS == GL_MIRRORED_REPEAT) {
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shader.append(" float xMod2 = mod(texCoords.x, 2.0);\n");
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shader.append(" if (xMod2 > 1.0) xMod2 = 2.0 - xMod2;\n");
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}
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if (wrapT == GL_MIRRORED_REPEAT) {
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shader.append(" float yMod2 = mod(texCoords.y, 2.0);\n");
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shader.append(" if (yMod2 > 1.0) yMod2 = 2.0 - yMod2;\n");
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}
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shader.append(" return vec2(");
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switch (wrapS) {
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case GL_REPEAT:
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shader.append("mod(texCoords.x, 1.0)");
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break;
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case GL_MIRRORED_REPEAT:
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shader.append("xMod2");
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break;
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}
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shader.append(", ");
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switch (wrapT) {
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case GL_REPEAT:
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shader.append("mod(texCoords.y, 1.0)");
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break;
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case GL_MIRRORED_REPEAT:
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shader.append("yMod2");
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break;
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}
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shader.append(");\n");
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shader.append("}\n");
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}
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}; // namespace uirenderer
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}; // namespace android
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