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/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#define LOG_TAG "OpenGLRenderer"
#include <utils/String8.h>
#include "Caches.h"
#include "Dither.h"
#include "ProgramCache.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define MODULATE_OP_NO_MODULATE 0
#define MODULATE_OP_MODULATE 1
#define MODULATE_OP_MODULATE_A8 2
#define STR(x) STR1(x)
#define STR1(x) #x
///////////////////////////////////////////////////////////////////////////////
// Vertex shaders snippets
///////////////////////////////////////////////////////////////////////////////
const char* gVS_Header_Attributes =
"attribute vec4 position;\n";
const char* gVS_Header_Attributes_TexCoords =
"attribute vec2 texCoords;\n";
const char* gVS_Header_Attributes_Colors =
"attribute vec4 colors;\n";
const char* gVS_Header_Attributes_AAVertexShapeParameters =
"attribute float vtxAlpha;\n";
const char* gVS_Header_Uniforms_TextureTransform =
"uniform mat4 mainTextureTransform;\n";
const char* gVS_Header_Uniforms =
"uniform mat4 projection;\n" \
"uniform mat4 transform;\n";
const char* gVS_Header_Uniforms_HasGradient =
"uniform mat4 screenSpace;\n";
const char* gVS_Header_Uniforms_HasBitmap =
"uniform mat4 textureTransform;\n"
"uniform mediump vec2 textureDimension;\n";
const char* gVS_Header_Varyings_HasTexture =
"varying vec2 outTexCoords;\n";
const char* gVS_Header_Varyings_HasColors =
"varying vec4 outColors;\n";
const char* gVS_Header_Varyings_IsAAVertexShape =
"varying float alpha;\n";
const char* gVS_Header_Varyings_HasBitmap =
"varying highp vec2 outBitmapTexCoords;\n";
const char* gVS_Header_Varyings_HasGradient[6] = {
// Linear
"varying highp vec2 linear;\n"
"varying vec2 ditherTexCoords;\n",
"varying float linear;\n"
"varying vec2 ditherTexCoords;\n",
// Circular
"varying highp vec2 circular;\n"
"varying vec2 ditherTexCoords;\n",
"varying highp vec2 circular;\n"
"varying vec2 ditherTexCoords;\n",
// Sweep
"varying highp vec2 sweep;\n"
"varying vec2 ditherTexCoords;\n",
"varying highp vec2 sweep;\n"
"varying vec2 ditherTexCoords;\n",
};
const char* gVS_Main =
"\nvoid main(void) {\n";
const char* gVS_Main_OutTexCoords =
" outTexCoords = texCoords;\n";
const char* gVS_Main_OutColors =
" outColors = colors;\n";
const char* gVS_Main_OutTransformedTexCoords =
" outTexCoords = (mainTextureTransform * vec4(texCoords, 0.0, 1.0)).xy;\n";
const char* gVS_Main_OutGradient[6] = {
// Linear
" linear = vec2((screenSpace * position).x, 0.5);\n"
" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
" linear = (screenSpace * position).x;\n"
" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
// Circular
" circular = (screenSpace * position).xy;\n"
" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
" circular = (screenSpace * position).xy;\n"
" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
// Sweep
" sweep = (screenSpace * position).xy;\n"
" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
" sweep = (screenSpace * position).xy;\n"
" ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
};
const char* gVS_Main_OutBitmapTexCoords =
" outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
const char* gVS_Main_Position =
" gl_Position = projection * transform * position;\n";
const char* gVS_Main_AAVertexShape =
" alpha = vtxAlpha;\n";
const char* gVS_Footer =
"}\n\n";
///////////////////////////////////////////////////////////////////////////////
// Fragment shaders snippets
///////////////////////////////////////////////////////////////////////////////
const char* gFS_Header_Extension_FramebufferFetch =
"#extension GL_NV_shader_framebuffer_fetch : enable\n\n";
const char* gFS_Header_Extension_ExternalTexture =
"#extension GL_OES_EGL_image_external : require\n\n";
const char* gFS_Header =
"precision mediump float;\n\n";
const char* gFS_Uniforms_Color =
"uniform vec4 color;\n";
const char* gFS_Uniforms_TextureSampler =
"uniform sampler2D baseSampler;\n";
const char* gFS_Uniforms_ExternalTextureSampler =
"uniform samplerExternalOES baseSampler;\n";
const char* gFS_Uniforms_Dither =
"uniform sampler2D ditherSampler;";
const char* gFS_Uniforms_GradientSampler[2] = {
"%s\n"
"uniform sampler2D gradientSampler;\n",
"%s\n"
"uniform vec4 startColor;\n"
"uniform vec4 endColor;\n"
};
const char* gFS_Uniforms_BitmapSampler =
"uniform sampler2D bitmapSampler;\n";
const char* gFS_Uniforms_ColorOp[4] = {
// None
"",
// Matrix
"uniform mat4 colorMatrix;\n"
"uniform vec4 colorMatrixVector;\n",
// Lighting
"uniform vec4 lightingMul;\n"
"uniform vec4 lightingAdd;\n",
// PorterDuff
"uniform vec4 colorBlend;\n"
};
const char* gFS_Uniforms_Gamma =
"uniform float gamma;\n";
const char* gFS_Main =
"\nvoid main(void) {\n"
" lowp vec4 fragColor;\n";
const char* gFS_Main_Dither[2] = {
// ES 2.0
"texture2D(ditherSampler, ditherTexCoords).a * " STR(DITHER_KERNEL_SIZE_INV_SQUARE),
// ES 3.0
"texture2D(ditherSampler, ditherTexCoords).a"
};
const char* gFS_Main_AddDitherToGradient =
" gradientColor += %s;\n";
// Fast cases
const char* gFS_Fast_SingleColor =
"\nvoid main(void) {\n"
" gl_FragColor = color;\n"
"}\n\n";
const char* gFS_Fast_SingleTexture =
"\nvoid main(void) {\n"
" gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
"}\n\n";
const char* gFS_Fast_SingleModulateTexture =
"\nvoid main(void) {\n"
" gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n"
"}\n\n";
const char* gFS_Fast_SingleA8Texture =
"\nvoid main(void) {\n"
" gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
"}\n\n";
const char* gFS_Fast_SingleA8Texture_ApplyGamma =
"\nvoid main(void) {\n"
" gl_FragColor = vec4(0.0, 0.0, 0.0, pow(texture2D(baseSampler, outTexCoords).a, gamma));\n"
"}\n\n";
const char* gFS_Fast_SingleModulateA8Texture =
"\nvoid main(void) {\n"
" gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n"
"}\n\n";
const char* gFS_Fast_SingleModulateA8Texture_ApplyGamma =
"\nvoid main(void) {\n"
" gl_FragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
"}\n\n";
const char* gFS_Fast_SingleGradient[2] = {
"\nvoid main(void) {\n"
" gl_FragColor = %s + texture2D(gradientSampler, linear);\n"
"}\n\n",
"\nvoid main(void) {\n"
" gl_FragColor = %s + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
"}\n\n",
};
const char* gFS_Fast_SingleModulateGradient[2] = {
"\nvoid main(void) {\n"
" gl_FragColor = %s + color.a * texture2D(gradientSampler, linear);\n"
"}\n\n",
"\nvoid main(void) {\n"
" gl_FragColor = %s + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
"}\n\n"
};
// General case
const char* gFS_Main_FetchColor =
" fragColor = color;\n";
const char* gFS_Main_ModulateColor =
" fragColor *= color.a;\n";
const char* gFS_Main_AccountForAAVertexShape =
" fragColor *= alpha;\n";
const char* gFS_Main_FetchTexture[2] = {
// Don't modulate
" fragColor = texture2D(baseSampler, outTexCoords);\n",
// Modulate
" fragColor = color * texture2D(baseSampler, outTexCoords);\n"
};
const char* gFS_Main_FetchA8Texture[4] = {
// Don't modulate
" fragColor = texture2D(baseSampler, outTexCoords);\n",
" fragColor = texture2D(baseSampler, outTexCoords);\n",
// Modulate
" fragColor = color * texture2D(baseSampler, outTexCoords).a;\n",
" fragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
};
const char* gFS_Main_FetchGradient[6] = {
// Linear
" vec4 gradientColor = texture2D(gradientSampler, linear);\n",
" vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
// Circular
" vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",
" vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
// Sweep
" highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
" vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",
" highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
" vec4 gradientColor = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
};
const char* gFS_Main_FetchBitmap =
" vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n";
const char* gFS_Main_FetchBitmapNpot =
" vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
const char* gFS_Main_BlendShadersBG =
" fragColor = blendShaders(gradientColor, bitmapColor)";
const char* gFS_Main_BlendShadersGB =
" fragColor = blendShaders(bitmapColor, gradientColor)";
const char* gFS_Main_BlendShaders_Modulate[6] = {
// Don't modulate
";\n",
";\n",
// Modulate
" * color.a;\n",
" * color.a;\n",
// Modulate with alpha 8 texture
" * texture2D(baseSampler, outTexCoords).a;\n",
" * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
};
const char* gFS_Main_GradientShader_Modulate[6] = {
// Don't modulate
" fragColor = gradientColor;\n",
" fragColor = gradientColor;\n",
// Modulate
" fragColor = gradientColor * color.a;\n",
" fragColor = gradientColor * color.a;\n",
// Modulate with alpha 8 texture
" fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
" fragColor = gradientColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
};
const char* gFS_Main_BitmapShader_Modulate[6] = {
// Don't modulate
" fragColor = bitmapColor;\n",
" fragColor = bitmapColor;\n",
// Modulate
" fragColor = bitmapColor * color.a;\n",
" fragColor = bitmapColor * color.a;\n",
// Modulate with alpha 8 texture
" fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
" fragColor = bitmapColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
};
const char* gFS_Main_FragColor =
" gl_FragColor = fragColor;\n";
const char* gFS_Main_FragColor_HasColors =
" gl_FragColor *= outColors;\n";
const char* gFS_Main_FragColor_Blend =
" gl_FragColor = blendFramebuffer(fragColor, gl_LastFragColor);\n";
const char* gFS_Main_FragColor_Blend_Swap =
" gl_FragColor = blendFramebuffer(gl_LastFragColor, fragColor);\n";
const char* gFS_Main_ApplyColorOp[4] = {
// None
"",
// Matrix
" fragColor *= colorMatrix;\n"
" fragColor += colorMatrixVector;\n"
" fragColor.rgb *= fragColor.a;\n",
// Lighting
" float lightingAlpha = fragColor.a;\n"
" fragColor = min(fragColor * lightingMul + (lightingAdd * lightingAlpha), lightingAlpha);\n"
" fragColor.a = lightingAlpha;\n",
// PorterDuff
" fragColor = blendColors(colorBlend, fragColor);\n"
};
const char* gFS_Main_DebugHighlight =
" gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
const char* gFS_Main_EmulateStencil =
" gl_FragColor.rgba = vec4(1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0, 1.0);\n"
" return;\n"
" /*\n";
const char* gFS_Footer_EmulateStencil =
" */\n";
const char* gFS_Footer =
"}\n\n";
///////////////////////////////////////////////////////////////////////////////
// PorterDuff snippets
///////////////////////////////////////////////////////////////////////////////
const char* gBlendOps[18] = {
// Clear
"return vec4(0.0, 0.0, 0.0, 0.0);\n",
// Src
"return src;\n",
// Dst
"return dst;\n",
// SrcOver
"return src + dst * (1.0 - src.a);\n",
// DstOver
"return dst + src * (1.0 - dst.a);\n",
// SrcIn
"return src * dst.a;\n",
// DstIn
"return dst * src.a;\n",
// SrcOut
"return src * (1.0 - dst.a);\n",
// DstOut
"return dst * (1.0 - src.a);\n",
// SrcAtop
"return vec4(src.rgb * dst.a + (1.0 - src.a) * dst.rgb, dst.a);\n",
// DstAtop
"return vec4(dst.rgb * src.a + (1.0 - dst.a) * src.rgb, src.a);\n",
// Xor
"return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb, "
"src.a + dst.a - 2.0 * src.a * dst.a);\n",
// Add
"return min(src + dst, 1.0);\n",
// Multiply
"return src * dst;\n",
// Screen
"return src + dst - src * dst;\n",
// Overlay
"return clamp(vec4(mix("
"2.0 * src.rgb * dst.rgb + src.rgb * (1.0 - dst.a) + dst.rgb * (1.0 - src.a), "
"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), "
"step(dst.a, 2.0 * dst.rgb)), "
"src.a + dst.a - src.a * dst.a), 0.0, 1.0);\n",
// Darken
"return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
"min(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
// Lighten
"return vec4(src.rgb * (1.0 - dst.a) + (1.0 - src.a) * dst.rgb + "
"max(src.rgb * dst.a, dst.rgb * src.a), src.a + dst.a - src.a * dst.a);\n",
};
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructors
///////////////////////////////////////////////////////////////////////////////
ProgramCache::ProgramCache(): mHasES3(Extensions::getInstance().getMajorGlVersion() >= 3) {
}
ProgramCache::~ProgramCache() {
clear();
}
///////////////////////////////////////////////////////////////////////////////
// Cache management
///////////////////////////////////////////////////////////////////////////////
void ProgramCache::clear() {
PROGRAM_LOGD("Clearing program cache");
size_t count = mCache.size();
for (size_t i = 0; i < count; i++) {
delete mCache.valueAt(i);
}
mCache.clear();
}
Program* ProgramCache::get(const ProgramDescription& description) {
programid key = description.key();
if (key == (PROGRAM_KEY_TEXTURE | PROGRAM_KEY_A8_TEXTURE)) {
// program for A8, unmodulated, texture w/o shader (black text/path textures) is equivalent
// to standard texture program (bitmaps, patches). Consider them equivalent.
key = PROGRAM_KEY_TEXTURE;
}
ssize_t index = mCache.indexOfKey(key);
Program* program = NULL;
if (index < 0) {
description.log("Could not find program");
program = generateProgram(description, key);
mCache.add(key, program);
} else {
program = mCache.valueAt(index);
}
return program;
}
///////////////////////////////////////////////////////////////////////////////
// Program generation
///////////////////////////////////////////////////////////////////////////////
Program* ProgramCache::generateProgram(const ProgramDescription& description, programid key) {
String8 vertexShader = generateVertexShader(description);
String8 fragmentShader = generateFragmentShader(description);
return new Program(description, vertexShader.string(), fragmentShader.string());
}
static inline size_t gradientIndex(const ProgramDescription& description) {
return description.gradientType * 2 + description.isSimpleGradient;
}
String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
// Add attributes
String8 shader(gVS_Header_Attributes);
if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Header_Attributes_TexCoords);
}
if (description.isAA) {
shader.append(gVS_Header_Attributes_AAVertexShapeParameters);
}
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);
}
// Varyings
if (description.hasTexture || description.hasExternalTexture) {
shader.append(gVS_Header_Varyings_HasTexture);
}
if (description.isAA) {
shader.append(gVS_Header_Varyings_IsAAVertexShape);
}
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);
}
// 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.isAA) {
shader.append(gVS_Main_AAVertexShape);
}
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)]);
}
}
// 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;
op = op * 2 + description.hasGammaCorrection;
shader.append(snippets[op]);
return description.hasAlpha8Texture;
}
String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
String8 shader;
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.isAA) {
shader.append(gVS_Header_Varyings_IsAAVertexShape);
}
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);
}
// 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.hasGammaCorrection) {
shader.append(gFS_Uniforms_Gamma);
}
// Optimization for common cases
if (!description.isAA && !blendFramebuffer && !description.hasColors &&
description.colorOp == ProgramDescription::kColorNone &&
!description.hasDebugHighlight && !description.emulateStencil) {
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) {
if (description.hasGammaCorrection) {
shader.append(gFS_Fast_SingleA8Texture_ApplyGamma);
} else {
shader.append(gFS_Fast_SingleA8Texture);
}
} else {
if (description.hasGammaCorrection) {
shader.append(gFS_Fast_SingleModulateA8Texture_ApplyGamma);
} 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[description.colorOp]);
// Generate required functions
if (description.hasGradient && description.hasBitmap) {
generateBlend(shader, "blendShaders", description.shadersMode);
}
if (description.colorOp == ProgramDescription::kColorBlend) {
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); {
if (description.emulateStencil) {
shader.append(gFS_Main_EmulateStencil);
}
// 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 * 2 +
description.hasGammaCorrection]);
}
} 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[description.colorOp]);
if (description.isAA) {
shader.append(gFS_Main_AccountForAAVertexShape);
}
// 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.hasDebugHighlight) {
shader.append(gFS_Main_DebugHighlight);
}
}
if (description.emulateStencil) {
shader.append(gFS_Footer_EmulateStencil);
}
// 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");
PROGRAM_LOGD("%s", line.string());
index++;
str += (index - lastIndex);
lastIndex = index;
}
}
}; // namespace uirenderer
}; // namespace android