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-rw-r--r--libs/hwui/ProgramCache.cpp437
1 files changed, 437 insertions, 0 deletions
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
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+++ b/libs/hwui/ProgramCache.cpp
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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 "ProgramCache.h"
+
+namespace android {
+namespace uirenderer {
+
+///////////////////////////////////////////////////////////////////////////////
+// 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_Uniforms =
+ "uniform mat4 transform;\n";
+const char* gVS_Header_Uniforms_HasGradient =
+ "uniform float gradientLength;\n"
+ "uniform vec2 gradient;\n"
+ "uniform vec2 gradientStart;\n"
+ "uniform mat4 screenSpace;\n";
+const char* gVS_Header_Uniforms_HasBitmap =
+ "uniform mat4 textureTransform;\n"
+ "uniform vec2 textureDimension;\n";
+const char* gVS_Header_Varyings_HasTexture =
+ "varying vec2 outTexCoords;\n";
+const char* gVS_Header_Varyings_HasBitmap =
+ "varying vec2 outBitmapTexCoords;\n";
+const char* gVS_Header_Varyings_HasGradient =
+ "varying float index;\n";
+const char* gVS_Main =
+ "\nvoid main(void) {\n";
+const char* gVS_Main_OutTexCoords =
+ " outTexCoords = texCoords;\n";
+const char* gVS_Main_OutGradientIndex =
+ " vec4 location = screenSpace * position;\n"
+ " index = dot(location.xy - gradientStart, gradient) * gradientLength;\n";
+const char* gVS_Main_OutBitmapTexCoords =
+ " vec4 bitmapCoords = textureTransform * position;\n"
+ " outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n";
+const char* gVS_Main_Position =
+ " gl_Position = transform * position;\n";
+const char* gVS_Footer =
+ "}\n\n";
+
+///////////////////////////////////////////////////////////////////////////////
+// Fragment shaders snippets
+///////////////////////////////////////////////////////////////////////////////
+
+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 sampler;\n";
+const char* gFS_Uniforms_GradientSampler =
+ "uniform sampler2D gradientSampler;\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_Main =
+ "\nvoid main(void) {\n"
+ " lowp vec4 fragColor;\n";
+const char* gFS_Main_FetchColor =
+ " fragColor = color;\n";
+const char* gFS_Main_FetchTexture =
+ " fragColor = color * texture2D(sampler, outTexCoords);\n";
+const char* gFS_Main_FetchA8Texture =
+ " fragColor = color * texture2D(sampler, outTexCoords).a;\n";
+const char* gFS_Main_FetchGradient =
+ " vec4 gradientColor = texture2D(gradientSampler, vec2(index, 0.5));\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 =
+ " * fragColor.a;\n";
+const char* gFS_Main_GradientShader_Modulate =
+ " fragColor = gradientColor * fragColor.a;\n";
+const char* gFS_Main_BitmapShader_Modulate =
+ " fragColor = bitmapColor * fragColor.a;\n";
+const char* gFS_Main_FragColor =
+ " gl_FragColor = fragColor;\n";
+const char* gFS_Main_ApplyColorOp[4] = {
+ // None
+ "",
+ // Matrix
+ // TODO: Fix premultiplied alpha computations for color 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_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() {
+}
+
+ProgramCache::~ProgramCache() {
+ clear();
+}
+
+///////////////////////////////////////////////////////////////////////////////
+// Cache management
+///////////////////////////////////////////////////////////////////////////////
+
+void ProgramCache::clear() {
+ 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();
+ ssize_t index = mCache.indexOfKey(key);
+ Program* program = NULL;
+ if (index < 0) {
+ PROGRAM_LOGD("Could not find program with key 0x%x", key);
+ 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);
+
+ Program* program = new Program(vertexShader.string(), fragmentShader.string());
+ return program;
+}
+
+String8 ProgramCache::generateVertexShader(const ProgramDescription& description) {
+ // Add attributes
+ String8 shader(gVS_Header_Attributes);
+ if (description.hasTexture) {
+ shader.append(gVS_Header_Attributes_TexCoords);
+ }
+ // Uniforms
+ shader.append(gVS_Header_Uniforms);
+ if (description.hasGradient) {
+ shader.append(gVS_Header_Uniforms_HasGradient);
+ }
+ if (description.hasBitmap) {
+ shader.append(gVS_Header_Uniforms_HasBitmap);
+ }
+ // Varyings
+ if (description.hasTexture) {
+ shader.append(gVS_Header_Varyings_HasTexture);
+ }
+ if (description.hasGradient) {
+ shader.append(gVS_Header_Varyings_HasGradient);
+ }
+ if (description.hasBitmap) {
+ shader.append(gVS_Header_Varyings_HasBitmap);
+ }
+
+ // Begin the shader
+ shader.append(gVS_Main); {
+ if (description.hasTexture) {
+ shader.append(gVS_Main_OutTexCoords);
+ }
+ if (description.hasGradient) {
+ shader.append(gVS_Main_OutGradientIndex);
+ }
+ if (description.hasBitmap) {
+ shader.append(gVS_Main_OutBitmapTexCoords);
+ }
+ // Output transformed position
+ shader.append(gVS_Main_Position);
+ }
+ // End the shader
+ shader.append(gVS_Footer);
+
+ PROGRAM_LOGD("*** Generated vertex shader:\n\n%s", shader.string());
+
+ return shader;
+}
+
+String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
+ // Set the default precision
+ String8 shader(gFS_Header);
+
+ // Varyings
+ if (description.hasTexture) {
+ shader.append(gVS_Header_Varyings_HasTexture);
+ }
+ if (description.hasGradient) {
+ shader.append(gVS_Header_Varyings_HasGradient);
+ }
+ if (description.hasBitmap) {
+ shader.append(gVS_Header_Varyings_HasBitmap);
+ }
+
+
+ // Uniforms
+ shader.append(gFS_Uniforms_Color);
+ if (description.hasTexture) {
+ shader.append(gFS_Uniforms_TextureSampler);
+ }
+ if (description.hasGradient) {
+ shader.append(gFS_Uniforms_GradientSampler);
+ }
+ 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 (description.isBitmapNpot) {
+ generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
+ }
+
+ // Begin the shader
+ shader.append(gFS_Main); {
+ // Stores the result in fragColor directly
+ if (description.hasTexture) {
+ if (description.hasAlpha8Texture) {
+ shader.append(gFS_Main_FetchA8Texture);
+ } else {
+ shader.append(gFS_Main_FetchTexture);
+ }
+ } else {
+ shader.append(gFS_Main_FetchColor);
+ }
+ if (description.hasGradient) {
+ shader.append(gFS_Main_FetchGradient);
+ }
+ if (description.hasBitmap) {
+ if (!description.isBitmapNpot) {
+ shader.append(gFS_Main_FetchBitmap);
+ } else {
+ shader.append(gFS_Main_FetchBitmapNpot);
+ }
+ }
+ // 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);
+ }
+ shader.append(gFS_Main_BlendShaders_Modulate);
+ } else {
+ if (description.hasGradient) {
+ shader.append(gFS_Main_GradientShader_Modulate);
+ } else if (description.hasBitmap) {
+ shader.append(gFS_Main_BitmapShader_Modulate);
+ }
+ }
+ // Apply the color op if needed
+ shader.append(gFS_Main_ApplyColorOp[description.colorOp]);
+ // Output the fragment
+ shader.append(gFS_Main_FragColor);
+ }
+ // End the shader
+ shader.append(gFS_Footer);
+
+ if (DEBUG_PROGRAM_CACHE) {
+ PROGRAM_LOGD("*** Generated fragment shader:\n\n");
+ printLongString(shader);
+ }
+
+ 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("\nvec2 wrap(vec2 texCoords) {\n");
+ if (wrapS == GL_MIRRORED_REPEAT) {
+ shader.append(" 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(" 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