/* * 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 #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