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authorMike Reed <reed@google.com>2018-05-03 11:32:46 -0400
committerMike Reed <reed@google.com>2018-05-03 13:23:40 -0400
commit8cafcc628fc2eea5b25bb0409eb7ed2a76befb2b (patch)
treec87e374ddc7ffca20b9af112c09d7e963972add3 /libs/hwui/ProgramCache.cpp
parentbb6d6d3f25f4ae53fac78713c67a597d5ceeace4 (diff)
remove (dead) caches from hwui
Test: make Change-Id: I18bfe51896672272ce7d471eaead69b651399368
Diffstat (limited to 'libs/hwui/ProgramCache.cpp')
-rw-r--r--libs/hwui/ProgramCache.cpp865
1 files changed, 0 insertions, 865 deletions
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
deleted file mode 100644
index 2839ed7307d5..000000000000
--- a/libs/hwui/ProgramCache.cpp
+++ /dev/null
@@ -1,865 +0,0 @@
-/*
- * 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.
- */
-
-#include <utils/String8.h>
-
-#include "Caches.h"
-#include "ProgramCache.h"
-#include "Properties.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_Start =
- "#version 100\n"
- "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_VertexAlphaParameters = "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_Uniforms_HasRoundRectClip =
- "uniform mat4 roundRectInvTransform;\n"
- "uniform mediump vec4 roundRectInnerRectLTWH;\n"
- "uniform mediump float roundRectRadius;\n";
-const char* gVS_Header_Varyings_HasTexture = "varying highp vec2 outTexCoords;\n";
-const char* gVS_Header_Varyings_HasColors = "varying vec4 outColors;\n";
-const char* gVS_Header_Varyings_HasVertexAlpha = "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 float linear;\n",
-
- // Circular
- "varying highp vec2 circular;\n", "varying highp vec2 circular;\n",
-
- // Sweep
- "varying highp vec2 sweep;\n", "varying highp vec2 sweep;\n",
-};
-const char* gVS_Header_Varyings_HasRoundRectClip = "varying mediump vec2 roundRectPos;\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",
- " linear = (screenSpace * position).x;\n",
-
- // Circular
- " circular = (screenSpace * position).xy;\n",
- " circular = (screenSpace * position).xy;\n",
-
- // Sweep
- " sweep = (screenSpace * position).xy;\n", " sweep = (screenSpace * position).xy;\n"};
-const char* gVS_Main_OutBitmapTexCoords =
- " outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
-const char* gVS_Main_Position =
- " vec4 transformedPosition = projection * transform * position;\n"
- " gl_Position = transformedPosition;\n";
-
-const char* gVS_Main_VertexAlpha = " alpha = vtxAlpha;\n";
-
-const char* gVS_Main_HasRoundRectClip =
- " roundRectPos = ((roundRectInvTransform * transformedPosition).xy / roundRectRadius) - "
- "roundRectInnerRectLTWH.xy;\n";
-const char* gVS_Footer = "}\n\n";
-
-///////////////////////////////////////////////////////////////////////////////
-// Fragment shaders snippets
-///////////////////////////////////////////////////////////////////////////////
-
-const char* gFS_Header_Start = "#version 100\n";
-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_GradientSampler[2] = {
- "uniform vec2 screenSize;\n"
- "uniform sampler2D gradientSampler;\n",
-
- "uniform vec2 screenSize;\n"
- "uniform vec4 startColor;\n"
- "uniform vec4 endColor;\n"};
-const char* gFS_Uniforms_BitmapSampler = "uniform sampler2D bitmapSampler;\n";
-const char* gFS_Uniforms_BitmapExternalSampler = "uniform samplerExternalOES bitmapSampler;\n";
-const char* gFS_Uniforms_ColorOp[3] = {
- // None
- "",
- // Matrix
- "uniform mat4 colorMatrix;\n"
- "uniform vec4 colorMatrixVector;\n",
- // PorterDuff
- "uniform vec4 colorBlend;\n"};
-
-const char* gFS_Uniforms_HasRoundRectClip =
- "uniform mediump vec4 roundRectInnerRectLTWH;\n"
- "uniform mediump float roundRectRadius;\n";
-
-const char* gFS_Uniforms_ColorSpaceConversion =
- // TODO: Should we use a 3D LUT to combine the matrix and transfer functions?
- // 32x32x32 fp16 LUTs (for scRGB output) are large and heavy to generate...
- "uniform mat3 colorSpaceMatrix;\n";
-
-const char* gFS_Uniforms_TransferFunction[4] = {
- // In this order: g, a, b, c, d, e, f
- // See ColorSpace::TransferParameters
- // We'll use hardware sRGB conversion as much as possible
- "", "uniform float transferFunction[7];\n", "uniform float transferFunction[5];\n",
- "uniform float transferFunctionGamma;\n"};
-
-const char* gFS_OETF[2] = {
- R"__SHADER__(
- vec4 OETF(const vec4 linear) {
- return linear;
- }
- )__SHADER__",
- // We expect linear data to be scRGB so we mirror the gamma function
- R"__SHADER__(
- vec4 OETF(const vec4 linear) {
- return vec4(sign(linear.rgb) * OETF_sRGB(abs(linear.rgb)), linear.a);
- }
- )__SHADER__"};
-
-const char* gFS_ColorConvert[3] = {
- // Just OETF
- R"__SHADER__(
- vec4 colorConvert(const vec4 color) {
- return OETF(color);
- }
- )__SHADER__",
- // Full color conversion for opaque bitmaps
- R"__SHADER__(
- vec4 colorConvert(const vec4 color) {
- return OETF(vec4(colorSpaceMatrix * EOTF_Parametric(color.rgb), color.a));
- }
- )__SHADER__",
- // Full color conversion for translucent bitmaps
- // Note: 0.5/256=0.0019
- R"__SHADER__(
- vec4 colorConvert(in vec4 color) {
- color.rgb /= color.a + 0.0019;
- color = OETF(vec4(colorSpaceMatrix * EOTF_Parametric(color.rgb), color.a));
- color.rgb *= color.a + 0.0019;
- return color;
- }
- )__SHADER__",
-};
-
-const char* gFS_sRGB_TransferFunctions = R"__SHADER__(
- float OETF_sRGB(const float linear) {
- // IEC 61966-2-1:1999
- return linear <= 0.0031308 ? linear * 12.92 : (pow(linear, 1.0 / 2.4) * 1.055) - 0.055;
- }
-
- vec3 OETF_sRGB(const vec3 linear) {
- return vec3(OETF_sRGB(linear.r), OETF_sRGB(linear.g), OETF_sRGB(linear.b));
- }
-
- float EOTF_sRGB(float srgb) {
- // IEC 61966-2-1:1999
- return srgb <= 0.04045 ? srgb / 12.92 : pow((srgb + 0.055) / 1.055, 2.4);
- }
-)__SHADER__";
-
-const char* gFS_TransferFunction[4] = {
- // Conversion done by the texture unit (sRGB)
- R"__SHADER__(
- vec3 EOTF_Parametric(const vec3 x) {
- return x;
- }
- )__SHADER__",
- // Full transfer function
- // TODO: We should probably use a 1D LUT (256x1 with texelFetch() since input is 8 bit)
- // TODO: That would cause 3 dependent texture fetches. Is it worth it?
- R"__SHADER__(
- float EOTF_Parametric(float x) {
- return x <= transferFunction[4]
- ? transferFunction[3] * x + transferFunction[6]
- : pow(transferFunction[1] * x + transferFunction[2], transferFunction[0])
- + transferFunction[5];
- }
-
- vec3 EOTF_Parametric(const vec3 x) {
- return vec3(EOTF_Parametric(x.r), EOTF_Parametric(x.g), EOTF_Parametric(x.b));
- }
- )__SHADER__",
- // Limited transfer function, e = f = 0.0
- R"__SHADER__(
- float EOTF_Parametric(float x) {
- return x <= transferFunction[4]
- ? transferFunction[3] * x
- : pow(transferFunction[1] * x + transferFunction[2], transferFunction[0]);
- }
-
- vec3 EOTF_Parametric(const vec3 x) {
- return vec3(EOTF_Parametric(x.r), EOTF_Parametric(x.g), EOTF_Parametric(x.b));
- }
- )__SHADER__",
- // Gamma transfer function, e = f = 0.0
- R"__SHADER__(
- vec3 EOTF_Parametric(const vec3 x) {
- return vec3(pow(x.r, transferFunctionGamma),
- pow(x.g, transferFunctionGamma),
- pow(x.b, transferFunctionGamma));
- }
- )__SHADER__"};
-
-// Dithering must be done in the quantization space
-// When we are writing to an sRGB framebuffer, we must do the following:
-// EOTF(OETF(color) + dither)
-// The dithering pattern is generated with a triangle noise generator in the range [-1.0,1.0]
-// TODO: Handle linear fp16 render targets
-const char* gFS_GradientFunctions = R"__SHADER__(
- float triangleNoise(const highp vec2 n) {
- highp vec2 p = fract(n * vec2(5.3987, 5.4421));
- p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
- highp float xy = p.x * p.y;
- return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;
- }
-)__SHADER__";
-
-const char* gFS_GradientPreamble[2] = {
- // Linear framebuffer
- R"__SHADER__(
- vec4 dither(const vec4 color) {
- return color + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);
- }
- )__SHADER__",
- // sRGB framebuffer
- R"__SHADER__(
- vec4 dither(const vec4 color) {
- vec3 dithered = sqrt(color.rgb) + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);
- return vec4(dithered * dithered, color.a);
- }
- )__SHADER__",
-};
-
-// Uses luminance coefficients from Rec.709 to choose the appropriate gamma
-// The gamma() function assumes that bright text will be displayed on a dark
-// background and that dark text will be displayed on bright background
-// The gamma coefficient is chosen to thicken or thin the text accordingly
-// The dot product used to compute the luminance could be approximated with
-// a simple max(color.r, color.g, color.b)
-const char* gFS_Gamma_Preamble = R"__SHADER__(
- #define GAMMA (%.2f)
- #define GAMMA_INV (%.2f)
-
- float gamma(float a, const vec3 color) {
- float luminance = dot(color, vec3(0.2126, 0.7152, 0.0722));
- return pow(a, luminance < 0.5 ? GAMMA_INV : GAMMA);
- }
-)__SHADER__";
-
-const char* gFS_Main =
- "\nvoid main(void) {\n"
- " vec4 fragColor;\n";
-
-const char* gFS_Main_AddDither = " fragColor = dither(fragColor);\n";
-
-// General case
-const char* gFS_Main_FetchColor = " fragColor = color;\n";
-const char* gFS_Main_ModulateColor = " fragColor *= color.a;\n";
-const char* gFS_Main_ApplyVertexAlphaLinearInterp = " fragColor *= alpha;\n";
-const char* gFS_Main_ApplyVertexAlphaShadowInterp =
- // map alpha through shadow alpha sampler
- " fragColor *= texture2D(baseSampler, vec2(alpha, 0.5)).a;\n";
-const char* gFS_Main_FetchTexture[2] = {
- // Don't modulate
- " fragColor = colorConvert(texture2D(baseSampler, outTexCoords));\n",
- // Modulate
- " fragColor = color * colorConvert(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 * gamma(texture2D(baseSampler, outTexCoords).a, color.rgb);\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 = colorConvert(texture2D(bitmapSampler, outBitmapTexCoords));\n";
-const char* gFS_Main_FetchBitmapNpot =
- " vec4 bitmapColor = colorConvert(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",
- " * gamma(texture2D(baseSampler, outTexCoords).a, color.rgb);\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 * gamma(texture2D(baseSampler, outTexCoords).a, "
- "gradientColor.rgb);\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 * gamma(texture2D(baseSampler, outTexCoords).a, "
- "bitmapColor.rgb);\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[3] = {
- // None
- "",
- // Matrix
- " fragColor.rgb /= (fragColor.a + 0.0019);\n" // un-premultiply
- " fragColor *= colorMatrix;\n"
- " fragColor += colorMatrixVector;\n"
- " fragColor.rgb *= (fragColor.a + 0.0019);\n", // re-premultiply
- // PorterDuff
- " fragColor = blendColors(colorBlend, fragColor);\n"};
-
-// Note: LTWH (left top width height) -> xyzw
-// roundRectPos is now divided by roundRectRadius in vertex shader
-// after we also subtract roundRectInnerRectLTWH.xy from roundRectPos
-const char* gFS_Main_FragColor_HasRoundRectClip =
- " mediump vec2 fragToLT = -roundRectPos;\n"
- " mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTWH.zw;\n"
-
- // since distance is divided by radius, it's in [0;1] so precision is not an issue
- // this also lets us clamp(0.0, 1.0) instead of max() which is cheaper on GPUs
- " mediump vec2 dist = clamp(max(fragToLT, fragFromRB), 0.0, 1.0);\n"
- " mediump float linearDist = clamp(roundRectRadius - (length(dist) * roundRectRadius), "
- "0.0, 1.0);\n"
- " gl_FragColor *= linearDist;\n";
-
-const char* gFS_Main_DebugHighlight = " gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\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",
- // Plus
- "return min(src + dst, 1.0);\n",
- // Modulate
- "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(const Extensions& extensions)
- : mHasES3(extensions.getMajorGlVersion() >= 3)
- , mHasLinearBlending(extensions.hasLinearBlending()) {}
-
-ProgramCache::~ProgramCache() {
- clear();
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// Cache management
-///////////////////////////////////////////////////////////////////////////////
-
-void ProgramCache::clear() {
- PROGRAM_LOGD("Clearing program cache");
- 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;
- }
-
- auto iter = mCache.find(key);
- Program* program = nullptr;
- if (iter == mCache.end()) {
- description.log("Could not find program");
- program = generateProgram(description, key);
- mCache[key] = std::unique_ptr<Program>(program);
- } else {
- program = iter->second.get();
- }
- 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_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;
- op = op * 2 + description.hasGammaCorrection;
- shader.append(snippets[op]);
- return description.hasAlpha8Texture;
-}
-
-String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
- String8 shader(gFS_Header_Start);
-
- const bool blendFramebuffer = description.framebufferMode >= SkBlendMode::kPlus;
- if (blendFramebuffer) {
- shader.append(gFS_Header_Extension_FramebufferFetch);
- }
- if (description.hasExternalTexture ||
- (description.hasBitmap && description.isShaderBitmapExternal)) {
- 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 || description.useShadowAlphaInterp) {
- shader.append(gFS_Uniforms_TextureSampler);
- } else if (description.hasExternalTexture) {
- shader.append(gFS_Uniforms_ExternalTextureSampler);
- }
- if (description.hasGradient) {
- shader.append(gFS_Uniforms_GradientSampler[description.isSimpleGradient]);
- }
- if (description.hasRoundRectClip) {
- shader.append(gFS_Uniforms_HasRoundRectClip);
- }
-
- if (description.hasGammaCorrection) {
- shader.appendFormat(gFS_Gamma_Preamble, Properties::textGamma,
- 1.0f / Properties::textGamma);
- }
-
- if (description.hasBitmap) {
- if (description.isShaderBitmapExternal) {
- shader.append(gFS_Uniforms_BitmapExternalSampler);
- } else {
- shader.append(gFS_Uniforms_BitmapSampler);
- }
- }
- shader.append(gFS_Uniforms_ColorOp[static_cast<int>(description.colorOp)]);
-
- if (description.hasColorSpaceConversion) {
- shader.append(gFS_Uniforms_ColorSpaceConversion);
- }
- shader.append(gFS_Uniforms_TransferFunction[static_cast<int>(description.transferFunction)]);
-
- // 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.useShaderBasedWrap) {
- generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT);
- }
- if (description.hasGradient || description.hasLinearTexture ||
- description.hasColorSpaceConversion) {
- shader.append(gFS_sRGB_TransferFunctions);
- }
- if (description.hasBitmap || ((description.hasTexture || description.hasExternalTexture) &&
- !description.hasAlpha8Texture)) {
- shader.append(gFS_TransferFunction[static_cast<int>(description.transferFunction)]);
- shader.append(
- gFS_OETF[(description.hasLinearTexture || description.hasColorSpaceConversion) &&
- !mHasLinearBlending]);
- shader.append(gFS_ColorConvert[description.hasColorSpaceConversion
- ? 1 + description.hasTranslucentConversion
- : 0]);
- }
- if (description.hasGradient) {
- shader.append(gFS_GradientFunctions);
- shader.append(gFS_GradientPreamble[mHasLinearBlending]);
- }
-
- // 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 * 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)]);
- }
- if (description.hasBitmap) {
- if (!description.useShaderBasedWrap) {
- 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);
- }
- }
-
- if (description.hasGradient) {
- shader.append(gFS_Main_AddDither);
- }
-
- // 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, SkBlendMode mode) {
- shader.append("\nvec4 ");
- shader.append(name);
- shader.append("(vec4 src, vec4 dst) {\n");
- shader.append(" ");
- shader.append(gBlendOps[(int)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