diff options
author | Mike Reed <reed@google.com> | 2018-05-03 11:32:46 -0400 |
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committer | Mike Reed <reed@google.com> | 2018-05-03 13:23:40 -0400 |
commit | 8cafcc628fc2eea5b25bb0409eb7ed2a76befb2b (patch) | |
tree | c87e374ddc7ffca20b9af112c09d7e963972add3 /libs/hwui/ProgramCache.cpp | |
parent | bb6d6d3f25f4ae53fac78713c67a597d5ceeace4 (diff) |
remove (dead) caches from hwui
Test: make
Change-Id: I18bfe51896672272ce7d471eaead69b651399368
Diffstat (limited to 'libs/hwui/ProgramCache.cpp')
-rw-r--r-- | libs/hwui/ProgramCache.cpp | 865 |
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 |