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-rw-r--r--libs/hwui/ProgramCache.cpp390
1 files changed, 242 insertions, 148 deletions
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index f70723c35e83..8cc0aa7b414c 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -17,8 +17,8 @@
#include <utils/String8.h>
#include "Caches.h"
-#include "Dither.h"
#include "ProgramCache.h"
+#include "Properties.h"
namespace android {
namespace uirenderer {
@@ -71,22 +71,16 @@ 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",
+ "varying highp vec2 linear;\n",
+ "varying float linear;\n",
// Circular
- "varying highp vec2 circular;\n"
- "varying vec2 ditherTexCoords;\n",
- "varying highp vec2 circular;\n"
- "varying vec2 ditherTexCoords;\n",
+ "varying highp vec2 circular;\n",
+ "varying highp vec2 circular;\n",
// Sweep
- "varying highp vec2 sweep;\n"
- "varying vec2 ditherTexCoords;\n",
- "varying highp vec2 sweep;\n"
- "varying vec2 ditherTexCoords;\n",
+ "varying highp vec2 sweep;\n",
+ "varying highp vec2 sweep;\n",
};
const char* gVS_Header_Varyings_HasRoundRectClip =
"varying mediump vec2 roundRectPos;\n";
@@ -100,22 +94,16 @@ 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",
+ " linear = vec2((screenSpace * position).x, 0.5);\n",
+ " linear = (screenSpace * position).x;\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",
+ " circular = (screenSpace * position).xy;\n",
+ " circular = (screenSpace * position).xy;\n",
// Sweep
+ " sweep = (screenSpace * position).xy;\n",
" 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";
@@ -149,17 +137,18 @@ 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 vec2 screenSize;\n"
"uniform sampler2D gradientSampler;\n",
- "%s\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
"",
@@ -174,57 +163,173 @@ const char* gFS_Uniforms_HasRoundRectClip =
"uniform mediump vec4 roundRectInnerRectLTWH;\n"
"uniform mediump float roundRectRadius;\n";
-const char* gFS_Main =
- "\nvoid main(void) {\n"
- " lowp vec4 fragColor;\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_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_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_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_SingleModulateA8Texture =
- "\nvoid main(void) {\n"
- " gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\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_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_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"
+
+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";
@@ -237,15 +342,17 @@ const char* gFS_Main_ApplyVertexAlphaShadowInterp =
" fragColor *= texture2D(baseSampler, vec2(alpha, 0.5)).a;\n";
const char* gFS_Main_FetchTexture[2] = {
// Don't modulate
- " fragColor = texture2D(baseSampler, outTexCoords);\n",
+ " fragColor = colorConvert(texture2D(baseSampler, outTexCoords));\n",
// Modulate
- " fragColor = color * texture2D(baseSampler, outTexCoords);\n"
+ " fragColor = color * colorConvert(texture2D(baseSampler, outTexCoords));\n"
};
-const char* gFS_Main_FetchA8Texture[2] = {
+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
@@ -266,36 +373,45 @@ const char* gFS_Main_FetchGradient[6] = {
" 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";
+ " vec4 bitmapColor = colorConvert(texture2D(bitmapSampler, outBitmapTexCoords));\n";
const char* gFS_Main_FetchBitmapNpot =
- " vec4 bitmapColor = texture2D(bitmapSampler, wrap(outBitmapTexCoords));\n";
+ " 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[3] = {
+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[3] = {
+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[3] = {
+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";
@@ -390,7 +506,8 @@ const char* gBlendOps[18] = {
///////////////////////////////////////////////////////////////////////////////
ProgramCache::ProgramCache(Extensions& extensions)
- : mHasES3(extensions.getMajorGlVersion() >= 3) {
+ : mHasES3(extensions.getMajorGlVersion() >= 3)
+ , mHasLinearBlending(extensions.hasLinearBlending()) {
}
ProgramCache::~ProgramCache() {
@@ -523,6 +640,7 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
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;
}
@@ -530,11 +648,12 @@ static bool shaderOp(const ProgramDescription& description, String8& shader,
String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
String8 shader(gFS_Header_Start);
- const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
+ const bool blendFramebuffer = description.framebufferMode >= SkBlendMode::kPlus;
if (blendFramebuffer) {
shader.append(gFS_Header_Extension_FramebufferFetch);
}
- if (description.hasExternalTexture) {
+ if (description.hasExternalTexture
+ || (description.hasBitmap && description.isShaderBitmapExternal)) {
shader.append(gFS_Header_Extension_ExternalTexture);
}
@@ -575,75 +694,30 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
shader.append(gFS_Uniforms_ExternalTextureSampler);
}
if (description.hasGradient) {
- shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient],
- gFS_Uniforms_Dither);
+ shader.append(gFS_Uniforms_GradientSampler[description.isSimpleGradient]);
}
if (description.hasRoundRectClip) {
shader.append(gFS_Uniforms_HasRoundRectClip);
}
- // Optimization for common cases
- if (!description.hasVertexAlpha
- && !blendFramebuffer
- && !description.hasColors
- && description.colorOp == ProgramDescription::ColorFilterMode::None
- && !description.hasDebugHighlight
- && !description.hasRoundRectClip) {
- 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) {
- shader.append(gFS_Fast_SingleA8Texture);
- } 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.hasGammaCorrection) {
+ shader.appendFormat(gFS_Gamma_Preamble, Properties::textGamma, 1.0f / Properties::textGamma);
}
if (description.hasBitmap) {
- shader.append(gFS_Uniforms_BitmapSampler);
+ 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);
@@ -654,9 +728,25 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
if (blendFramebuffer) {
generateBlend(shader, "blendFramebuffer", description.framebufferMode);
}
- if (description.isBitmapNpot) {
+ 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); {
@@ -664,7 +754,8 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
if (description.hasTexture || description.hasExternalTexture) {
if (description.hasAlpha8Texture) {
if (!description.hasGradient && !description.hasBitmap) {
- shader.append(gFS_Main_FetchA8Texture[modulateOp]);
+ shader.append(
+ gFS_Main_FetchA8Texture[modulateOp * 2 + description.hasGammaCorrection]);
}
} else {
shader.append(gFS_Main_FetchTexture[modulateOp]);
@@ -676,10 +767,9 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
}
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) {
+ if (!description.useShaderBasedWrap) {
shader.append(gFS_Main_FetchBitmap);
} else {
shader.append(gFS_Main_FetchBitmapNpot);
@@ -720,6 +810,10 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
}
}
+ if (description.hasGradient) {
+ shader.append(gFS_Main_AddDither);
+ }
+
// Output the fragment
if (!blendFramebuffer) {
shader.append(gFS_Main_FragColor);
@@ -748,12 +842,12 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
return shader;
}
-void ProgramCache::generateBlend(String8& shader, const char* name, SkXfermode::Mode mode) {
+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[mode]);
+ shader.append(gBlendOps[(int)mode]);
shader.append("}\n");
}