6747be9fab
Blobcache is not yet enabled for surfaceflinger (as it should be). As a temporary workaround, generate all needed shaders during surfaceflinger initialization instead of doing the compilation on-demand during ui transitions. Change-Id: I14455b20a3f85f177d85c9c8b76d8ccc35379b39
254 lines
8.2 KiB
C++
254 lines
8.2 KiB
C++
/*
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* Copyright 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include <utils/String8.h>
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#include "ProgramCache.h"
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#include "Program.h"
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#include "Description.h"
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namespace android {
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// -----------------------------------------------------------------------------------------------
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/*
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* A simple formatter class to automatically add the endl and
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* manage the indentation.
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*/
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class Formatter;
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static Formatter& indent(Formatter& f);
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static Formatter& dedent(Formatter& f);
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class Formatter {
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String8 mString;
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int mIndent;
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typedef Formatter& (*FormaterManipFunc)(Formatter&);
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friend Formatter& indent(Formatter& f);
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friend Formatter& dedent(Formatter& f);
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public:
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Formatter() : mIndent(0) {}
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String8 getString() const {
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return mString;
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}
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friend Formatter& operator << (Formatter& out, const char* in) {
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for (int i=0 ; i<out.mIndent ; i++) {
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out.mString.append(" ");
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}
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out.mString.append(in);
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out.mString.append("\n");
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return out;
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}
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friend inline Formatter& operator << (Formatter& out, const String8& in) {
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return operator << (out, in.string());
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}
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friend inline Formatter& operator<<(Formatter& to, FormaterManipFunc func) {
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return (*func)(to);
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}
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};
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Formatter& indent(Formatter& f) {
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f.mIndent++;
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return f;
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}
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Formatter& dedent(Formatter& f) {
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f.mIndent--;
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return f;
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}
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// -----------------------------------------------------------------------------------------------
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ANDROID_SINGLETON_STATIC_INSTANCE(ProgramCache)
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ProgramCache::ProgramCache() {
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// Until surfaceflinger has a dependable blob cache on the filesystem,
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// generate shaders on initialization so as to avoid jank.
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primeCache();
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}
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ProgramCache::~ProgramCache() {
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}
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void ProgramCache::primeCache() {
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uint32_t shaderCount = 0;
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uint32_t keyMask = Key::BLEND_MASK | Key::OPACITY_MASK |
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Key::PLANE_ALPHA_MASK | Key::TEXTURE_MASK;
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// Prime the cache for all combinations of the above masks,
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// leaving off the experimental color matrix mask options.
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nsecs_t timeBefore = systemTime();
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for (uint32_t keyVal = 0; keyVal <= keyMask; keyVal++) {
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Key shaderKey;
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shaderKey.set(keyMask, keyVal);
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uint32_t tex = shaderKey.getTextureTarget();
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if (tex != Key::TEXTURE_OFF &&
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tex != Key::TEXTURE_EXT &&
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tex != Key::TEXTURE_2D) {
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continue;
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}
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Program* program = mCache.valueFor(shaderKey);
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if (program == NULL) {
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program = generateProgram(shaderKey);
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mCache.add(shaderKey, program);
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shaderCount++;
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}
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}
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nsecs_t timeAfter = systemTime();
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float compileTimeMs = static_cast<float>(timeAfter - timeBefore) / 1.0E6;
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ALOGD("shader cache generated - %u shaders in %f ms\n", shaderCount, compileTimeMs);
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}
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ProgramCache::Key ProgramCache::computeKey(const Description& description) {
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Key needs;
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needs.set(Key::TEXTURE_MASK,
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!description.mTextureEnabled ? Key::TEXTURE_OFF :
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description.mTexture.getTextureTarget() == GL_TEXTURE_EXTERNAL_OES ? Key::TEXTURE_EXT :
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description.mTexture.getTextureTarget() == GL_TEXTURE_2D ? Key::TEXTURE_2D :
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Key::TEXTURE_OFF)
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.set(Key::PLANE_ALPHA_MASK,
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(description.mPlaneAlpha < 1) ? Key::PLANE_ALPHA_LT_ONE : Key::PLANE_ALPHA_EQ_ONE)
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.set(Key::BLEND_MASK,
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description.mPremultipliedAlpha ? Key::BLEND_PREMULT : Key::BLEND_NORMAL)
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.set(Key::OPACITY_MASK,
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description.mOpaque ? Key::OPACITY_OPAQUE : Key::OPACITY_TRANSLUCENT)
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.set(Key::COLOR_MATRIX_MASK,
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description.mColorMatrixEnabled ? Key::COLOR_MATRIX_ON : Key::COLOR_MATRIX_OFF);
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return needs;
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}
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String8 ProgramCache::generateVertexShader(const Key& needs) {
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Formatter vs;
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if (needs.isTexturing()) {
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vs << "attribute vec4 texCoords;"
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<< "varying vec2 outTexCoords;";
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}
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vs << "attribute vec4 position;"
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<< "uniform mat4 projection;"
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<< "uniform mat4 texture;"
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<< "void main(void) {" << indent
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<< "gl_Position = projection * position;";
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if (needs.isTexturing()) {
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vs << "outTexCoords = (texture * texCoords).st;";
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}
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vs << dedent << "}";
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return vs.getString();
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}
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String8 ProgramCache::generateFragmentShader(const Key& needs) {
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Formatter fs;
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if (needs.getTextureTarget() == Key::TEXTURE_EXT) {
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fs << "#extension GL_OES_EGL_image_external : require";
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}
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// default precision is required-ish in fragment shaders
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fs << "precision mediump float;";
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if (needs.getTextureTarget() == Key::TEXTURE_EXT) {
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fs << "uniform samplerExternalOES sampler;"
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<< "varying vec2 outTexCoords;";
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} else if (needs.getTextureTarget() == Key::TEXTURE_2D) {
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fs << "uniform sampler2D sampler;"
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<< "varying vec2 outTexCoords;";
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} else if (needs.getTextureTarget() == Key::TEXTURE_OFF) {
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fs << "uniform vec4 color;";
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}
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if (needs.hasPlaneAlpha()) {
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fs << "uniform float alphaPlane;";
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}
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if (needs.hasColorMatrix()) {
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fs << "uniform mat4 colorMatrix;";
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}
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fs << "void main(void) {" << indent;
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if (needs.isTexturing()) {
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fs << "gl_FragColor = texture2D(sampler, outTexCoords);";
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} else {
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fs << "gl_FragColor = color;";
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}
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if (needs.isOpaque()) {
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fs << "gl_FragColor.a = 1.0;";
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}
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if (needs.hasPlaneAlpha()) {
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// modulate the alpha value with planeAlpha
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if (needs.isPremultiplied()) {
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// ... and the color too if we're premultiplied
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fs << "gl_FragColor *= alphaPlane;";
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} else {
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fs << "gl_FragColor.a *= alphaPlane;";
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}
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}
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if (needs.hasColorMatrix()) {
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if (!needs.isOpaque() && needs.isPremultiplied()) {
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// un-premultiply if needed before linearization
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fs << "gl_FragColor.rgb = gl_FragColor.rgb/gl_FragColor.a;";
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}
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fs << "gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(2.2));";
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fs << "vec4 transformed = colorMatrix * vec4(gl_FragColor.rgb, 1);";
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fs << "gl_FragColor.rgb = transformed.rgb/transformed.a;";
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fs << "gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / 2.2));";
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if (!needs.isOpaque() && needs.isPremultiplied()) {
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// and re-premultiply if needed after gamma correction
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fs << "gl_FragColor.rgb = gl_FragColor.rgb*gl_FragColor.a;";
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}
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}
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fs << dedent << "}";
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return fs.getString();
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}
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Program* ProgramCache::generateProgram(const Key& needs) {
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// vertex shader
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String8 vs = generateVertexShader(needs);
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// fragment shader
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String8 fs = generateFragmentShader(needs);
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Program* program = new Program(needs, vs.string(), fs.string());
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return program;
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}
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void ProgramCache::useProgram(const Description& description) {
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// generate the key for the shader based on the description
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Key needs(computeKey(description));
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// look-up the program in the cache
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Program* program = mCache.valueFor(needs);
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if (program == NULL) {
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// we didn't find our program, so generate one...
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nsecs_t time = -systemTime();
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program = generateProgram(needs);
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mCache.add(needs, program);
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time += systemTime();
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//ALOGD(">>> generated new program: needs=%08X, time=%u ms (%d programs)",
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// needs.mNeeds, uint32_t(ns2ms(time)), mCache.size());
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}
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// here we have a suitable program for this description
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if (program->isValid()) {
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program->use();
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program->setUniforms(description);
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}
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}
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} /* namespace android */
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