201 lines
5.9 KiB
C++
201 lines
5.9 KiB
C++
/*
|
|
* Copyright 2013 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 <GLES2/gl2.h>
|
|
#include <GLES2/gl2ext.h>
|
|
|
|
#include <utils/String8.h>
|
|
|
|
#include "ProgramCache.h"
|
|
#include "Program.h"
|
|
#include "Description.h"
|
|
|
|
namespace android {
|
|
// -----------------------------------------------------------------------------------------------
|
|
|
|
|
|
/*
|
|
* A simple formatter class to automatically add the endl and
|
|
* manage the indentation.
|
|
*/
|
|
|
|
class Formatter;
|
|
static Formatter& indent(Formatter& f);
|
|
static Formatter& dedent(Formatter& f);
|
|
|
|
class Formatter {
|
|
String8 mString;
|
|
int mIndent;
|
|
typedef Formatter& (*FormaterManipFunc)(Formatter&);
|
|
friend Formatter& indent(Formatter& f);
|
|
friend Formatter& dedent(Formatter& f);
|
|
public:
|
|
Formatter() : mIndent(0) {}
|
|
|
|
String8 getString() const {
|
|
return mString;
|
|
}
|
|
|
|
friend Formatter& operator << (Formatter& out, const char* in) {
|
|
for (int i=0 ; i<out.mIndent ; i++) {
|
|
out.mString.append(" ");
|
|
}
|
|
out.mString.append(in);
|
|
out.mString.append("\n");
|
|
return out;
|
|
}
|
|
friend inline Formatter& operator << (Formatter& out, const String8& in) {
|
|
return operator << (out, in.string());
|
|
}
|
|
friend inline Formatter& operator<<(Formatter& to, FormaterManipFunc func) {
|
|
return (*func)(to);
|
|
}
|
|
};
|
|
Formatter& indent(Formatter& f) {
|
|
f.mIndent++;
|
|
return f;
|
|
}
|
|
Formatter& dedent(Formatter& f) {
|
|
f.mIndent--;
|
|
return f;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------------------
|
|
|
|
ANDROID_SINGLETON_STATIC_INSTANCE(ProgramCache)
|
|
|
|
|
|
ProgramCache::ProgramCache() {
|
|
}
|
|
|
|
ProgramCache::~ProgramCache() {
|
|
}
|
|
|
|
ProgramCache::Key ProgramCache::computeKey(const Description& description) {
|
|
Key needs;
|
|
needs.set(Key::TEXTURE_MASK,
|
|
(description.mTextureTarget == GL_TEXTURE_EXTERNAL_OES) ? Key::TEXTURE_EXT :
|
|
(description.mTextureTarget == GL_TEXTURE_2D) ? Key::TEXTURE_2D :
|
|
Key::TEXTURE_OFF)
|
|
.set(Key::PLANE_ALPHA_MASK,
|
|
(description.mPlaneAlpha < 1) ? Key::PLANE_ALPHA_LT_ONE : Key::PLANE_ALPHA_EQ_ONE)
|
|
.set(Key::BLEND_MASK,
|
|
description.mPremultipliedAlpha ? Key::BLEND_PREMULT : Key::BLEND_NORMAL)
|
|
.set(Key::OPACITY_MASK,
|
|
description.mOpaque ? Key::OPACITY_OPAQUE : Key::OPACITY_TRANSLUCENT);
|
|
return needs;
|
|
}
|
|
|
|
String8 ProgramCache::generateVertexShader(const Key& needs) {
|
|
Formatter vs;
|
|
if (needs.isTexturing()) {
|
|
vs << "attribute vec4 texCoords;"
|
|
<< "varying vec2 outTexCoords;";
|
|
}
|
|
vs << "attribute vec4 position;"
|
|
<< "uniform mat4 projection;"
|
|
<< "uniform mat4 texture;"
|
|
<< "void main(void) {" << indent
|
|
<< "gl_Position = projection * position;";
|
|
if (needs.isTexturing()) {
|
|
vs << "outTexCoords = (texture * texCoords).st;";
|
|
}
|
|
vs << dedent << "}";
|
|
return vs.getString();
|
|
}
|
|
|
|
String8 ProgramCache::generateFragmentShader(const Key& needs) {
|
|
Formatter fs;
|
|
if (needs.getTextureTarget() == Key::TEXTURE_EXT) {
|
|
fs << "#extension GL_OES_EGL_image_external : require";
|
|
}
|
|
|
|
// default precision is required-ish in fragment shaders
|
|
fs << "precision mediump float;";
|
|
|
|
if (needs.getTextureTarget() == Key::TEXTURE_EXT) {
|
|
fs << "uniform samplerExternalOES sampler;"
|
|
<< "varying vec2 outTexCoords;";
|
|
} else if (needs.getTextureTarget() == Key::TEXTURE_2D) {
|
|
fs << "uniform sampler2D sampler;"
|
|
<< "varying vec2 outTexCoords;";
|
|
} else if (needs.getTextureTarget() == Key::TEXTURE_OFF) {
|
|
fs << "uniform vec4 color;";
|
|
}
|
|
if (needs.hasPlaneAlpha()) {
|
|
fs << "uniform float alphaPlane;";
|
|
}
|
|
fs << "void main(void) {" << indent;
|
|
if (needs.isTexturing()) {
|
|
fs << "gl_FragColor = texture2D(sampler, outTexCoords);";
|
|
} else {
|
|
fs << "gl_FragColor = color;";
|
|
}
|
|
if (needs.isOpaque()) {
|
|
fs << "gl_FragColor.a = 1.0;";
|
|
}
|
|
if (needs.hasPlaneAlpha()) {
|
|
// modulate the alpha value with planeAlpha
|
|
if (needs.isPremultiplied()) {
|
|
// ... and the color too if we're premultiplied
|
|
fs << "gl_FragColor *= alphaPlane;";
|
|
} else {
|
|
fs << "gl_FragColor.a *= alphaPlane;";
|
|
}
|
|
}
|
|
fs << dedent << "}";
|
|
return fs.getString();
|
|
}
|
|
|
|
Program* ProgramCache::generateProgram(const Key& needs) {
|
|
// vertex shader
|
|
String8 vs = generateVertexShader(needs);
|
|
|
|
// fragment shader
|
|
String8 fs = generateFragmentShader(needs);
|
|
|
|
Program* program = new Program(needs, vs.string(), fs.string());
|
|
return program;
|
|
}
|
|
|
|
void ProgramCache::useProgram(const Description& description) {
|
|
|
|
// generate the key for the shader based on the description
|
|
Key needs(computeKey(description));
|
|
|
|
// look-up the program in the cache
|
|
Program* program = mCache.valueFor(needs);
|
|
if (program == NULL) {
|
|
// we didn't find our program, so generate one...
|
|
nsecs_t time = -systemTime();
|
|
program = generateProgram(needs);
|
|
mCache.add(needs, program);
|
|
time += systemTime();
|
|
|
|
//ALOGD(">>> generated new program: needs=%08X, time=%u ms (%d programs)",
|
|
// needs.mNeeds, uint32_t(ns2ms(time)), mCache.size());
|
|
}
|
|
|
|
// here we have a suitable program for this description
|
|
if (program->isValid()) {
|
|
program->use();
|
|
program->setUniforms(description);
|
|
}
|
|
}
|
|
|
|
|
|
} /* namespace android */
|