Optimize GLSL shaders.

Change-Id: I9a5e01bced63d8da0c61330a543a2b805388a59d
This commit is contained in:
Romain Guy
2010-10-11 16:34:59 -07:00
parent 7537f856f9
commit 707b2f78cc
6 changed files with 221 additions and 43 deletions

View File

@@ -23,6 +23,14 @@
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////
#define MODULATE_OP_NO_MODULATE 0
#define MODULATE_OP_MODULATE 1
#define MODULATE_OP_MODULATE_A8 2
///////////////////////////////////////////////////////////////////////////////
// Vertex shaders snippets
///////////////////////////////////////////////////////////////////////////////
@@ -69,8 +77,7 @@ const char* gVS_Main_OutGradient[3] = {
" sweep = (screenSpace * position).xy;\n"
};
const char* gVS_Main_OutBitmapTexCoords =
" vec4 bitmapCoords = textureTransform * position;\n"
" outBitmapTexCoords = bitmapCoords.xy * textureDimension;\n";
" outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
const char* gVS_Main_Position =
" gl_Position = transform * position;\n";
const char* gVS_Footer =
@@ -113,12 +120,52 @@ const char* gFS_Uniforms_ColorOp[4] = {
const char* gFS_Main =
"\nvoid main(void) {\n"
" lowp vec4 fragColor;\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(sampler, outTexCoords);\n"
"}\n\n";
const char* gFS_Fast_SingleModulateTexture =
"\nvoid main(void) {\n"
" gl_FragColor = color.a * texture2D(sampler, outTexCoords);\n"
"}\n\n";
const char* gFS_Fast_SingleA8Texture =
"\nvoid main(void) {\n"
" gl_FragColor = vec4(0.0, 0.0, 0.0, texture2D(sampler, outTexCoords).a);\n"
"}\n\n";
const char* gFS_Fast_SingleModulateA8Texture =
"\nvoid main(void) {\n"
" gl_FragColor = color * texture2D(sampler, outTexCoords).a;\n"
"}\n\n";
const char* gFS_Fast_SingleGradient =
"\nvoid main(void) {\n"
" gl_FragColor = texture2D(gradientSampler, linear);\n"
"}\n\n";
const char* gFS_Fast_SingleModulateGradient =
"\nvoid main(void) {\n"
" gl_FragColor = color.a * texture2D(gradientSampler, linear);\n"
"}\n\n";
// General case
const char* gFS_Main_FetchColor =
" fragColor = color;\n";
const char* gFS_Main_FetchTexture =
" fragColor = color * texture2D(sampler, outTexCoords);\n";
const char* gFS_Main_FetchA8Texture =
" fragColor = color * texture2D(sampler, outTexCoords).a;\n";
const char* gFS_Main_FetchTexture[2] = {
// Don't modulate
" fragColor = texture2D(sampler, outTexCoords);\n",
// Modulate
" fragColor = color * texture2D(sampler, outTexCoords);\n"
};
const char* gFS_Main_FetchA8Texture[2] = {
// Don't modulate
" fragColor = vec4(0.0, 0.0, 0.0, texture2D(sampler, outTexCoords).a);\n",
// Modulate
" fragColor = color * texture2D(sampler, outTexCoords).a;\n"
};
const char* gFS_Main_FetchGradient[3] = {
// Linear
" vec4 gradientColor = texture2D(gradientSampler, linear);\n",
@@ -137,12 +184,30 @@ const char* gFS_Main_BlendShadersBG =
" fragColor = blendShaders(gradientColor, bitmapColor)";
const char* gFS_Main_BlendShadersGB =
" fragColor = blendShaders(bitmapColor, gradientColor)";
const char* gFS_Main_BlendShaders_Modulate =
" * fragColor.a;\n";
const char* gFS_Main_GradientShader_Modulate =
" fragColor = gradientColor * fragColor.a;\n";
const char* gFS_Main_BitmapShader_Modulate =
" fragColor = bitmapColor * fragColor.a;\n";
const char* gFS_Main_BlendShaders_Modulate[3] = {
// Don't modulate
";\n",
// Modulate
" * fragColor.a;\n",
// Modulate with alpha 8 texture
" * texture2D(sampler, outTexCoords).a;\n"
};
const char* gFS_Main_GradientShader_Modulate[3] = {
// Don't modulate
" fragColor = gradientColor;\n",
// Modulate
" fragColor = gradientColor * fragColor.a;\n",
// Modulate with alpha 8 texture
" fragColor = gradientColor * texture2D(sampler, outTexCoords).a;\n"
};
const char* gFS_Main_BitmapShader_Modulate[3] = {
// Don't modulate
" fragColor = bitmapColor;\n",
// Modulate
" fragColor = bitmapColor * fragColor.a;\n",
// Modulate with alpha 8 texture
" fragColor = bitmapColor * texture2D(sampler, outTexCoords).a;\n"
};
const char* gFS_Main_FragColor =
" gl_FragColor = fragColor;\n";
const char* gFS_Main_FragColor_Blend =
@@ -317,7 +382,7 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
// Set the default precision
String8 shader;
bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
const bool blendFramebuffer = description.framebufferMode >= SkXfermode::kPlus_Mode;
if (blendFramebuffer) {
shader.append(gFS_Header_Extension_FramebufferFetch);
}
@@ -335,15 +400,72 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
shader.append(gVS_Header_Varyings_HasBitmap);
}
// Uniforms
shader.append(gFS_Uniforms_Color);
int modulateOp = MODULATE_OP_NO_MODULATE;
const bool singleColor = !description.hasTexture &&
!description.hasGradient && !description.hasBitmap;
if (description.modulate || singleColor) {
shader.append(gFS_Uniforms_Color);
if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
}
if (description.hasTexture) {
shader.append(gFS_Uniforms_TextureSampler);
}
if (description.hasGradient) {
shader.append(gFS_Uniforms_GradientSampler[description.gradientType]);
}
// Optimization for common cases
if (!blendFramebuffer) {
bool fast = false;
const bool noShader = !description.hasGradient && !description.hasBitmap;
const bool singleTexture = description.hasTexture &&
!description.hasAlpha8Texture && noShader;
const bool singleA8Texture = description.hasTexture &&
description.hasAlpha8Texture && noShader;
const bool singleGradient = !description.hasTexture &&
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.append(gFS_Fast_SingleGradient);
} else {
shader.append(gFS_Fast_SingleModulateGradient);
}
fast = true;
}
if (fast) {
if (DEBUG_PROGRAM_CACHE) {
PROGRAM_LOGD("*** Fast case:\n");
PROGRAM_LOGD("*** Generated fragment shader:\n\n");
printLongString(shader);
}
return shader;
}
}
if (description.hasBitmap) {
shader.append(gFS_Uniforms_BitmapSampler);
}
@@ -368,12 +490,16 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
// Stores the result in fragColor directly
if (description.hasTexture) {
if (description.hasAlpha8Texture) {
shader.append(gFS_Main_FetchA8Texture);
if (!description.hasGradient && !description.hasBitmap) {
shader.append(gFS_Main_FetchA8Texture[modulateOp]);
}
} else {
shader.append(gFS_Main_FetchTexture);
shader.append(gFS_Main_FetchTexture[modulateOp]);
}
} else {
shader.append(gFS_Main_FetchColor);
if ((!description.hasGradient && !description.hasBitmap) || description.modulate) {
shader.append(gFS_Main_FetchColor);
}
}
if (description.hasGradient) {
shader.append(gFS_Main_FetchGradient[description.gradientType]);
@@ -387,17 +513,20 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
}
// Case when we have two shaders set
if (description.hasGradient && description.hasBitmap) {
int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
if (description.isBitmapFirst) {
shader.append(gFS_Main_BlendShadersBG);
} else {
shader.append(gFS_Main_BlendShadersGB);
}
shader.append(gFS_Main_BlendShaders_Modulate);
shader.append(gFS_Main_BlendShaders_Modulate[op]);
} else {
if (description.hasGradient) {
shader.append(gFS_Main_GradientShader_Modulate);
int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
shader.append(gFS_Main_GradientShader_Modulate[op]);
} else if (description.hasBitmap) {
shader.append(gFS_Main_BitmapShader_Modulate);
int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
shader.append(gFS_Main_BitmapShader_Modulate[op]);
}
}
// Apply the color op if needed