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240 lines
9.0 KiB
240 lines
9.0 KiB
/*
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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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#ifndef SF_RENDER_ENGINE_PROGRAMCACHE_H
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#define SF_RENDER_ENGINE_PROGRAMCACHE_H
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#include <memory>
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#include <unordered_map>
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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#include <renderengine/private/Description.h>
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#include <utils/Singleton.h>
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#include <utils/TypeHelpers.h>
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namespace android {
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class String8;
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namespace renderengine {
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struct Description;
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namespace gl {
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class Formatter;
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class Program;
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/*
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* This class generates GLSL programs suitable to handle a given
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* Description. It's responsible for figuring out what to
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* generate from a Description.
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* It also maintains a cache of these Programs.
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*/
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class ProgramCache : public Singleton<ProgramCache> {
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public:
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/*
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* Key is used to retrieve a Program in the cache.
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* A Key is generated from a Description.
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*/
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class Key {
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friend class ProgramCache;
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typedef uint32_t key_t;
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key_t mKey;
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public:
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enum {
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BLEND_SHIFT = 0,
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BLEND_MASK = 1 << BLEND_SHIFT,
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BLEND_PREMULT = 1 << BLEND_SHIFT,
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BLEND_NORMAL = 0 << BLEND_SHIFT,
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OPACITY_SHIFT = 1,
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OPACITY_MASK = 1 << OPACITY_SHIFT,
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OPACITY_OPAQUE = 1 << OPACITY_SHIFT,
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OPACITY_TRANSLUCENT = 0 << OPACITY_SHIFT,
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ALPHA_SHIFT = 2,
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ALPHA_MASK = 1 << ALPHA_SHIFT,
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ALPHA_LT_ONE = 1 << ALPHA_SHIFT,
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ALPHA_EQ_ONE = 0 << ALPHA_SHIFT,
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TEXTURE_SHIFT = 3,
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TEXTURE_MASK = 3 << TEXTURE_SHIFT,
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TEXTURE_OFF = 0 << TEXTURE_SHIFT,
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TEXTURE_EXT = 1 << TEXTURE_SHIFT,
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TEXTURE_2D = 2 << TEXTURE_SHIFT,
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ROUNDED_CORNERS_SHIFT = 5,
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ROUNDED_CORNERS_MASK = 1 << ROUNDED_CORNERS_SHIFT,
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ROUNDED_CORNERS_OFF = 0 << ROUNDED_CORNERS_SHIFT,
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ROUNDED_CORNERS_ON = 1 << ROUNDED_CORNERS_SHIFT,
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INPUT_TRANSFORM_MATRIX_SHIFT = 6,
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INPUT_TRANSFORM_MATRIX_MASK = 1 << INPUT_TRANSFORM_MATRIX_SHIFT,
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INPUT_TRANSFORM_MATRIX_OFF = 0 << INPUT_TRANSFORM_MATRIX_SHIFT,
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INPUT_TRANSFORM_MATRIX_ON = 1 << INPUT_TRANSFORM_MATRIX_SHIFT,
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OUTPUT_TRANSFORM_MATRIX_SHIFT = 7,
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OUTPUT_TRANSFORM_MATRIX_MASK = 1 << OUTPUT_TRANSFORM_MATRIX_SHIFT,
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OUTPUT_TRANSFORM_MATRIX_OFF = 0 << OUTPUT_TRANSFORM_MATRIX_SHIFT,
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OUTPUT_TRANSFORM_MATRIX_ON = 1 << OUTPUT_TRANSFORM_MATRIX_SHIFT,
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INPUT_TF_SHIFT = 8,
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INPUT_TF_MASK = 3 << INPUT_TF_SHIFT,
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INPUT_TF_LINEAR = 0 << INPUT_TF_SHIFT,
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INPUT_TF_SRGB = 1 << INPUT_TF_SHIFT,
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INPUT_TF_ST2084 = 2 << INPUT_TF_SHIFT,
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INPUT_TF_HLG = 3 << INPUT_TF_SHIFT,
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OUTPUT_TF_SHIFT = 10,
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OUTPUT_TF_MASK = 3 << OUTPUT_TF_SHIFT,
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OUTPUT_TF_LINEAR = 0 << OUTPUT_TF_SHIFT,
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OUTPUT_TF_SRGB = 1 << OUTPUT_TF_SHIFT,
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OUTPUT_TF_ST2084 = 2 << OUTPUT_TF_SHIFT,
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OUTPUT_TF_HLG = 3 << OUTPUT_TF_SHIFT,
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Y410_BT2020_SHIFT = 12,
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Y410_BT2020_MASK = 1 << Y410_BT2020_SHIFT,
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Y410_BT2020_OFF = 0 << Y410_BT2020_SHIFT,
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Y410_BT2020_ON = 1 << Y410_BT2020_SHIFT,
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SHADOW_SHIFT = 13,
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SHADOW_MASK = 1 << SHADOW_SHIFT,
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SHADOW_OFF = 0 << SHADOW_SHIFT,
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SHADOW_ON = 1 << SHADOW_SHIFT,
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DISPLAY_COLOR_TRANSFORM_MATRIX_SHIFT = 14,
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DISPLAY_COLOR_TRANSFORM_MATRIX_MASK = 1 << DISPLAY_COLOR_TRANSFORM_MATRIX_SHIFT,
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DISPLAY_COLOR_TRANSFORM_MATRIX_OFF = 0 << DISPLAY_COLOR_TRANSFORM_MATRIX_SHIFT,
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DISPLAY_COLOR_TRANSFORM_MATRIX_ON = 1 << DISPLAY_COLOR_TRANSFORM_MATRIX_SHIFT,
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};
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inline Key() : mKey(0) {}
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inline Key(const Key& rhs) : mKey(rhs.mKey) {}
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inline Key& set(key_t mask, key_t value) {
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mKey = (mKey & ~mask) | value;
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return *this;
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}
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inline bool isTexturing() const { return (mKey & TEXTURE_MASK) != TEXTURE_OFF; }
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inline bool hasTextureCoords() const { return isTexturing() && !drawShadows(); }
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inline int getTextureTarget() const { return (mKey & TEXTURE_MASK); }
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inline bool isPremultiplied() const { return (mKey & BLEND_MASK) == BLEND_PREMULT; }
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inline bool isOpaque() const { return (mKey & OPACITY_MASK) == OPACITY_OPAQUE; }
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inline bool hasAlpha() const { return (mKey & ALPHA_MASK) == ALPHA_LT_ONE; }
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inline bool hasRoundedCorners() const {
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return (mKey & ROUNDED_CORNERS_MASK) == ROUNDED_CORNERS_ON;
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}
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inline bool drawShadows() const { return (mKey & SHADOW_MASK) == SHADOW_ON; }
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inline bool hasInputTransformMatrix() const {
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return (mKey & INPUT_TRANSFORM_MATRIX_MASK) == INPUT_TRANSFORM_MATRIX_ON;
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}
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inline bool hasOutputTransformMatrix() const {
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return (mKey & OUTPUT_TRANSFORM_MATRIX_MASK) == OUTPUT_TRANSFORM_MATRIX_ON;
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}
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inline bool hasDisplayColorMatrix() const {
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return (mKey & DISPLAY_COLOR_TRANSFORM_MATRIX_MASK) ==
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DISPLAY_COLOR_TRANSFORM_MATRIX_ON;
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}
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inline bool hasTransformMatrix() const {
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return hasInputTransformMatrix() || hasOutputTransformMatrix();
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}
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inline int getInputTF() const { return (mKey & INPUT_TF_MASK); }
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inline int getOutputTF() const { return (mKey & OUTPUT_TF_MASK); }
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// When HDR and non-HDR contents are mixed, or different types of HDR contents are
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// mixed, we will do a tone mapping process to tone map the input content to output
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// content. Currently, the following conversions handled, they are:
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// * SDR -> HLG
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// * SDR -> PQ
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// * HLG -> PQ
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inline bool needsToneMapping() const {
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int inputTF = getInputTF();
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int outputTF = getOutputTF();
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// Return false when converting from SDR to SDR.
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if (inputTF == Key::INPUT_TF_SRGB && outputTF == Key::OUTPUT_TF_LINEAR) {
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return false;
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}
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if (inputTF == Key::INPUT_TF_LINEAR && outputTF == Key::OUTPUT_TF_SRGB) {
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return false;
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}
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inputTF >>= Key::INPUT_TF_SHIFT;
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outputTF >>= Key::OUTPUT_TF_SHIFT;
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return inputTF != outputTF;
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}
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inline bool isY410BT2020() const { return (mKey & Y410_BT2020_MASK) == Y410_BT2020_ON; }
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// for use by std::unordered_map
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bool operator==(const Key& other) const { return mKey == other.mKey; }
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struct Hash {
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size_t operator()(const Key& key) const { return static_cast<size_t>(key.mKey); }
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};
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};
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ProgramCache() = default;
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~ProgramCache() = default;
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// Generate shaders to populate the cache
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void primeCache(const EGLContext context, bool useColorManagement, bool toneMapperShaderOnly);
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size_t getSize(const EGLContext context) { return mCaches[context].size(); }
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// useProgram lookup a suitable program in the cache or generates one
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// if none can be found.
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void useProgram(const EGLContext context, const Description& description);
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void purgeCaches() { mCaches.clear(); }
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private:
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// compute a cache Key from a Description
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static Key computeKey(const Description& description);
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// Generate EOTF based from Key.
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static void generateEOTF(Formatter& fs, const Key& needs);
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// Generate necessary tone mapping methods for OOTF.
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static void generateToneMappingProcess(Formatter& fs, const Key& needs);
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// Generate OOTF based from Key.
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static void generateOOTF(Formatter& fs, const Key& needs);
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// Generate OETF based from Key.
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static void generateOETF(Formatter& fs, const Key& needs);
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// generates a program from the Key
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static std::unique_ptr<Program> generateProgram(const Key& needs);
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// generates the vertex shader from the Key
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static String8 generateVertexShader(const Key& needs);
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// generates the fragment shader from the Key
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static String8 generateFragmentShader(const Key& needs);
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// Key/Value map used for caching Programs. Currently the cache
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// is never shrunk (and the GL program objects are never deleted).
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std::unordered_map<EGLContext, std::unordered_map<Key, std::unique_ptr<Program>, Key::Hash>>
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mCaches;
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};
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} // namespace gl
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} // namespace renderengine
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ANDROID_BASIC_TYPES_TRAITS(renderengine::gl::ProgramCache::Key)
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} // namespace android
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#endif /* SF_RENDER_ENGINE_PROGRAMCACHE_H */
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