52 Commits

Author SHA1 Message Date
Derek Sollenberger
669b15a935 Fix HWUI/Skia Gradients to premultiply the colors prior to interpolation
This is fixed in Skia by passing the appropriate flag when the shader is
generated.  The fix in HWUI is to reverse the premultiplication and
interpolation steps.

Test: bit CtsUiRenderingTestCases:.testclasses.ShaderTests
Bug: 34323783
Change-Id: I3417141949f62fcc696b6d8213a4b446d7d0cbf8
2017-04-04 12:07:28 -04:00
Romain Guy
6183c97e5f Bowing my head in shame, going back to gamma interpolated gradients
Frankengradients (linearly interpolated RGB, gamma interpolated alpha) look
fantastic but unfortunately create sligh compatibility issues. For instance,
a gradient from 0xffea1030 to 0x00ea1030 (opaque to alpha, with a single
color) blended on top of 0xff101010 would not look the same as a single
opaque gradient from 0xffea1030 to 0xff101010. The difference is hardly
noticeable on simple gradients but it could cause confusion amongst app
developers. Their life is hard enough as it is, let's be good to them.

My crusade against the gamma world is not over and one day I shall
be the victor. I am patience.

Bug: 35485208
Test: UiRendering.ShaderTests, UiRendering.GradientTests, manual testing
Change-Id: I8204e60cdf0a6b12dfe22638d30ca9622687000e
2017-03-16 12:29:03 -07:00
Romain Guy
efb4b06493 Add ColorSpace information on Bitmap
This is the first step toward interpreting color spaces at render time.

Bug: 32984164
Test: BitmapColorSpaceTest in CtsGraphicsTestCases

Change-Id: I0164a18f1ed74a745874fe5229168042afe27a04
2017-03-06 19:33:25 -08:00
Romain Guy
9fe7e16399 Gradients are now an absurd Chimera
As of O, gradients are interpolated in linear space. This unfortunately
affects applications that were expecting a certain behavior for the
alpha ramp. This change attempts to get the best of both world: better
color interpolation (in linear space) and the old alpha interpolation
(in gamma space). This is achieved by applying the electro-optical
transfer function to the alpha channel; an idea so wrong it would
make any graphics programmer worth his salt weep in disgust.

As abhorrent this idea might be to me, it also acts as a faint
beacon of hope admist the unfathomable darkness that is Android's
color management.

And if you allow me another misguided metaphor, this change
represents the flotsam I can cling onto in the hope to one day
reach the bountiful shores of linear blending and accurate color
management. Would this change not fix the distress caused by its
predecessors, I will have no choice but bow my head in shame until
the day I can finally devise an infallible plan.

Bug: 33010587
Test: CtsUiRenderingTestCases
Change-Id: I5397fefd7944413f2c820e613a5cba50579d4dd5
2017-02-03 16:56:46 -08:00
Romain Guy
a0ed6f03f6 Pre-multiply gradient colors the right way
Alpha pre-multiplication must be done after applying the
opto-electronic transfer function when linear blending is
disabled. The correct way would be to pre-multiply before
gamma encoding but this leads to improper blending which
cannot be corrected without using sRGB frame buffers and
texture sampling.

Bug: 33010587
Test: cts-tradefed run singleCommand cts-dev --module CtsUiRenderingTestCases --test android.uirendering.cts.testclasses.GradientTests
Change-Id: I5f04bda4cb9f63674537aef5931621c14d601884
2016-12-12 18:50:07 -08:00
Romain Guy
f9037dabea Don't apply the OECF twice to multi-stop gradients
Test: Manual

Change-Id: Icd65d906df2f0a059373edb8c6d55fe378c92f92
2016-10-12 18:31:31 -07:00
Romain Guy
8762e332e3 Various fixes for linear blending and gradients
With linear blending turned off some textures were still
created as sRGB textures instead of linear textures.
Multi-stop gradients were not behaving properly on devices
with no support for float textures.
Gradients are now always interpolated in linear space
even if linear blending is off.
New functions to always force sRGB->linear->sRGB conversions.

Test: Manual testing
Bug: 29940137
Change-Id: Ie2f84ee2a65fd85570e88af813e841e0e625df6c
2016-10-12 13:28:26 -07:00
Romain Guy
253f2c213f Linear blending, step 1
NOTE: Linear blending is currently disabled in this CL as the
      feature is still a work in progress

Android currently performs all blending (any kind of linear math
on colors really) on gamma-encoded colors. Since Android assumes
that the default color space is sRGB, all bitmaps and colors
are encoded with the sRGB Opto-Electronic Conversion Function
(OECF, which can be approximated with a power function). Since
the power curve is not linear, our linear math is incorrect.
The result is that we generate colors that tend to be too dark;
this affects blending but also anti-aliasing, gradients, blurs,
etc.

The solution is to convert gamma-encoded colors back to linear
space before doing any math on them, using the sRGB Electo-Optical
Conversion Function (EOCF). This is achieved in different
ways in different parts of the pipeline:

- Using hardware conversions when sampling from OpenGL textures
  or writing into OpenGL frame buffers
- Using software conversion functions, to translate app-supplied
  colors to and from sRGB
- Using Skia's color spaces

Any type of processing on colors must roughly ollow these steps:

[sRGB input]->EOCF->[linear data]->[processing]->OECF->[sRGB output]

For the sRGB color space, the conversion functions are defined as
follows:

OECF(linear) :=
linear <= 0.0031308 ? linear * 12.92 : (pow(linear, 1/2.4) * 1.055) - 0.055

EOCF(srgb) :=
srgb <= 0.04045 ? srgb / 12.92 : pow((srgb + 0.055) / 1.055, 2.4)

The EOCF is simply the reciprocal of the OECF.
While it is highly recommended to use the exact sRGB conversion
functions everywhere possible, it is sometimes useful or beneficial
to rely on approximations:

- pow(x,2.2) and pow(x,1/2.2)
- x^2 and sqrt(x)

The latter is particularly useful in fragment shaders (for instance
to apply dithering in sRGB space), especially if the sqrt() can be
replaced with an inversesqrt().

Here is a fairly exhaustive list of modifications implemented
in this CL:

- Set TARGET_ENABLE_LINEAR_BLENDING := false in BoardConfig.mk
  to disable linear blending. This is only for GLES 2.0 GPUs
  with no hardware sRGB support. This flag is currently assumed
  to be false (see note above)
- sRGB writes are disabled when entering a functor (WebView).
  This will need to be fixed at some point
- Skia bitmaps are created with the sRGB color space
- Bitmaps using a 565 config are expanded to 888
- Linear blending is disabled when entering a functor
- External textures are not properly sampled (see below)
- Gradients are interpolated in linear space
- Texture-based dithering was replaced with analytical dithering
- Dithering is done in the quantization color space, which is
  why we must do EOCF(OECF(color)+dither)
- Text is now gamma corrected differently depending on the luminance
  of the source pixel. The asumption is that a bright pixel will be
  blended on a dark background and the other way around. The source
  alpha is gamma corrected to thicken dark on bright and thin
  bright on dark to match the intended design of fonts. This also
  matches the behavior of popular design/drawing applications
- Removed the asset atlas. It did not contain anything useful and
  could not be sampled in sRGB without a yet-to-be-defined GL
  extension
- The last column of color matrices is converted to linear space
  because its value are added to linear colors

Missing features:
- Resource qualifier?
- Regeneration of goldeng images for automated tests
- Handle alpha8/grey8 properly
- Disable sRGB write for layers with external textures

Test: Manual testing while work in progress
Bug: 29940137

Change-Id: I6a07b15ab49b554377cd33a36b6d9971a15e9a0b
2016-10-11 17:47:58 -07:00
John Reck
d61fd4ede5 Fix build
Change-Id: Id793d3a824902ab794b5d5a4cdf4c77a72c52add
2016-02-11 14:35:08 -08:00
John Reck
1d4e6a0901 Fix bpp mismatch
Bug: 26980851

GL_RGBA16F was being incorrectly calculated
as 4 bpp instead of 16 in Texture's objectSize(),
leading to a mismatch in cache size tracking
in GradientCache

Change-Id: I533c52fcdf9910d7a7d14bbd80965b8cbef8e147
2016-02-11 13:22:25 -08:00
Chris Craik
807842acfa Merge "Move several property queries to Properties class" 2016-02-06 01:39:34 +00:00
Chris Craik
48a8f431fa Move several property queries to Properties class
bug:17478770

This removes a lot of redundant property query code, and puts the
queries all in one place, so defining them automatically will be simpler
in the future.

Change-Id: I0428550e6081f07bc6554ffdf73b22284325abb8
2016-02-05 17:38:22 -08:00
John Reck
83c9b5bf63 Add a debug assert to track down infinite loop
Bug: 26980851
Change-Id: I326983ab367782048311b6cf06d800f72837e38e
2016-02-05 13:03:47 -08:00
John Reck
2de7771740 Normalize GL_UNPACK_ALIGNMENT
Several places were setting GL_UNPACK_ALIGNMENT
unneccessarily, whereas other places were assuming an
unpack alignment of 1. Since we never actually
do explicit row-alignment, set GL_UNPACK_ALIGNMENT
to 1 at context creation time and never change it

Bug: 26584230

Also turns on aggressive glGetError checking to
better catch potential problem zones

Change-Id: I190c8f0f0494a7f046d5ed769405c75d363be59a
2016-01-20 13:16:24 -08:00
John Reck
9372ac3621 Fix ordering of texture->upload arguments
Caught by scatter-shotting GL_CHECKPOINTS which
seem generally useful to have

Bug: 26609444

Change-Id: Ie31d9297d8dae56405126720f338b4256c8bae77
2016-01-19 12:58:48 -08:00
John Reck
38e0c32852 Track texture memory globally
Also mostly consolidates texture creation

Change-Id: Ifea01303afda531dcec99b8fe2a0f64cf2f24420
2016-01-14 13:42:12 -08:00
John Reck
6b50780363 Remove almost-all android::Singleton users
Bug: 25426213
Change-Id: I88e6206e8915cce95c3a8a8a82a4bb8fbf668141
2015-11-03 10:09:59 -08:00
Chris Craik
5a4690bf26 Clean up unncessary defines
LOG_TAG and TRACE_TAG are already defined in the makefile

Change-Id: I9e53e3dacbe018441edd74cb7c8c90846defee74
2015-07-14 13:25:38 -07:00
Chris Craik
8e93a7c937 Simplify Texture member initialization
Change-Id: Iaaa6dd20e64a0a075d732b101e3c4278cad44047
2015-02-23 13:21:53 -08:00
Chris Craik
117bdbcfa3 Glop ColorFilter & VertexBuffer support, initial enable
Enables Glop rendering for supported Rects and VertexBuffers
Also removes unused Query object

Change-Id: Ibe227bc362685a153159f75077664f0947764e06
2015-02-06 13:42:25 -08:00
Chris Craik
44eb2c0086 Refactor blending and texture gl state
Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
2015-01-30 10:49:05 -08:00
Chris Craik
d41c4d8c73 Add overrides and switch to nullptr keyword for all files
Adds remaining missing overrides and nullptr usages, missed due to
an extreme failure in tool usage.

Change-Id: I56abd72975a3999ad13330003c348db40f59aebf
2015-01-05 16:49:13 -08:00
Chris Craik
51d6a3db97 Cleanup various clang warnings, use unique_ptrs in several places
Change-Id: I347904b25e51fcc7de14b1e72f1acd0f6ba26f3f
2014-12-23 16:53:56 -08:00
Chris Craik
e63f7c622a Clean unused parameters, disable warnings
Change-Id: Iddb872f53075dd022eeef45265594d1c6a9e2bc0
2013-10-17 10:37:15 -07:00
Romain Guy
7f4307668b Add new Query class for debugging
This class can be used to perform occlusion queries. An occlusion query
can be used to test whether an object is entirely hidden or not.

Change-Id: Ida456df81dbe008a64d3ff4cb7879340785c6abf
2013-06-13 14:58:32 -07:00
Romain Guy
be1b127c7b Assume a texture is unbound after deleting it
Bug #9316260

The GL specification indicates that deleting a bound texture has
the side effect of binding the default texture (name=0). This change
replaces all calls to glDeleteTextures() by Caches::deleteTexture()
to properly keep track of texture bindings.

Change-Id: Ifbc60ef433e0f9776a668dd5bd5f0adbc65a77a0
2013-06-06 16:26:51 -07:00
Romain Guy
8aa195d708 Introduce Caches::bindTexture() to reduce glBindTexture calls
Change-Id: Ic345422567c020c0a9035ff51dcf2ae2a1fc59f4
2013-06-04 18:58:36 -07:00
Romain Guy
95aeff8f11 Properly computer gradient textures width
Only on devices that do not have the npot extension

Change-Id: I472a13dc707d2abaf5fcc06f99c9da343b333558
2013-04-12 16:32:05 -07:00
Romain Guy
b488004289 Use float textures to render gradients when possible
Float textures offer better precision for dithering.

In addition this change removes two uniforms from gradient shaders.
These uniforms were used to dither gradients but their value is
a build time constant. Instead we hardcode the value directly in
the shader source at compile time.

Change-Id: I05e9fd3eef93771843bbd91b453274452dfaefee
2013-04-05 14:17:17 -07:00
Romain Guy
ca89e2a687 Precache paths from a worker thread
Change-Id: I3e7b53d67e0e03e403beaf55c39350ead7f1e309
2013-03-11 17:05:28 -07:00
Romain Guy
3bbacf27c0 Add a RenderBuffer object to store stencil buffers.
Bug #7146141

This change is needed to add a render buffer cache to avoid
creating and destroying stencil buffers on every frame.

This change also allows the renderer to use a 1 bit or 4 bit
stencil buffer whenever possible.

Finally this change fixes a bug introduced by a previous CL
which causes the stencil buffer to not be updated in certain
conditions. The fix relies on a new optional parameter in
drawColorRects() that can be used to avoid performing a
quickReject on rectangles generated by the clip region.

Change-Id: I2f55a8e807009887b276a83cde9f53fd5c01199f
2013-02-07 12:11:22 -08:00
Romain Guy
15a65bfee5 Remove unnecessary & uninitialized variable
Bug #7728929

The uninitialized variable was taken into account to compute
the hash of gradient cache entries, thus causing cache corruptions
and sometimes infinite loops (it would also cause the cache to fill
up.)

Change-Id: Ic807a9bf901888b121a6a781a81dafc33075ed2a
2013-01-03 14:45:39 -08:00
Romain Guy
059e12ccd2 Use LruCache instead of GenerationCache in libhwui
Change-Id: Ic26ddc7151eb5462bcd243b21daf7187ed6d3bec
2012-11-29 11:44:02 -08:00
Mathias Agopian
a8557d2169 Revert "Add more support for transformed clip rects and paths"
this introduced a dead lock in GradientCache's ctor.

This reverts commit dfe082f63e94cde9aee271c94d13de5e7217e036.

Bug: 7096001
Change-Id: I57b8bbab11fb7cb502fa58e3bbf5d19864db874f
2012-08-31 20:04:18 -07:00
Romain Guy
dfe082f63e Add more support for transformed clip rects and paths
Change-Id: I41791b1e1bffef77d503dc9e52428395d2309688
2012-08-31 17:17:40 -07:00
Romain Guy
d679b57ef2 Pre-multiply color components for 2-stop gradients
Bug #7033344

Change-Id: Ia168501f1dc56ba7a1bb0c55078320432309a66a
2012-08-29 21:56:18 -07:00
Romain Guy
320d46bf84 Reduce gradients textures size whenever possible
Change-Id: Ifd58625ee62edac3b5d20b77553cb98b6fa2b46e
2012-08-08 16:05:42 -07:00
Romain Guy
42e1e0d482 Improve gradients
Avoid using textures for common gradients (two stops from 0.0 to 1.0)

Change-Id: Iff55d21b126c8cfc4cfb701669f2339c8f6b131a
2012-07-31 18:55:16 -07:00
Romain Guy
98ba89492a Make gradients look slightly better
Change-Id: Ib12c628a88b9ec6af1214ce6e5cb14cfde40485e
2012-07-20 16:58:45 -07:00
Romain Guy
8dcfd5e836 Clamp gradient textures to max GL texture size
Change-Id: I8ce4e50988f5194fe5ce4bde7945ec01673af3cd
2012-07-20 11:47:57 -07:00
Romain Guy
eb61cd8296 Optimize gradient textures
Compute the size of the backing textures based on the maximum possible
number of shades in the gradient.

Change-Id: I2d7f20477d31b81e9735f2c1d83ebdd0dbcbe340
2012-07-18 20:39:45 -07:00
Steve Block
3762c31172 Rename (IF_)LOGE(_IF) to (IF_)ALOGE(_IF) DO NOT MERGE
See https://android-git.corp.google.com/g/#/c/157220

Bug: 5449033
Change-Id: Ic9c19d30693bd56755f55906127cd6bd7126096c
2012-01-08 13:19:13 +00:00
Romain Guy
39d252a663 Various OpenGL optimizations
Change-Id: Ib0742c96f10f5f50e7e5148b742c31b6c232d127
2011-12-12 18:14:06 -08:00
Romain Guy
6203f6c814 Reduce the amount of data cached by the gradients cache.
Change-Id: I8546f5a5ecf38031c9a40bdcc434d4c7f22da63d
2011-08-01 18:56:21 -07:00
Romain Guy
e3c26851dc Improve rendering performance on some GPUs
This change sets textures filtering to GL_NEAREST by default. GL_LINEAR
filtering is only used when textures are transformed with a scale or
a rotation. This helps save a couple of fps on some GPUs.

Change-Id: I1efaa452c2c79905f00238e54d886a37203a2ac1
2011-07-25 16:36:01 -07:00
Romain Guy
c9855a53ed Log only 1 line per process when using OpenGLRenderer.
Change-Id: Idbdd6b84f31301e58ed53e0d50fd61fece192dfa
2011-01-21 21:14:15 -08:00
Romain Guy
fe48f65922 Free resources only from the GL context thread.
Bug #3179882

Resources were freed following garbage collections on a worker thread.
This worker thread had no EGL context, which would cause the renderer
to incorrectly assume that the memory was liberated.

Change-Id: Ifdb51f94ddf42641e8654522787bfac532976c7c
2010-11-11 15:36:56 -08:00
Romain Guy
ee916f14cb Add support for SweepGradient in the GL renderer.
Change-Id: I7aa397ed4e34655ead9ba1f5b4ce087665e0f022
2010-09-20 17:54:17 -07:00
Romain Guy
a2341a9f6a Purge Skia objects from GL caches as needed.
Change-Id: I754c671cf790ad5ae8bf047ad328034217da4ecc
2010-09-08 18:04:33 -07:00
Romain Guy
fb8b763f76 Use only one GL context per process, share chaches.
Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11
2010-08-24 17:18:14 -07:00