This is the first step toward interpreting color spaces at render time.
Bug: 32984164
Test: BitmapColorSpaceTest in CtsGraphicsTestCases
Change-Id: I0164a18f1ed74a745874fe5229168042afe27a04
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
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
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
Changes generated with clang-modernize.
Additionally, fixed some struct-vs-class usage to make clang happy.
Change-Id: Ic6ef2427401ff1e794d26f21f7b44868fc75fb72
Narrow the use of #include directives in hwui, replacing with forward
declarations where straightforward. Speeds compiles; doesn't do any
restructuring of code.
Change-Id: Icac2baffb5896f55d8c6718e9bd9d4bfa02d3ca0
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
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
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
This optimization is currently disabled until Launcher is
modified to take advantage of it. The optimization can be
enabled by turning on RENDER_LAYERS_AS_REGIONS in the
OpenGLRenderer.h file.
Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1