58 Commits

Author SHA1 Message Date
Chris Craik
49b403dc9c Workaround arc textures drawing outside of bounds
Fixes: 34077513
Test: hwui unit tests passing

This fixes an issue where drawArc operations would cause artifacts by
drawing outside of the clip / screen damage area. We now more
conservatively clip drawArc operations specifically, as they tend to
draw into the outer parts of their path textures more than other
operations.

A more long term fix would involve alignment between draw operation
sizing (in terms of what's resolved in a BakedOpState), and
PathTexture sizing (which currently conservatively expands beyond
stroked op bounds).

Change-Id: I5aff39cc04382323b457b159974032f5f371251a
2017-03-06 13:51:44 -08:00
John Reck
fc29f7acd1 Fix potential use-after-free in LayerUpdateQueue
Change-Id: I090af2191576175b165a9db574a80123c16f0778
Fixes: 26548204
Test: Builds & hwui unit tests pass
2017-03-02 13:30:15 -08:00
sergeyv
3e9999bd86 Explicitly destroy Layer in DeferredLayerUpdater on destroyHardwareResources()
Change-Id: I0987104eabda9a2a302b9e765213aad48f93aea4
Test: refactoring CL. Existing tests still pass
bug:33753499
2017-01-30 16:42:41 -08:00
John Reck
51c51df46c Add missing nothingToDraw() check
Fixes: 34598346

Prior to 2874daa4d38bddd3a5f0edb3774d5e5884dd9554 we
never freed the resources of root nodes. Now that this is being
done we need to ensure that the backdrop has content before
we try to draw that content. All other nodes passed in
deferRenderNodeScene check that nothingToDraw() returns false
before drawing them, but that check was missed on the backdrop
node.

Test: manual. open calculator then long-press on recents
Change-Id: I495749161b38b57278bdb60d5f872eeeb2b218d0
2017-01-23 10:26:28 -08:00
Mike Reed
6c67f1d045 SkClipOp is now an enum class
Change-Id: If423dd013a264162ae0b7674a0eeef34bc2cdaae
2016-12-14 10:29:54 -05:00
Mike Reed
6e49c9f007 switch over clip calls to use SkClipOp instead of SkRegion::Op
Change-Id: I67d23c487b5249bc31d96e3b2393f693c0b2bcff
2016-12-07 10:34:39 -05:00
sergeyv
ec4a4b13ea Use Bitmap in DisplayList & RecordedOps instead of SkBitmap
Test: refactoring cl.
bug:32216791

Change-Id: I1d8a9a6e772e2176b6c2409409a910478b45f8db
2016-10-21 12:11:44 -07:00
sergeyv
fc9999505a Pass Bitmap instead of SkBitmap for bitmap rect operation
Test: refactoring cl.
bug:32216791

Change-Id: I66d19194c57b3aa2c400aa87acffc774a533776a
2016-10-20 14:04:35 -07:00
Mike Reed
ca9b1ed9f0 Merge "use SkBlendMode instead of SkXfermode use sk_sp versions of paint setters/getters" 2016-10-18 13:57:13 +00:00
Chris Craik
f8f56cbb20 Fix complex clipping on mergeable ops
Fixes: 32106003
Test: unit tests passing (and one added)

Change-Id: I519bc38a1fa8c25c9ae317ffdb7e59e5a0824f59
2016-10-17 13:40:32 -07:00
Mike Reed
260ab72648 use SkBlendMode instead of SkXfermode
use sk_sp versions of paint setters/getters

Change-Id: I86591a0a8ec92e6039776cbf00424ea24f585b28
2016-10-13 17:14:52 -04:00
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
Chris Craik
5e00c7ce06 Delete old rendering pipeline
fixes: 30002246

Change-Id: I45df0e924708526cee045b14c291bd23aa1a92db
2016-07-07 15:53:50 -07:00
Chris Craik
d5a9011412 Round unclipped saveLayers
fixes: 29456451

Change-Id: I2be8b47c46936e75071ad0819a718f72b96cbd2b
2016-06-24 14:14:45 -07:00
Chris Craik
d4fe4d3b30 Fix framebuffer incomplete errors
bug:29127615

Primarily fixes case where 0 dimensioned layers could be
created/updated. Additionally, adds more logging in incomplete
framebuffer cases, if they still occur.

Change-Id: Ib90dbbafd6905aca3c8f46e64064e13a308f713d
2016-06-09 17:05:27 -07:00
John Reck
c9bb1a38d3 Fix a translate issue with saveLayer
Bug: 28667141

saveLayer clips the layer to the size it needs to
be and will translate content if necessary, but
the drawLayerOp that results from that was not
translated to handle the shifted draw content.

This fixes that

Change-Id: I3c9ffd5d0282fa1b958bced94c25e9744281e9be
2016-05-24 15:06:01 -07:00
Chris Craik
3741328947 Fix hw layer overdraw/update visualization
Fixes: 28748255

Change-Id: I83b531cdf5e4407fd17edd72d96e6189924926fa
2016-05-16 13:54:02 -07:00
Chris Craik
aff230f6f9 Add layer tracing tags in new pipeline
bug:28596354

Change-Id: I351cb50c8c9ddfc73be73d28a1af94d2a8f9992e
2016-05-04 16:27:29 -07:00
Chris Craik
9cd1bbe5c9 Improve multi-window render clipping logic
Fixes: 28125010

Restructures 'scene defer', to implement window backdrop overdraw
avoidance in new render pipeline, and disable clipping to content draw
bounds.

Also restructures FrameBuilder's constructors, to separate out into
multiple defer methods.

Change-Id: I53facb904c1a4a4acc493d8a489921a79a50494e
2016-04-18 10:39:02 -07:00
Chris Craik
d645640180 Apply clip at reorder barriers to shadows
Fixes: 28004930

Change-Id: I208b78430c770a3135afd68c53cf8ff3fba50c52
2016-04-11 12:32:41 -07:00
Chris Craik
04d46eb69f Support replace op in new pipeline
bug:26562461

Change-Id: Ie48d2da30f5e9d9abe88a5cd973dfb26e38abf63
2016-04-07 15:02:39 -07:00
sergeyv
a82ffc549b Fix opacity setup in FrameBuilder
bug:27941278
Change-Id: Ib0599f669406d2fb477d51d5ba701a89f83f9bd9
2016-04-04 17:25:35 -07:00
Chris Craik
6246d27813 Support buildLayer in new pipeline
bug:26561995
bug:27620686

Change-Id: I6c39f9a077e7e6002d3c01b8888238fd17b0f02a
2016-03-29 16:50:32 -07:00
Chris Craik
80d2ade939 Overdraw avoidance in new pipeline
bug:27873093

Adds the simple overdraw avoidance optimization to the new
pipeline. This means when LayerBuilder defers draws that are opaque over
the full area of the repaint region, it will discard all drawing content
beneth.

Also moves a lot of complexity out of BakedOpState's header.

Change-Id: Iffca6d8e1b170ef31a5d6c83d25592670e02323d
2016-03-29 13:30:15 -07:00
Chris Craik
aafb01d8ad Consume TextureView matrix safely
Fixes: 27825042

TextureView's matrix may not be set at record time - delay using it
until on RenderThread, when deferring the op.

Change-Id: Icf8b55d656e304ec049ca803b042dc2359482db2
2016-03-28 10:12:37 -07:00
Chris Craik
a204848b1d Create first class unbounded ColorOp
bug:27810783

Previous drawColor->drawPaint conversion failed to preserve unbounded
nature of drawColor from old pipeline.

Change-Id: Ifd7a7b9d645f0887e252e48ca95d3195ee31615f
2016-03-25 15:13:23 -07:00
Chris Craik
6e379cddbc Merge "Precache/early kick off of op work for non-shadow ops." into nyc-dev 2016-03-23 20:24:26 +00:00
Chris Craik
3a5811b501 Precache/early kick off of op work for non-shadow ops.
bug:26562703
bug:27052145

Change-Id: Ic452bfe75da849ffdd47fecdd6eb1472fd0c806e
2016-03-23 12:55:12 -07:00
John Reck
417ed6d433 Fix missing first frame
Bug: 26776366
Change-Id: I46258c0ff35fdefe5c9f2ee610c904b2dbe8c5d9
2016-03-23 07:59:10 -07:00
sergeyv
dccca44ffd Reland: Move text logic from jni to hwui level
Initial CL: https://googleplex-android-review.git.corp.google.com/#/c/886854/

Change-Id: I9dfd85fe1d2a2c44f4360c8a29fd58d80e6f31c8
2016-03-21 15:55:46 -07:00
Sergei Vasilinetc
6847953955 Merge "Revert "Move text logic from jni to hwui level"" into nyc-dev 2016-03-21 21:06:47 +00:00
Sergei Vasilinetc
afbd0f1fef Revert "Move text logic from jni to hwui level"
This reverts commit a7f6bba1a3565c19715e878dfe7f0e01022944ff.

Change-Id: If4f36f87a85411b6128fd92d391313803ccaf9dd
2016-03-21 21:03:40 +00:00
Sergei Vasilinetc
49658d4380 Merge "Move text logic from jni to hwui level" into nyc-dev 2016-03-21 20:11:27 +00:00
Chris Craik
4fd95b0d94 Merge "Handle unbounded drawPaint/drawGLFunction operations safely" into nyc-dev 2016-03-21 19:26:06 +00:00
Chris Craik
4c3980b6e4 Handle unbounded drawPaint/drawGLFunction operations safely
bug:26591194

Also, revert to using current clip bounds as drawColor/drawPaint bounds
for simplicity in new pipeline.

Change-Id: I1a6b3f9716b564b46df41d57dfe14475fdd24de0
2016-03-18 16:16:38 -07:00
sergeyv
a7f6bba1a3 Move text logic from jni to hwui level
bug:25865834
Change-Id: I2d8c9c9544afcb5ce1784f732aed3e54e0eda372
2016-03-17 09:48:57 -07:00
Chris Craik
7c02cab0b1 Account for text op stroke in bounds calculation
bug:27410033
Change-Id: Idf5bd5d2401f458d03af11617144cbe88adaf886
2016-03-16 17:46:40 -07:00
Chris Craik
8913c8942f Reject RenderNodes contents when clip is empty
bug:22630332

Change-Id: I326123de3154f655e35d649c242daea3b4f0fda0
2016-03-04 16:28:31 -08:00
Chris Craik
f6c20e4b42 Fix merged bitmap mesh generation and reenable merging
bug:26793764
bug:26569206
Change-Id: I54628e99b61f58f5726a387ea3599c29695c0efc
2016-03-02 15:34:02 -08:00
Chris Craik
a748c08241 Fix ripple positioning within scrolled node
bug:27275799

Skip applying clip/matrix properties from projected node op, since we
don't want to respect the clip, and matrix is already baked into
transformFromCompositedAncestor.

This skips op clips in the new pipeline, and fixed a double application
of scroll on ripple backgrounds.

Change-Id: I4f72448fe0463ab666564ca538d8b6bf525d98de
2016-03-02 10:48:15 -08:00
Chris Craik
678ff81105 Clip projected ripples to outlines
bug:27343928

Also fixes positioning of ripples to a scrolled projection receiver.

Change-Id: I74b7233c46d7c15839ca8bf50e188ba6646d7432
2016-03-02 10:29:15 -08:00
Chris Craik
4876de16e3 Properly reject empty unclipped savelayers
bug:27225580
bug:27281241

Empty unclipped savelayers (clipped at defer time, often by dirty rect)
were resulting in invalid layer clear rectangles. Simplify by just
rejecting these unclipped savelayers entirely at defer.

Also, use repaint rect as base clip for constructed ops within
LayerBuilder.

Change-Id: I5c466199e85201a2f68f5cdc60b29187c849961b
2016-02-25 16:59:19 -08:00
John Reck
7df9ff2a08 Fix all LA memory leaks forever!
Bug: 27072626

Or at least fix this one and make it harder to leak
going forward. static_asserts are cool, use them liberally

Also makes allocation via LA (slightly) faster by fixing create*
variants to use rvalue references & std::forward, preventing
an accidental pass-by-value

Change-Id: I18fd696a93dd6ea49c8d8c587d4c8bee56dbfdf5
2016-02-11 00:42:23 +00:00
John Reck
e537330ead Revert "Fix all LA memory leaks forever!"
This reverts commit 499d83f21e7ffb687788bba1668b05fe38f6ebaf.

Change-Id: Ia893ae16ebbeae68e49cd13a20587104b73d39a0
2016-02-11 00:36:34 +00:00
John Reck
499d83f21e Fix all LA memory leaks forever!
Bug: 27072626

Or at least fix this one and make it harder to leak
going forward. static_asserts are cool, use them liberally

Also makes allocation via LA (slightly) faster by fixing create*
variants to use rvalue references & std::forward, preventing
an accidental pass-by-value

Change-Id: I5e0e36e72c6dd93324194ebf9a95f8204f05f261
2016-02-10 16:11:26 -08:00
Doris Liu
766431aa57 Revert "Revert "VectorDrawable native rendering - Step 4 of MANY""
This reverts commit 5a11e8d0ba21624025b89ac63bbd18befa55be0e.

Change-Id: I7a48b59c4f930dad65ddc8590c25a12636244ea2
2016-02-04 16:29:51 -08:00
Doris Liu
5a11e8d0ba Revert "VectorDrawable native rendering - Step 4 of MANY"
b/26949340 and b/26975469, b/26975079 as well 

This reverts commit f276acd98457bcaabc9e79a17a736b3b484f005e.

Change-Id: I4b55177daf0d289bc03604c71fd4bf579f65073a
2016-02-04 20:59:00 +00:00
Chris Craik
37fd29f284 Merge "Fix ripple clipping + quick rejection" 2016-02-04 19:08:59 +00:00
Chris Craik
7fc1b0349b Fix ripple clipping + quick rejection
bug:26524690

Don't intersect the first clip with the viewport. Instead, the first
clip op should always be a replace op.

Additionally, only quick reject nodes that clip to bounds, since some
nodes (like ripples) draw outside their own bounds.

Change-Id: I96a52029f360328aba19af7349888cc0a026b5b1
2016-02-03 20:09:00 -08:00
Chris Craik
bcda2da5fe Merge "Early kickoff of shadow tasks" 2016-02-03 01:17:37 +00:00