117 Commits

Author SHA1 Message Date
John Reck
fb10ffe484 Merge "Add null egl/gles stub support" 2015-02-26 00:01:48 +00:00
John Reck
041b985dbb Add null egl/gles stub support
Change-Id: I41372585202f69ef31a4ef95efc75fb7a1ff7289
2015-02-25 16:00:02 -08:00
ztenghui
62aa44c5ee Correctly name the lightRadius
b/18282208

Change-Id: I5b6edcb37b710464c6ff0f5c05583bb7da720ff3
2015-02-20 10:53:40 -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
6c15ffa196 Refactoring of Program ownership/lifecycle, and WIP Glop rendering path
Change-Id: I2549032790bddbc048b0bccc224ed8f386b4517c
2015-02-02 14:08:57 -08:00
Chris Craik
44eb2c0086 Refactor blending and texture gl state
Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
2015-01-30 10:49:05 -08:00
Chris Craik
96a5c4c7ba Move more GL state management to RenderState and its directory
Change-Id: Ic68584e1c08dc64be2ad43450cb6caa1de834fdc
2015-01-28 16:32:39 -08:00
Chris Craik
65fe5eeb19 Move scissor state to RenderState
Change-Id: I1227a3886fb24e4d9fad79fca469794f06cfb15e
2015-01-27 17:12:39 -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
Yohann Roussel
59cf734f9e resolved conflicts for merge of d67bb501 to master
Change-Id: I40698ce1e382cb41eec7af5ea49ac0e2f997d555
2014-12-11 11:10:50 +01:00
John Reck
d67bb5015f am eb2dcc79: Merge "Don\'t preload textures for AssetAtlas" into lmp-mr1-dev
automerge: e4a6ed9

* commit 'e4a6ed9d6d8721c9fad018b0d43dfe7daf4b24e7':
  Don't preload textures for AssetAtlas
2014-12-11 01:25:54 +00:00
John Reck
ebd52610cf Don't preload textures for AssetAtlas
Bug: 18317479

RenderNode::prepareSubTree calls prefetchAndMarkInUse
on every bitmapResoruce in the DisplayList. However,
this resulted in textures being uploaded for bitmaps
that would be drawn from the AssetAtlas instead.

To fix this we teach TextureCache about the AssetAtlas
so that calls to TextureCache return the Texture from
AssetAtlas if it exists. Thus usage of AssetAtlas
is now purely to allow for further optimizations via
draw merging instead of a requirement to get
any benefit at all.

Change-Id: I65282fa05bac46f4e93822b3467ffa0261ccf200
2014-12-10 17:07:41 -08:00
Andreas Gampe
64bb413a66 Revert "resolved conflicts for merge of 220c3f4f to master"
Reverted as hwui doesn't agree.

This reverts commit 8a902d9f24e83c87b054adb5836b4a5b8a257be9.

Change-Id: I109e7b02bee2921e2155ded6df36f52e6f574b5a
2014-11-22 00:35:09 +00:00
Andreas Gampe
8a902d9f24 resolved conflicts for merge of 220c3f4f to master
Change-Id: I37ecce8fddecdff82b0eace16f1ee75152f7171e
2014-11-21 15:51:04 -08:00
Andreas Gampe
2ab8298dc3 resolved conflicts for merge of 99377df1 to lmp-mr1-dev-plus-aosp
Change-Id: I3a98f55832ac447b1ed0dd129c7a93d088025943
2014-11-21 14:19:06 -08:00
Andreas Gampe
42ddc18d10 Frameworks/base: Unused parameters in hwui
Remove Clang cutout for unused parameters. Fix warnings.

Remove Clang cutout for deprecated Skia function usage. Has been
fixed in the L push.

Change-Id: I7ea073ff67127cc1e14e798b655e2c50615fe8e7
2014-11-21 10:39:21 -08:00
John Reck
088c514cb1 resolved conflicts for merge of be70c771 to master
Change-Id: I469905bef7361c18aab725778694567d1987c06d
2014-11-06 13:04:49 -08:00
John Reck
a35778c799 Yank ResourceCache out of Caches
Bug: 17947547

Pull the ResourceCache (aka, ref-counting side channel) out of
Caches so that DisplayListRenderer doesn't use Caches, avoiding
the risk of instantiating Caches on the wrong thread or
without a GL context

Change-Id: I7d63b70b3b0a0163308c5dedd6ef255eadebe8fd
2014-11-06 09:45:10 -08:00
Tom Hudson
2dc236b2ba Clean up physical coupling
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
2014-10-15 15:51:39 -04:00
Fred Fettinger
70735bd5dd hwui: Caches: use mBoundTextures only for GL_TEXTURE_2D
bug:17441218

GLConsumer uses glBindTexture() directly instead of going through
Caches::bindTexture(). This can cause libhwui to draw with the wrong
texture bound in the following case which involves 2 TextureViews:

Frame 1:
GLConsumer::updateTexImage() calls glBindTexture(GL_TEXTURE_EXTERNAL_OES, 1)
HWUI renders TextureView A:
    calls Caches::bindTexture(GL_TEXTURE_EXTERNAL_OES, 1) and draws

Frame 2:
GLConsumer::updateTexImage() calls glBindTexture(GL_TEXTURE_EXTERNAL_OES, 1)
GLConsumer::updateTexImage() calls glBindTexture(GL_TEXTURE_EXTERNAL_OES, 2)
HWUI renders TextureView A:
    calls Caches::bindTexture(GL_TEXTURE_EXTERNAL_OES, 1) and draws
HWUI renders TextureView B:
    calls Caches::bindTexture(GL_TEXTURE_EXTERNAL_OES, 2) and draws

In this case, HWUI will incorrectly draw TextureView A using texture 2 on
frame 2, because mBoundTextures[0]=1, even though the texture currently
bound to GL_TEXTURE_EXTERNAL_OES is 2.

Since GLConsumer is always used with a target of GL_TEXTURE_EXTERNAL_OES,
work around this problem by having mBoundTextures[] store only the
textures bound to the target GL_TEXTURE_2D. This is the common case
where the extra performance is needed. Since it's legal to have
different textures bound to GL_TEXTURE_2D and GL_TEXTURE_EXTERNAL_OES
on one texture unit, Caches::bindTexture() does not need to clear
mBoundTextures[mTextureUnit] when target != GL_TEXTURE_2D.

Change-Id: I8bc54ab8adcfacad7f3ed17a31236dc7a86c967a
Signed-off-by: Fred Fettinger <fred.fettinger@motorola.com>
2014-09-09 20:00:52 +00:00
John Reck
17035b0211 Have destroy call freePrefetchedLayers
Bug: 17208461

 There's a potential race condition between HardwareRenderer.destroy()
 being called (which calls destroyCanvasAndSurface()) and the renderer
 being finalized (which is what calls freePrefetchedLayers), during which
 time it's possible we get a TRIM_MEMORY_COMPLETE and destroy the EGL
 context.

 Fix this race condition by moving stopDrawing() and freePrefetchedLayers()
 into destroyCanvasAndSurface() where they should have been in the first
 place.

 Also, if we hit the assertion failure, dump the current state of
 Caches to try and provide more context for the failure.

Change-Id: Ife0ba3562041e8b08e87e3e13640472b3004eed6
2014-09-03 11:13:53 -07:00
ztenghui
14a4e35208 Bring back the shadow strength tweak
bug:16712006

Change-Id: Ifc0ecca139d58140b45d7d227536a53069e1d480
2014-08-13 18:22:42 +00:00
Chris Craik
a736cd9d35 Remove scaling bucket hack
bug:16626221

Fixes glyph cache pressure and double scaling artifacts.

Change-Id: I06cde720db646531b45943283cb4ecb48af8ff5b
2014-08-04 13:18:38 -07:00
Chris Craik
59744b79ec Add hack for custom re-rasterization buckets
bug:14083128

Moves all of the font transform management into
OpenGLRenderer::findBestFontTransform(), and now simply passes down
final rasterization transforms into the FontRenderer.

Change-Id: Ie02752e6af863347b142367c7d628db5f9fc2998
2014-07-07 19:14:55 +00:00
Chris Craik
0732ba5756 am 88b1c9ad: am e709d53f: am 0d28bb47: Merge "Fix the texture ID reuse issue in HWUI."
* commit '88b1c9ad87ca6d6faaf824bff4ee9d3c799362e5':
  Fix the texture ID reuse issue in HWUI.
2014-06-17 01:31:21 +00:00
jiayuanr
4a473c7d94 Fix the texture ID reuse issue in HWUI.
Issue: When the layer of previous frame is destroyed, it doesn't clear the
texture id in mBoundTextures[mTextureUnit], so in the next frame, if
glGenTexture returns same texture ID of the previous frame,
the new texture is not bound.

CRs-fixed: 671736

Change-Id: Ifc5fd2115fb1863b3c006ab14b0faabeaeb4eab4
2014-06-16 09:29:22 +05:30
Chris Craik
05f3d6e511 Tessellate on worker threads
Tessellate and cache (where possible) shadow and round rect
tessellation tasks.

Change-Id: I2cfda8e11d83d51ea74af871235cf26e8f831d40
2014-06-10 01:53:17 +00:00
Leon Scroggins III
0fa2bd699a DO NOT MERGE Inspect SkShader to determine hw shader.
cherry-pick of Iaa7189178bda1c55f96da044d2a9fa602ba36034

Instead of duplicating internal info about SkShader, inspect the
SkShader installed on the SkPaint.

core/java/android/view/GLES20Canvas.java:
Remove setupModifiers, nResetModifiers, and nSetupShader.

core/jni/android/graphics/Shader.cpp:
Remove calls to create/destroy the (previously) attached SkiaShader.

core/jni/android_view_GLES20Canvas.cpp:
Remove native code for setupShader and resetModifiers.

graphics/java/android/graphics/BitmapShader.java:
graphics/java/android/graphics/ComposeShader.java:
graphics/java/android/graphics/LinearGradient.java:
graphics/java/android/graphics/RadialGradient.java:
graphics/java/android/graphics/Shader.java:
graphics/java/android/graphics/SweepGradient.java:
Remove code keeping track of native SkiaShader.

libs/hwui/Caches.h:
Include Extensions.h.

libs/hwui/DeferredDisplayList.cpp:
Compare shaders on the paint, instead of on DrawModifiers.

libs/hwui/DisplayList.cpp:
libs/hwui/DisplayList.h:
Remove vector of SkiaShaders.

libs/hwui/DisplayListOp.h:
Access the SkShader on mPaint.
Remove SetupShaderOp and ResetShaderOp.

libs/hwui/DisplayListRenderer.cpp:
libs/hwui/DisplayListRenderer.h:
Remove resetShader, setupShader, refShader, and mShaderMap.

libs/hwui/FontRenderer.cpp:
Pass SkShader to setupDrawShader and setupDrawShaderUniforms.

libs/hwui/OpenGLRenderer.cpp:
libs/hwui/OpenGLRenderer.h:
Add LayerShader, a class inheriting from SkShader, to mimic the
behavior of SkiaLayerShader. Unlike SkiaLayerShader, it can be set on
the SkPaint so it can be inspected later.
Set a LayerShader instead of a SkiaLayerShader.
setupDrawShader and setupDrawShaderUniforms now inspect an SkShader
passed in.
Inspect SkShader instead of mDrawModifiers.mShader.
Remove resetShader and setupShader.
setupDrawColorUniforms now takes a boolean indicating whether there is
a shader.
Add an inline function for accessing the SkShader on an SkPaint.
In setupDrawBlending(Layer*, bool), do not check the shader (which will
never be set), but do check whether the color filter may change the
alpha (newly fixed behavior).
In setupDrawBlending(SkPaint, ...), check the SkShader and whether the
color filter affects alpha (the latter is new behavior).

libs/hwui/Renderer.h:
Remove pure virtual functions setupShader and resetShader.

libs/hwui/ResourceCache.cpp:
libs/hwui/ResourceCache.h:
Remove functions for refing/unrefing shaders.

libs/hwui/SkiaShader.cpp:
libs/hwui/SkiaShader.h:
Much of this code was redundant and has been removed.
Convert structs into class with nothing but static functions for
calling describe/setupProgram.

libs/hwui/TextureCache.cpp:
libs/hwui/TextureCache.h:
Use the SkPixelRef as the key to the bitmap Lru cache, since shader
inspection will provide a different SkBitmap pointer (though it will
hold the correct SkPixelRef with the correct generation ID).

tests/CanvasCompare/src/com/android/test/hwuicompare/DisplayModifier.java:
tests/CanvasCompare/src/com/android/test/hwuicompare/ResourceModifiers.java:
Update manual test to have more shaders: radial, sweep, compose,
invalid compose.

BUG:10650594
Change-Id: I2e7182b3fc28268e7ca82fac6780540b6b45365c
2014-05-23 11:50:38 -04:00
Chris Craik
f5be3ca5cc Add more shadow control knobs
Change-Id: I1ff500bf429029a97b681ced9df652f4ee9f1332
2014-04-30 18:20:30 -07:00
John Reck
087bc0c14b Refcount RenderNode
Change-Id: I7a86db8acc2b78ef33d987a43a119f5933d7d752
2014-04-07 14:53:08 -07:00
John Reck
e18264b079 Rename DisplayList->RenderNode
Change-Id: Id42e23c9a1a6eb6eaeafef707ced7fa6887b03d0
2014-03-12 13:56:30 -07:00
Chris Craik
e361ad7ab1 Remove experimental perspective projection
Change-Id: Iad688c8395ccd4673cc129973802b5f01dfb45ba
2014-03-11 15:41:40 -07:00
ztenghui
63d41abb40 Use pre-computed index to draw the shadow.
Also draw the umbra part as triangle fans instead of zig zag fashion.

b/12840179

Change-Id: Iaa5d15e77351acdd71f076bd8f9bb2d4d2b92faf
2014-02-25 14:18:25 -08:00
ztenghui
ef94c6f88f Separate spot and ambient shadow strength setting
Change-Id: I4530e618b09a7f44b5382f8a40646c0ebf5f214c
2014-02-13 17:09:45 -08:00
ztenghui
cc3c25622c Property support for light positioning.
Tune up the light size to make it look better.

Change-Id: I139a05f3dd53dacbe55759b91188f0e1cc2c7f80
2014-01-17 13:42:09 -08:00
Chris Craik
ba9b613437 Create private properties on GLCanvas for experimentation with 3d
Change-Id: I17772f61efce727cb4c1111f4d97f58c741786b8
2013-12-16 14:57:00 -08:00
ztenghui
55bfb4e728 Calculate and show Ambient shadow.
Basically we compute the shadow as a strip of triangles, whose alpha value
is the strength of the shadow.
We use the normal to extend the geometry.
And we use static function and try to avoid new/malloc in the computation.

Change-Id: I382286f1cad351bd5ff983f76f446c075819dcaf
2013-12-13 17:25:47 -08:00
Romain Guy
2f7c6f04cc am dfb79408: am 5b8efc47: Merge "Add overdraw debugging that accounts for Deuteranomaly" into klp-dev
* commit 'dfb79408892b3f168204c54a9b81d813921fb0f9':
  Add overdraw debugging that accounts for Deuteranomaly
2013-08-21 12:02:35 -07:00
Romain Guy
627c6fd913 Add overdraw debugging that accounts for Deuteranomaly
Change-Id: I31f68a07aa7cf0490d2572e24e4c5ac2066a1151
2013-08-21 11:53:18 -07:00
Romain Guy
3380cfdc77 Replace float arrays with readable names
Change-Id: I32a8be560b60a4ac5cbee2fec4574b2c5df9f825
2013-08-15 17:00:10 -07:00
Chris Craik
9ab2d18475 Ensure glActiveTexture is cleaned up correctly on functor resume
Change-Id: I103d7d63b17289d599c2c08dcc442cfba9b8e51d
2013-07-22 16:21:55 -07:00
Romain Guy
31e08e953f Share Caches' index buffer with FontRenderer
This reduces state changes when we draw 9patches and text together,
which happens *a lot*. Also disable the NV profiling extension by
default since it doesn't play nice with display lists deferrals.
To enable it set debug.hwui.nv_profiling to true.

Change-Id: I518b44b7d294e5def10c78911ceb9f01ae401609
2013-06-18 15:53:53 -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
f9f0016b1f Enable GPU pixel buffers on OpenGL ES 3.0 devices
Change-Id: I164d72ccd7a9bf6ae0e3f79dfef50083558937ba
2013-06-04 11:57:58 -07:00
Romain Guy
3b748a44c6 Pack preloaded framework assets in a texture atlas
When the Android runtime starts, the system preloads a series of assets
in the Zygote process. These assets are shared across all processes.
Unfortunately, each one of these assets is later uploaded in its own
OpenGL texture, once per process. This wastes memory and generates
unnecessary OpenGL state changes.

This CL introduces an asset server that provides an atlas to all processes.

Note: bitmaps used by skia shaders are *not* sampled from the atlas.
It's an uncommon use case and would require extra texture transforms
in the GL shaders.

WHAT IS THE ASSETS ATLAS

The "assets atlas" is a single, shareable graphic buffer that contains
all the system's preloaded bitmap drawables (this includes 9-patches.)
The atlas is made of two distinct objects: the graphic buffer that
contains the actual pixels and the map which indicates where each
preloaded bitmap can be found in the atlas (essentially a pair of
x and y coordinates.)

HOW IS THE ASSETS ATLAS GENERATED

Because we need to support a wide variety of devices and because it
is easy to change the list of preloaded drawables, the atlas is
generated at runtime, during the startup phase of the system process.

There are several steps that lead to the atlas generation:

1. If the device is booting for the first time, or if the device was
updated, we need to find the best atlas configuration. To do so,
the atlas service tries a number of width, height and algorithm
variations that allows us to pack as many assets as possible while
using as little memory as possible. Once a best configuration is found,
it gets written to disk in /data/system/framework_atlas

2. Given a best configuration (algorithm variant, dimensions and
number of bitmaps that can be packed in the atlas), the atlas service
packs all the preloaded bitmaps into a single graphic buffer object.

3. The packing is done using Skia in a temporary native bitmap. The
Skia bitmap is then copied into the graphic buffer using OpenGL ES
to benefit from texture swizzling.

HOW PROCESSES USE THE ATLAS

Whenever a process' hardware renderer initializes its EGL context,
it queries the atlas service for the graphic buffer and the map.

It is important to remember that both the context and the map will
be valid for the lifetime of the hardware renderer (if the system
process goes down, all apps get killed as well.)

Every time the hardware renderer needs to render a bitmap, it first
checks whether the bitmap can be found in the assets atlas. When
the bitmap is part of the atlas, texture coordinates are remapped
appropriately before rendering.

Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
2013-05-02 13:32:09 -07:00
Romain Guy
cf51a41998 Introduce PixelBuffer API to enable PBOs
PBOs (Pixel Buffer Objects) can be used on OpenGL ES 3.0 to perform
asynchronous texture uploads to free up the CPU. This change does not
enable the use of PBOs unless a specific property is set (Adreno drivers
have issues with PBOs at the moment, Mali drivers work just fine.)

This change also cleans up Font/FontRenderer a little bit and improves
performance of drop shadows generations by using memcpy() instead of
a manual byte-by-byte copy.

On GL ES 2.0 devices, or when PBOs are disabled, a PixelBuffer instance
behaves like a simple byte array. The extra APIs introduced for PBOs
(map/unmap and bind/unbind) are pretty much no-ops for CPU pixel
buffers and won't introduce any significant overhead.

This change also fixes a bug with text drop shadows: if the drop
shadow is larger than the max texture size, the renderer would leave
the GL context in a bad state and generate 0x501 errors. This change
simply skips drop shadows if they are too large.

Change-Id: I2700aadb0c6093431dc5dee3d587d689190c4e23
2013-04-11 14:07:34 -07:00
Romain Guy
c46d07a29e Merge all shapes/paths caches to PathCache
This change will greatly simplify the multi-threading of all
shape types.

This change also uses PathTessellator to render convex paths.

Change-Id: I4e65bc95c9d24ecae2183b72204de5c2dfb6ada4
2013-03-18 18:32:17 -07:00
Romain Guy
5dc7fa7096 Add TaskManager API
This API can be used to run arbitrary tasks on a pool of worker
threads. The number of threads is calculated based on the number
of CPU cores available.

The API is made of 3 classes:

TaskManager
      Creates and manages the worker threads.

Task
      Describes the work to be done and the type of the output.
      A task contains a future used to wait for the worker thread
      to be done computing the result of the task.

TaskProcessor
      The processor dispatches tasks to the TaskManager and is
      responsible for performing the computation required by
      each task. A processor will only be asked to process tasks
      sent to the manager through the processor.

A typical use case:

class MyTask: Task<MyType>

class MyProcessor: TaskProcessor<MyType>

TaskManager m = new TaskManager();
MyProcessor p = new MyProcessor(m);
MyTask t = new MyTask();
p.add(t);

// Waits until the result is available
MyType result = t->getResult();

Change-Id: I1fe845ba4c49bb0e1b0627ab147f9a861c8e0749
2013-03-12 15:06:42 -07:00
Romain Guy
0f6675332c Precache glyphs at final raster size
The deferred display lists model now allows us to precache glyphs
at their exact size on screen.

This change also removes debug markers when the renderer defers
and reorders display lists. It also adds a flush event marker.

Change-Id: I66ec5216dc12b93ecfdad52a7146b1cfb31fbeb4
2013-03-01 16:04:53 -08:00