Bug #7239634
This change passes two matrices to the vertex shader instead of one.
We used to compute the final MVP matrix on the CPU to minimize the
number of operations in the vertex shaders. Shader compilers are
however smart enough to perform this optimization for us. Since we
need the MV matrix to properly compute gradients dithering, this
change splits the MVP matrix into two. This has the advantage of
removing one matrix multiplication per drawing operation on the
CPU.
The SGX 540 shader compiler produces the same number of instructions
in both cases. There is no penalty hit with having two matrices
instead of one. We also send so few vertices per frame that it
does not matter very much.
Change-Id: I17d47ac4772615418e0e1885b97493d31435a936
Bug #7222476
There were two issues:
- Blending was ignored with color filters
- The addition vector of a color filter was treated as integer values
instead of float values
Change-Id: Id94065704a30ee8aaaa5724a9f3a3cff7c50ced7
It's faster to compute a dither calculation in the vertex shader and use
a varying (letting the GPU interpolate the fragment values) than to perform
that calculation in the fragment shader as part of a texture lookup.
Issue #7207600 Prime mr1 shader performance issues
Issue #7158326 Bad framerates on MR1 (Mako, Manta, Prime)
Change-Id: I15789582a6e9e2d8b9dd22aa5b0f72f0ba1cce7f
Modulation is normally enabled in a shader when drawing with an alpha
mask (A8 texture.) Modulation is used to do one of two things:
- Colorize the primitive (to draw text in red for instance)
- Apply extra translucency (50% translucent circle filled with a bitmap)
The current implementation has four issues:
1. Unnecessary work is performed by assigning the modulation color
to vec4 fragColor early in the shader
2. The modulation color's alpha is applied twice when the primitive
is drawn with an SkShader
3. The decision to modulate is wrong and triggers when any of the
RGB channels is < 1.0. Only the alpha channel needs to be taken
into account to make the decision
4. Gamma correction is not applied properly
This change addresses all four issues above.
Change-Id: I73fcc74efc4b094bf2d1b835f10ffaa2ea4b9eb9
Instead of calculating opacity from relative position in the shader, use a
shader varying to do this computation for us.
bug:5045101
Also adds a test to HwAccelerationTest to show incorrect antialiasing in
scaled drawAARect / boundarySize calculation.
Change-Id: Icdc41acb01dc10ce354834f8389a5aed2f439162
To enable it, the system property ro.hwui.text_gamma_shader must be
set to true. For testing, DEBUG_FONT_RENDERER_FORCE_SHADER_GAMMA
can be set to 1 in libhwui/Debug.h.
Change-Id: If345c6b71b67ecf1ef2e8847b71f30f3ef251a27
Bug #4343984
TextureView can be used to render media content (video, OpenGL,
RenderScript) inside a View.
The key difference with SurfaceView is that TextureView does
not create a new Surface. This gives the ability to seamlessly
transform, animate, fade, etc. a TextureView, which was hard
if not impossible to do with a SurfaceView.
A TextureView also interacts perfectly with ScrollView,
ListView, etc. It allows application to embed media content
in a much more flexible way than before.
For instance, to render the camera preview at 50% opacity,
all you need to do is the following:
mTextureView.setAlpha(0.5f);
Camera c = Camera.open();
c.setPreviewTexture(mTextureView.getSurfaceTexture());
c.startPreview();
TextureView uses a SurfaceTexture to get the job done. More
APIs are required to make it easy to create OpenGL contexts
for a TextureView. It can currently be done with a bit of
JNI code.
Change-Id: Iaa7953097ab5beb8437bcbbfa03b2df5b7f80cd7
Bug #4318323
This change also fixes the fact that shaders were not modulated
by the paint's color when drawing paths.
Change-Id: Id88804143aea06c895d4cbcdbe106d660230aa5a
Draw anti-aliased lines with OpenGL by constructing a quad with
a border that fades out (to mimic fragment coverage).
Change-Id: Ib81a3e62d663acdf1b46b401ac4aa7ee9855cc7e
This fixes only linear gradients. Sweep and radial gradients, as well as
bitmap shaders, will be fixed in a future commit.
Change-Id: I4eee4ff62e9bbf3b9339fc111a780167449ecfef
This change also adds full support for local transformation matrices on
sweep and radial gradients.
Change-Id: Id8773bc0766575190e3f3d51984fc5e57b266c3f
This adds the ability to blend with the framebuffer using Darken,
Lighten, Add, Multiply, Overlay and Screen.
Change-Id: Iae01a53797d4ad39c373cba6ff2a42293129da1a
This change adds the following blending modes for shaders and color filters:
Add
Multiply
Screen
Overlay
Darken
Lighten
Change-Id: Iff22f5ce6041b43c71b1857d73013f5010ab3413
Rendering is implementing by rasterizing the paths into A8 textures.
This cna be extremely inefficient if the path changes often.
Change-Id: I609343f304ae38e0d319359403ee73b9b5b3c93a
With this change, Skia shaders can easily be applied to any mesh. This change also
supports ComposeShader. For instance, this can be used to blend a gradient and a
bitmap togehter and paint a string of text with the result.
Change-Id: I701c2f9cf7f89b2ff58005e8a1d0d80ccf4a4aea
The generator supports features that are not yet implement in the
renderer: color matrix, lighting, porterduff color blending and
composite shaders.
This change also adds support for repeated/mirrored non-power of 2
bitmap shaders.
Change-Id: I903a11a070c0eb9cc8850a60ef305751e5b47234
With this change, all the vertex and fragment shaders used by the GL
renderer are now generated based on a program description supplied
by the caller. This allows the renderer to generate a large number
of shaders without having to write all the possible combinations by
hand. The generated shaders are stored in a program cache.
Change-Id: If54d286e77ae021c724d42090da476df12a18ebb