26 Commits

Author SHA1 Message Date
Romain Guy
636afc1877 Apply transfer function when rendering with linear textures
RGBA16F bitmaps are always encoded in linear space, which means we must
apply the opto-electronic transfer function before we can render them
in the framebuffer.

Since our linear bitmaps are assumed to be scRGB, values can be negative.
The OETF is a slightly modified sRGB OETF:

sign(x) * OETF_sRGB(abs(x))

This effectively mirrors the OETF over the negative domain.

This CL also removes the "optimized" shader generation path. With
current compilers, the optimized path doesn't do anything of value
and makes ProgramCache difficult to maintain. Shader compilers inline
everything and are really good at folding expressions and removing
unused code.

Bug: 32984164
Test: CtsUiRenderingTestCases
Change-Id: Ieb458ad53574e3a8959aa6bccbbd2d1fe203cbc5
2017-02-07 22:30:34 +00:00
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
9505a65527 Add new RGBA_F16 bitmap config
This configuration uses 64 bits per pixel. Heach component is stored as a
half precision float value (16 bits). Half floats can be decoded/encoded
using android.util.Half.

RGBA_F16 bitmaps are used to decode wide-gamut images stored in 16 bit
formats (PNG 16 bit for instance). aapt is currently not aware of PNG
16 bits so such files must be placed in raw/ resource directories.

This first pass provides only partial drawing support with hardware
acceleration. RGBA_F16 bitmaps are stored in linear space and need
to be encoded to gamma space with the appropriate OETF to be rendered
properly on Android's current surfaces. They are however suitable for
linear blending. Full rendering support will be provided in a future
CL (BitmapShaders might be a bit tricky to handle properly during
shader generation).

Bug: 32984164
Test: bit CtsGraphicsTestCases:android.graphics.cts.BitmapRGBAF16Test

Change-Id: I328e6b567441a1b9d152a3e7be944a2cf63193bd
2016-12-16 09:15:07 -08:00
Mike Reed
ab12c1fe73 update callers to newer Skia APIs
Test: refactoring CL. Existing unit tests still pass.

Change-Id: I47e73e00f14f78dd9d4c48a142ac9853e7e4cad7
2016-11-03 12:58:42 -04:00
sergeyv
694d499662 Routine to upload hardware bitmaps
Change-Id: Id8283a0975325e6830d55fd1e33c5f292a1e9be0
Test: refactoring cl.
bug:30999911
2016-10-31 16:11:21 -07:00
sergeyv
2a38c42e92 Add target to texture
Test: refactoring cl.
bug:32413624

Change-Id: I94b1c31cd4e0712dfcfd7777a0012424c1bf0dca
2016-10-26 14:01:09 -07:00
sergeyv
98fa4f9e7b Use Bitmap in Texture.upload
Test: refactoring cl.
bug:32216791

Change-Id: Ib0b16c878d8371e0471e9a502f55626ec5999c60
2016-10-26 13:57:38 -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
623d223193 Fix bytesPerPixel for SurfaceTexture
Bug: 27158985
Change-Id: I148a86d76314681eb778292dd0eb64503375f328
2016-02-12 08:08:29 -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
John Reck
975591a7af Add fine-grained debug layer
Full GLES error checking layer via -include
trickery. Change DEBUG_OPENGL to a level system.

HIGH = every GL call is error checked
MODERATE = checkpointing at interesting spots
LOW = only asserts there are no errors at the end of a frame
 or when the FBO changes
NONE = AIN'T GOT NO TIME FOR ERRORS GOTTA GO FAST!

Change-Id: Ibe81aae93d942059c4ddf1cbb11c828b7ce4c10b
2016-01-25 16:15:14 -08:00
John Reck
48247a2956 Fix mismatch in assumed defaults vs. actual defaults
Bug: 26584230
Change-Id: Ia0271b097a40123c18f6b3540c1168cba109b5ce
2016-01-22 11:10:32 -08:00
John Reck
bd41ded590 Fix accidental activateTexture(0)
Bug: 26584230

activateTexture(0) was accidentally refactored into
Texture::upload. Only OffscreenBuffer intended for the
texture unit to change

Change-Id: I5dbfc3eab8843733084ce1ce38a0a946abf0e05b
2016-01-22 09:31:28 -08:00
Derek Sollenberger
a83c1e545e Merge "Add support for bitmaps with Grey_8 color type." 2016-01-22 14:07:37 +00:00
John Reck
66f65cb345 Ensure Texture always binds to self
Bug: 26584230

In the event that Texture decides it doesn't
need to actually call glTexImage2D/glSubTexImage2D
it needs to still activateTexture(0) and bindTexture(mId)
as this is the expected state after Texture::upload()
is called.

Change-Id: I62d689a9057907a10dda2bc8f40c3113e43b93b2
2016-01-21 09:08:42 -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
Derek Sollenberger
88d842fedf Add support for bitmaps with Grey_8 color type.
bug: 26679788
Change-Id: Ib5524e3e204e1478461c7371c411e96285feb9c7
2016-01-20 10:48:55 -05:00
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
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
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
John Reck
860d155f86 Fix issue with bitmap uploading
Bug: 13912749

Change-Id: Ic23fa1d280118dc93dc2716a4a24cc0bbbdca595
2014-04-14 13:17:25 -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