133 Commits

Author SHA1 Message Date
John Reck
1bcacfdcab Format the world (or just HWUI)
Test: No code changes, just ran through clang-format
Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
2017-11-03 10:57:44 -07:00
John Reck
8dc02f99d0 Delete all ro.hwui.* props
Remove all ro.hwui.* tuning props and instead
calculate them from the screen resolution.

Or just hardcode them to what all devices
were hardcoding them to anyway.

Bug: 63741221
Test: Check cache size results on sailfish

Change-Id: I8b0d210572a246f4fefb076935cf5156a70c274c
2017-07-19 17:24:03 -07:00
Romain Guy
efb4b06493 Add ColorSpace information on Bitmap
This is the first step toward interpreting color spaces at render time.

Bug: 32984164
Test: BitmapColorSpaceTest in CtsGraphicsTestCases

Change-Id: I0164a18f1ed74a745874fe5229168042afe27a04
2017-03-06 19:33:25 -08:00
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
Stephen Hines
846799d693 resolve merge conflicts of f53bfc9 to master
Change-Id: Idb454415b166b2ff215c604475dd9129958e7edd
2016-07-21 22:19:07 -07:00
Chih-Hung Hsieh
05160d70d1 resolve merge conflicts of 5152fd9 to stage-aosp-master
Change-Id: I2066125eb4076dbc9e8996bb1fa87735aa6040d3
2016-07-21 18:13:31 -07:00
Chih-Hung Hsieh
faecb78a6b Fix google-explicit-constructor warnings in frameworks/base
* Add explicit keyword to conversion constructors.
* Add NOLINT to implicit conversion constructors.

Bug: 28341362
Test: build with clang-tidy
Change-Id: Ie4d37072ab57d1662d18db4de1c8577247f43337
2016-07-21 16:24:06 -07:00
Chris Craik
5e00c7ce06 Delete old rendering pipeline
fixes: 30002246

Change-Id: I45df0e924708526cee045b14c291bd23aa1a92db
2016-07-07 15:53:50 -07:00
John Reck
db009173f8 Fix NPE in clearTexture()
Change-Id: I38d261968506ab8b312584c7e688e2b148fadd1f
Fixes: 25928378
2016-03-17 11:02:07 -07:00
John Reck
6b50780363 Remove almost-all android::Singleton users
Bug: 25426213
Change-Id: I88e6206e8915cce95c3a8a8a82a4bb8fbf668141
2015-11-03 10:09:59 -08:00
Chris Craik
c08820f587 Remove lookup3 gamma code
Also clean up gamma / glyph cache properties

Change-Id: I75b1ac0cb55638bf787ffd3cf457483ae314f03b
2015-09-22 14:40:35 -07:00
Chris Craik
b9ce116dac Switch several enums to enum classes
Change-Id: I00ecd0b61657196b51704f70ca31a9d1c1ac254e
2015-08-21 23:05:44 +00:00
John Reck
149173d28c Support new EGL extensions
Bug: 21753739

Includes a revert of 13d1b4ab10fbee5e81a2ba1ac59cfae1e51d3ef0
as that only supported EGL_EXT_buffer_age

Change-Id: Ia86a47d19e3355c067934d7764c330b640c6958d
2015-08-12 14:26:05 -07:00
John Reck
272a685f17 Replace most usages of utils/Vector.h
Change-Id: I540d1b3523244d6c71fc52d6fb30555271c25644
2015-07-30 09:51:52 -07:00
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
2507c34d91 Cleanup properties
bug:19967854

Separate properties from Caches, into static, RenderThread-only class.

Also rewrites the means for java to set properties to correctly handle
threading, and adds an override for profile bars so that SysUi doesn't clutter
the screen with them.

Change-Id: I6e21a96065f52b9ecc49d1a126244804ba106fa9
2015-05-05 10:36:09 -07:00
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