73 Commits

Author SHA1 Message Date
ztenghui
ecf091e171 Update the shadow fall off function from cosine to gaussian.
Also tune the parameters to match a better look designed by UX team.
For ambient part, the acos transformed alpha is not needed any more.

b/19370798

Change-Id: I20d2615d1be502eb900942ed756aecd1660dee48
2015-04-09 09:57:27 -07:00
Derek Sollenberger
c0bf700441 SkPorterDuff Multiply mode maps to SkXfermode modulate.
bug:19627342
Change-Id: I97f26ca1bc8abe2768f4a12cc70fb0fa5d905098
2015-03-06 13:51:04 -05:00
Chris Craik
1c1c3fe9eb Avoid invalid shader creation for certain blend modes
bug:19627342

Change-Id: I41e3c1ce8e6fa52f046ec492d19de7cab92b9ec5
2015-03-06 10:05:15 -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
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
Chris Craik
51d6a3db97 Cleanup various clang warnings, use unique_ptrs in several places
Change-Id: I347904b25e51fcc7de14b1e72f1acd0f6ba26f3f
2014-12-23 16:53:56 -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
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
23d307c8d8 Cleanup debug options
Bug: 18138852
Bug: 18065434
Change-Id: Ibb07b73b147c2a8b287fe8aee3f6624582f21b00
2014-10-27 12:43:25 -07:00
Chris Craik
73821c8d2b Handle premultiplication correctly for ColorMatrixColorFilters
bug:17405627

Previously, the input content to the color matrix computation was left
premultiplied. Since the color matrix could reduce the alpha channel,
the alpha was re-multiplied, but this was incomplete, and incorrect.

Instead, apply the color matrix in unpremultiplied space.

Change-Id: I87b8e03d2e228e6ded81f7bbfea952605d7a095c
2014-09-17 10:00:34 -07:00
Derek Sollenberger
e23b8dd58f Merge "Remove invalid premul step from HWUI's matrix color filter." into lmp-dev 2014-09-04 15:01:28 +00:00
Chris Craik
68a73e8700 Fix precision issues for roundrect clipping
bug:16984008
Change-Id: I941232d569293717f6bcd249d9e01f72a7409d2e
2014-08-29 17:06:27 -07:00
Derek Sollenberger
79c9f91689 Remove invalid premul step from HWUI's matrix color filter.
bug: 16186699
Change-Id: Ia0b828e76ce4831ee9e3b4f54c697e6017f1604d
2014-08-18 15:54:13 -04:00
Chris Craik
91a8c7c629 Switch to cos interpolation of shadow alpha
bug:16852257

Updates default shadow opacities to compensate.

Also, update variable/constant naming related to vertex alpha.

Change-Id: I9055b4ac3c9ac305ca9d515f21b52d6aa6dc9c5c
2014-08-12 16:00:09 -07:00
Chris Craik
bf75945e7a Rework shadow interpolation
bug:16852257

Use pow(alpha, 1.5) to avoid harsh edges on shadow alpha ramps.

Also adjusts shadow constants to compensate.

Change-Id: I5869956d7d292db2a8e496bc320084b6d64c3fb7
2014-08-12 12:44:59 -07:00
Chris Craik
f99f320dc7 Fix large radius RR clipping issue on certain devices
bug:16804363

Since dist can be in the 1000s of pixels, and length() may square it
in its current precision, scale the value down significantly first,
since final precision isn't very important.

Change-Id: Id20f7a49d6171355c8e242442c2b5083f746dca3
2014-08-05 22:39:31 +00:00
Chris Craik
deeda3d337 Round rect outline clipping
Change-Id: Iee9cf4f719f6f1917507b69189ad114fa365917b
2014-05-15 16:36:12 -07:00
Derek Sollenberger
76d3a1b8d0 Removing SkiaColorFilter and inspecting the native object directly.
bug: 10650594
Change-Id: I4fcf66d008765afa0e35d011f58bc792183cb74f
2014-02-07 17:06:14 -05:00
Chris Craik
6d29c8d521 Add tessellation path for points
bug:4351353
bug:8185479

Point tessellation is similar to line special case, except that we
only tessellate one point (as a circle or rect) and duplicate it
across other instances.

Additionally:

Fixes square caps for AA=false lines

Cleanup in CanvasCompare, disabling interpolation on zoomed-in
comparison view

Change-Id: I0756fcc4b20f77878fed0d8057297c80e82ed9dc
2013-05-14 14:12:55 -07:00
Romain Guy
78dd96d5af Add an on-screen overdraw counter
The counter can be enabled by setting the system property called
debug.hwui.overdraw to the string "count". If the string is set
to "show", overdraw will be highlighted on screen instead of
printing out a simple counter.

Change-Id: I9a9c970d54bffab43138bbb7682f6c04bc2c40bd
2013-05-03 17:08:20 -07:00
Romain Guy
032d47af73 Change the dither texture's swizzling
This is a more elegant way to sample from a float alpha texture.
Instead of sampling from the red channel in the fragment shader
we can set the alpha channel swizzle to redirect it to the
red channel. This lets us sample from the alpha channel in the
fragment shader and get the correct value.

Change-Id: I95bbf7a82964e1bf42c0fee1b782b6bdbbcef618
2013-04-09 10:12:47 -07:00
Romain Guy
b488004289 Use float textures to render gradients when possible
Float textures offer better precision for dithering.

In addition this change removes two uniforms from gradient shaders.
These uniforms were used to dither gradients but their value is
a build time constant. Instead we hardcode the value directly in
the shader source at compile time.

Change-Id: I05e9fd3eef93771843bbd91b453274452dfaefee
2013-04-05 14:17:17 -07:00
Chris Craik
096b8d96d5 Add shader program selection shortcut
Add a key manipulation that makes black text/paths use the standard
simple bitmap/patch shader, since they are the same. Previously we'd
create a separate shader for each because the keys differed, even
though the shaders were functionally equivalent.

Also fixes some issues around setting DEBUG_PROGRAM

Change-Id: I0c77c684d58da03501ee9ab8239c7d4a70fd6b5c
2013-03-01 11:11:31 -08:00
Romain Guy
3ff0bfdd14 Add new property to debug non-rectangular clip operations
This change adds a new property called "debug.hwui.show_stencil_clip"
that accepts the following values:

- "highlight", colorizes in green any drawing command that's tested
  against a non-rectangular clip region
- "region", shows the non-rectangular clip region in blue every time
  it is used
- "hide", default value, nothing is shown

Change-Id: I83c8602310edc4aaeb8b905371cdd185b17d32b5
2013-02-25 15:01:58 -08:00
Romain Guy
ff316ec7a7 Implement support for drawBitmapMesh's colors array
Change-Id: I3d901f6267c2918771ac30ff55c8d80c3ab5b725
2013-02-13 18:39:43 -08:00
Chris Craik
65cd612fac Add cap tessellation support
bug:7117155
bug:8114304

Currently used for lines (with and without AA) and arcs with useCenter=false

Also removes 0.375, 0.375 offset for AA lines

Change-Id: Ic8ace418739344db1e2814edf65253fe7448b0b0
2013-02-06 15:35:12 -08:00
Romain Guy
39284b763a Make gradients beautiful again
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
2012-09-26 16:39:40 -07:00
Romain Guy
e83221c547 Fix alpha channel computation with ColorMatrixColorFilter
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
2012-09-25 09:33:22 -07:00
Chet Haase
dbb261455b Merge "Optimize shaders for dithered gradients" into jb-mr1-dev 2012-09-21 17:12:48 -07:00
Chet Haase
a1d12dd619 Optimize shaders for dithered gradients
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
2012-09-21 16:20:57 -07:00
Chris Craik
710f46d9d6 Polygonal rendering of simple fill shapes
bug:4419017

Change-Id: If0428e1732139786cba15f54b285d880e4a56b89
2012-09-20 13:08:20 -07:00
Chet Haase
0990ffbc4d Fix GL shader bugs
Fixing errors in emitted shader code that caused GL errors
at runtime

Change-Id: I267a84398a81329a6688b292505f8779bd750ad1
2012-09-18 14:10:10 -07:00
Chet Haase
1c5c206953 Fix bad shader code
Shader code missing "=" in a couple of cases.

Change-Id: Iff8a99a0ccb2903c30e2bdb2f698ef9b2e03d5d1
2012-09-17 17:09:21 -07:00
Romain Guy
a938f569ce Fix modulation and gamma correction issues
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
2012-09-14 10:50:51 -07:00
Chris Craik
9f44a13a12 Multiply alpha for AA as late as possible
Should be done after all color computation

Change-Id: Iaadd565f7d2263f111f6841a00e7c341025833d3
2012-09-13 18:34:55 -07:00
Chris Craik
6ebdc114e0 Varying-based AA rect drawing
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
2012-09-05 16:45:03 -07:00
Chris Craik
a798b95a9e Use smoothstep to eliminate branches in AA shader
Change-Id: If4ecb1a9446f29b2f8444f5cee551f863c1993e8
2012-08-29 11:14:52 -07:00
Romain Guy
320d46bf84 Reduce gradients textures size whenever possible
Change-Id: Ifd58625ee62edac3b5d20b77553cb98b6fa2b46e
2012-08-08 16:05:42 -07:00
Romain Guy
211efea737 Add dithering to gradients
Change-Id: Ic1208855bde3a254eca2fd7cef43e0f1318ce419
2012-08-01 19:18:35 -07:00
Romain Guy
42e1e0d482 Improve gradients
Avoid using textures for common gradients (two stops from 0.0 to 1.0)

Change-Id: Iff55d21b126c8cfc4cfb701669f2339c8f6b131a
2012-07-31 18:55:16 -07:00
Romain Guy
6355347813 Remove vendor specific precision qualifier
Change-Id: I0a56ca7a5a399ec94993d3cea0c4aff6c0f86e39
2012-07-18 20:04:14 -07:00
Romain Guy
8e025de5fb Note to self
Change-Id: Ic5699bdbf880ad68748c827bb5b4976b12d4d413
2012-07-18 19:12:11 -07:00
Romain Guy
4121063313 Add shader-based text gamma correction
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
2012-07-16 17:04:24 -07:00
Romain Guy
f3a910b423 Optimize state changes
Change-Id: Iae59bc8dfd6427d0967472462cc1994987092827
2011-12-12 20:35:21 -08:00
Romain Guy
a60c388971 Use high precision iterators on specific GPUs
Bug #5098359

Change-Id: I52ee8c7b4c9e8d4c7bedb684eaf7bef6c44c74b9
2011-08-01 15:28:16 -07:00
Romain Guy
df0a7fbdcf Merge "Allows to render with an OpenGL context inside a TextureView." 2011-05-02 18:33:26 -07:00
Romain Guy
8f0095cd33 Allows to render with an OpenGL context inside a TextureView.
Change-Id: I59453f7fc3997f0502a1c5d325d37fed376fabc7
2011-05-02 18:32:29 -07:00
Chet Haase
99585adeb4 Line endcaps for AA lines are now antialiased.
Also fixed other minor issues with AA and line rendering.

Change-Id: Icd4638d27c70e2ee0f28b5d9a2b97d8b29e8ac4d
2011-05-02 15:08:38 -07:00
Romain Guy
aa6c24c21c New widget: TextureView
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
2011-04-28 18:46:19 -07:00