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
195 lines
5.4 KiB
C++
195 lines
5.4 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef ANDROID_HWUI_TEXTURE_H
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#define ANDROID_HWUI_TEXTURE_H
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#include "GpuMemoryTracker.h"
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#include <GLES2/gl2.h>
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#include <SkBitmap.h>
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namespace android {
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namespace uirenderer {
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class Caches;
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class UvMapper;
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class Layer;
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/**
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* Represents an OpenGL texture.
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*/
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class Texture : public GpuMemoryTracker {
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public:
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explicit Texture(Caches& caches)
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: GpuMemoryTracker(GpuObjectType::Texture)
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, mCaches(caches)
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{ }
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virtual ~Texture() { }
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inline void setWrap(GLenum wrap, bool bindTexture = false, bool force = false,
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GLenum renderTarget = GL_TEXTURE_2D) {
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setWrapST(wrap, wrap, bindTexture, force, renderTarget);
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}
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virtual void setWrapST(GLenum wrapS, GLenum wrapT, bool bindTexture = false,
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bool force = false, GLenum renderTarget = GL_TEXTURE_2D);
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inline void setFilter(GLenum filter, bool bindTexture = false, bool force = false,
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GLenum renderTarget = GL_TEXTURE_2D) {
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setFilterMinMag(filter, filter, bindTexture, force, renderTarget);
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}
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virtual void setFilterMinMag(GLenum min, GLenum mag, bool bindTexture = false,
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bool force = false, GLenum renderTarget = GL_TEXTURE_2D);
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/**
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* Convenience method to call glDeleteTextures() on this texture's id.
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*/
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void deleteTexture();
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/**
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* Sets the width, height, and format of the texture along with allocating
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* the texture ID. Does nothing if the width, height, and format are already
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* the requested values.
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*
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* The image data is undefined after calling this.
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*/
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void resize(uint32_t width, uint32_t height, GLint internalFormat, GLint format) {
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upload(internalFormat, width, height, format, GL_UNSIGNED_BYTE, nullptr);
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}
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/**
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* Updates this Texture with the contents of the provided SkBitmap,
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* also setting the appropriate width, height, and format. It is not necessary
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* to call resize() prior to this.
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*
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* Note this does not set the generation from the SkBitmap.
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*/
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void upload(const SkBitmap& source);
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/**
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* Basically glTexImage2D/glTexSubImage2D.
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*/
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void upload(GLint internalFormat, uint32_t width, uint32_t height,
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GLenum format, GLenum type, const void* pixels);
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/**
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* Wraps an existing texture.
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*/
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void wrap(GLuint id, uint32_t width, uint32_t height, GLint internalFormat, GLint format);
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GLuint id() const {
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return mId;
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}
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uint32_t width() const {
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return mWidth;
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}
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uint32_t height() const {
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return mHeight;
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}
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GLint format() const {
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return mFormat;
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}
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GLint internalFormat() const {
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return mInternalFormat;
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}
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/**
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* Generation of the backing bitmap,
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*/
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uint32_t generation = 0;
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/**
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* Indicates whether the texture requires blending.
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*/
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bool blend = false;
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/**
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* Indicates whether this texture should be cleaned up after use.
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*/
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bool cleanup = false;
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/**
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* Optional, size of the original bitmap.
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*/
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uint32_t bitmapSize = 0;
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/**
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* Indicates whether this texture will use trilinear filtering.
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*/
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bool mipMap = false;
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/**
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* Optional, pointer to a texture coordinates mapper.
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*/
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const UvMapper* uvMapper = nullptr;
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/**
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* Whether or not the Texture is marked in use and thus not evictable for
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* the current frame. This is reset at the start of a new frame.
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*/
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void* isInUse = nullptr;
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private:
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// TODO: Temporarily grant private access to Layer, remove once
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// Layer can be de-tangled from being a dual-purpose render target
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// and external texture wrapper
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friend class Layer;
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// Returns true if the size changed, false if it was the same
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bool updateSize(uint32_t width, uint32_t height, GLint internalFormat, GLint format);
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void resetCachedParams();
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GLuint mId = 0;
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uint32_t mWidth = 0;
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uint32_t mHeight = 0;
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GLint mFormat = 0;
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GLint mInternalFormat = 0;
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/* See GLES spec section 3.8.14
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* "In the initial state, the value assigned to TEXTURE_MIN_FILTER is
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* NEAREST_MIPMAP_LINEAR and the value for TEXTURE_MAG_FILTER is LINEAR.
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* s, t, and r wrap modes are all set to REPEAT."
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*/
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GLenum mWrapS = GL_REPEAT;
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GLenum mWrapT = GL_REPEAT;
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GLenum mMinFilter = GL_NEAREST_MIPMAP_LINEAR;
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GLenum mMagFilter = GL_LINEAR;
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Caches& mCaches;
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}; // struct Texture
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class AutoTexture {
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public:
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explicit AutoTexture(Texture* texture)
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: texture(texture) {}
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~AutoTexture() {
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if (texture && texture->cleanup) {
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texture->deleteTexture();
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delete texture;
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}
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}
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Texture* const texture;
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}; // class AutoTexture
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}; // namespace uirenderer
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}; // namespace android
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#endif // ANDROID_HWUI_TEXTURE_H
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