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
157 lines
5.2 KiB
C++
157 lines
5.2 KiB
C++
/*
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* Copyright (C) 2013 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 RENDERPROXY_H_
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#define RENDERPROXY_H_
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#include "RenderTask.h"
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#include <cutils/compiler.h>
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#include <EGL/egl.h>
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#include <SkBitmap.h>
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#include <utils/Condition.h>
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#include <utils/Functor.h>
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#include <utils/Mutex.h>
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#include <utils/Timers.h>
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#include <utils/StrongPointer.h>
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#include "../Caches.h"
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#include "../FrameMetricsObserver.h"
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#include "../IContextFactory.h"
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#include "CanvasContext.h"
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#include "DrawFrameTask.h"
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namespace android {
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namespace uirenderer {
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class DeferredLayerUpdater;
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class RenderNode;
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class DisplayList;
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class Layer;
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class Rect;
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class TreeObserver;
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namespace renderthread {
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class ErrorChannel;
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class RenderThread;
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class RenderProxyBridge;
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namespace DumpFlags {
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enum {
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FrameStats = 1 << 0,
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Reset = 1 << 1,
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JankStats = 1 << 2,
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};
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};
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/*
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* RenderProxy is strictly single threaded. All methods must be invoked on the owning
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* thread. It is important to note that RenderProxy may be deleted while it has
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* tasks post()'d as a result. Therefore any RenderTask that is post()'d must not
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* reference RenderProxy or any of its fields. The exception here is that postAndWait()
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* references RenderProxy fields. This is safe as RenderProxy cannot
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* be deleted if it is blocked inside a call.
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*/
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class ANDROID_API RenderProxy {
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public:
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ANDROID_API RenderProxy(bool translucent, RenderNode* rootNode, IContextFactory* contextFactory);
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ANDROID_API virtual ~RenderProxy();
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// Won't take effect until next EGLSurface creation
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ANDROID_API void setSwapBehavior(SwapBehavior swapBehavior);
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ANDROID_API bool loadSystemProperties();
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ANDROID_API void setName(const char* name);
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ANDROID_API void initialize(const sp<Surface>& surface);
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ANDROID_API void updateSurface(const sp<Surface>& surface);
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ANDROID_API bool pauseSurface(const sp<Surface>& surface);
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ANDROID_API void setStopped(bool stopped);
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ANDROID_API void setup(float lightRadius,
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uint8_t ambientShadowAlpha, uint8_t spotShadowAlpha);
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ANDROID_API void setLightCenter(const Vector3& lightCenter);
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ANDROID_API void setOpaque(bool opaque);
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ANDROID_API int64_t* frameInfo();
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ANDROID_API int syncAndDrawFrame(TreeObserver* observer);
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ANDROID_API void destroy(TreeObserver* observer);
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ANDROID_API static void invokeFunctor(Functor* functor, bool waitForCompletion);
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ANDROID_API DeferredLayerUpdater* createTextureLayer();
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ANDROID_API void buildLayer(RenderNode* node, TreeObserver* observer);
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ANDROID_API bool copyLayerInto(DeferredLayerUpdater* layer, SkBitmap& bitmap);
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ANDROID_API void pushLayerUpdate(DeferredLayerUpdater* layer);
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ANDROID_API void cancelLayerUpdate(DeferredLayerUpdater* layer);
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ANDROID_API void detachSurfaceTexture(DeferredLayerUpdater* layer);
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ANDROID_API void destroyHardwareResources(TreeObserver* observer);
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ANDROID_API static void trimMemory(int level);
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ANDROID_API static void overrideProperty(const char* name, const char* value);
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ANDROID_API void fence();
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ANDROID_API static void staticFence();
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ANDROID_API void stopDrawing();
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ANDROID_API void notifyFramePending();
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ANDROID_API void dumpProfileInfo(int fd, int dumpFlags);
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// Not exported, only used for testing
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void resetProfileInfo();
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uint32_t frameTimePercentile(int p);
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ANDROID_API static void dumpGraphicsMemory(int fd);
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ANDROID_API void setProcessStatsBuffer(int fd);
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ANDROID_API int getRenderThreadTid();
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ANDROID_API void serializeDisplayListTree();
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ANDROID_API void addRenderNode(RenderNode* node, bool placeFront);
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ANDROID_API void removeRenderNode(RenderNode* node);
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ANDROID_API void drawRenderNode(RenderNode* node);
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ANDROID_API void setContentDrawBounds(int left, int top, int right, int bottom);
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ANDROID_API void addFrameMetricsObserver(FrameMetricsObserver* observer);
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ANDROID_API void removeFrameMetricsObserver(FrameMetricsObserver* observer);
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ANDROID_API long getDroppedFrameReportCount();
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ANDROID_API static int copySurfaceInto(sp<Surface>& surface,
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int left, int top, int right, int bottom, SkBitmap* bitmap);
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ANDROID_API static void prepareToDraw(const SkBitmap& bitmap);
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private:
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RenderThread& mRenderThread;
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CanvasContext* mContext;
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DrawFrameTask mDrawFrameTask;
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Mutex mSyncMutex;
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Condition mSyncCondition;
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void destroyContext();
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void post(RenderTask* task);
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void* postAndWait(MethodInvokeRenderTask* task);
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static void* staticPostAndWait(MethodInvokeRenderTask* task);
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// Friend class to help with bridging
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friend class RenderProxyBridge;
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};
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} /* namespace renderthread */
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} /* namespace uirenderer */
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} /* namespace android */
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#endif /* RENDERPROXY_H_ */
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