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
336 lines
11 KiB
C++
336 lines
11 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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#include "Caches.h"
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#include "Texture.h"
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#include "utils/GLUtils.h"
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#include "utils/TraceUtils.h"
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#include <utils/Log.h>
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#include <SkCanvas.h>
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namespace android {
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namespace uirenderer {
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// Number of bytes used by a texture in the given format
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static int bytesPerPixel(GLint glFormat) {
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switch (glFormat) {
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// The wrapped-texture case, usually means a SurfaceTexture
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case 0:
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return 0;
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case GL_LUMINANCE:
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case GL_ALPHA:
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return 1;
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case GL_SRGB8:
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case GL_RGB:
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return 3;
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case GL_SRGB8_ALPHA8:
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case GL_RGBA:
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return 4;
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case GL_RGBA16F:
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return 8;
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default:
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LOG_ALWAYS_FATAL("UNKNOWN FORMAT %d", glFormat);
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}
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}
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void Texture::setWrapST(GLenum wrapS, GLenum wrapT, bool bindTexture, bool force) {
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if (force || wrapS != mWrapS || wrapT != mWrapT) {
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mWrapS = wrapS;
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mWrapT = wrapT;
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if (bindTexture) {
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mCaches.textureState().bindTexture(mTarget, mId);
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}
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glTexParameteri(mTarget, GL_TEXTURE_WRAP_S, wrapS);
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glTexParameteri(mTarget, GL_TEXTURE_WRAP_T, wrapT);
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}
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}
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void Texture::setFilterMinMag(GLenum min, GLenum mag, bool bindTexture, bool force) {
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if (force || min != mMinFilter || mag != mMagFilter) {
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mMinFilter = min;
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mMagFilter = mag;
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if (bindTexture) {
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mCaches.textureState().bindTexture(mTarget, mId);
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}
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if (mipMap && min == GL_LINEAR) min = GL_LINEAR_MIPMAP_LINEAR;
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glTexParameteri(mTarget, GL_TEXTURE_MIN_FILTER, min);
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glTexParameteri(mTarget, GL_TEXTURE_MAG_FILTER, mag);
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}
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}
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void Texture::deleteTexture() {
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mCaches.textureState().deleteTexture(mId);
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mId = 0;
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mTarget = GL_NONE;
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if (mEglImageHandle != EGL_NO_IMAGE_KHR) {
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EGLDisplay eglDisplayHandle = eglGetCurrentDisplay();
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eglDestroyImageKHR(eglDisplayHandle, mEglImageHandle);
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mEglImageHandle = EGL_NO_IMAGE_KHR;
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}
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}
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bool Texture::updateSize(uint32_t width, uint32_t height, GLint internalFormat,
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GLint format, GLenum target) {
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if (mWidth == width
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&& mHeight == height
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&& mFormat == format
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&& mInternalFormat == internalFormat
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&& mTarget == target) {
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return false;
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}
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mWidth = width;
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mHeight = height;
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mFormat = format;
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mInternalFormat = internalFormat;
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mTarget = target;
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notifySizeChanged(mWidth * mHeight * bytesPerPixel(internalFormat));
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return true;
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}
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void Texture::resetCachedParams() {
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mWrapS = GL_REPEAT;
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mWrapT = GL_REPEAT;
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mMinFilter = GL_NEAREST_MIPMAP_LINEAR;
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mMagFilter = GL_LINEAR;
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}
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void Texture::upload(GLint internalFormat, uint32_t width, uint32_t height,
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GLenum format, GLenum type, const void* pixels) {
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GL_CHECKPOINT(MODERATE);
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bool needsAlloc = updateSize(width, height, internalFormat, format, GL_TEXTURE_2D);
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if (!mId) {
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glGenTextures(1, &mId);
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needsAlloc = true;
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resetCachedParams();
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}
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mCaches.textureState().bindTexture(GL_TEXTURE_2D, mId);
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if (needsAlloc) {
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, mWidth, mHeight, 0,
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format, type, pixels);
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} else if (pixels) {
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glTexSubImage2D(GL_TEXTURE_2D, 0, internalFormat, mWidth, mHeight, 0,
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format, type, pixels);
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}
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GL_CHECKPOINT(MODERATE);
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}
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void Texture::uploadHardwareBitmapToTexture(GraphicBuffer* buffer) {
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EGLDisplay eglDisplayHandle = eglGetCurrentDisplay();
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if (mEglImageHandle != EGL_NO_IMAGE_KHR) {
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eglDestroyImageKHR(eglDisplayHandle, mEglImageHandle);
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mEglImageHandle = EGL_NO_IMAGE_KHR;
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}
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mEglImageHandle = eglCreateImageKHR(eglDisplayHandle, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID,
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buffer->getNativeBuffer(), 0);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, mEglImageHandle);
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}
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static void uploadToTexture(bool resize, GLint internalFormat, GLenum format, GLenum type,
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GLsizei stride, GLsizei bpp, GLsizei width, GLsizei height, const GLvoid * data) {
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const bool useStride = stride != width
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&& Caches::getInstance().extensions().hasUnpackRowLength();
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if ((stride == width) || useStride) {
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if (useStride) {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
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}
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if (resize) {
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, type, data);
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} else {
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, data);
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}
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if (useStride) {
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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}
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} else {
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// With OpenGL ES 2.0 we need to copy the bitmap in a temporary buffer
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// if the stride doesn't match the width
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GLvoid * temp = (GLvoid *) malloc(width * height * bpp);
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if (!temp) return;
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uint8_t * pDst = (uint8_t *)temp;
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uint8_t * pSrc = (uint8_t *)data;
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for (GLsizei i = 0; i < height; i++) {
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memcpy(pDst, pSrc, width * bpp);
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pDst += width * bpp;
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pSrc += stride * bpp;
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}
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if (resize) {
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height, 0, format, type, temp);
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} else {
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, temp);
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}
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free(temp);
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}
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}
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void Texture::colorTypeToGlFormatAndType(const Caches& caches, SkColorType colorType,
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bool needSRGB, GLint* outInternalFormat, GLint* outFormat, GLint* outType) {
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switch (colorType) {
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case kAlpha_8_SkColorType:
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*outFormat = GL_ALPHA;
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*outInternalFormat = GL_ALPHA;
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*outType = GL_UNSIGNED_BYTE;
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break;
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case kRGB_565_SkColorType:
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if (needSRGB) {
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// We would ideally use a GL_RGB/GL_SRGB8 texture but the
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// intermediate Skia bitmap needs to be ARGB_8888
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*outFormat = GL_RGBA;
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*outInternalFormat = caches.rgbaInternalFormat();
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*outType = GL_UNSIGNED_BYTE;
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} else {
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*outFormat = GL_RGB;
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*outInternalFormat = GL_RGB;
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*outType = GL_UNSIGNED_SHORT_5_6_5;
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}
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break;
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// ARGB_4444 and Index_8 are both upconverted to RGBA_8888
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case kARGB_4444_SkColorType:
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case kIndex_8_SkColorType:
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case kN32_SkColorType:
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*outFormat = GL_RGBA;
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*outInternalFormat = caches.rgbaInternalFormat(needSRGB);
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*outType = GL_UNSIGNED_BYTE;
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break;
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case kGray_8_SkColorType:
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// TODO: Handle sRGB
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*outFormat = GL_LUMINANCE;
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*outInternalFormat = GL_LUMINANCE;
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*outType = GL_UNSIGNED_BYTE;
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break;
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case kRGBA_F16_SkColorType:
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// This format is always linear
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*outFormat = GL_RGBA;
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*outInternalFormat = GL_RGBA16F;
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*outType = GL_HALF_FLOAT;
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break;
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default:
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LOG_ALWAYS_FATAL("Unsupported bitmap colorType: %d", colorType);
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break;
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}
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}
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SkBitmap Texture::uploadToN32(const SkBitmap& bitmap, bool hasSRGB, sk_sp<SkColorSpace> sRGB) {
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SkBitmap rgbaBitmap;
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rgbaBitmap.allocPixels(SkImageInfo::MakeN32(bitmap.width(), bitmap.height(),
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bitmap.info().alphaType(), hasSRGB ? sRGB : nullptr));
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rgbaBitmap.eraseColor(0);
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SkCanvas canvas(rgbaBitmap);
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canvas.drawBitmap(bitmap, 0.0f, 0.0f, nullptr);
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return rgbaBitmap;
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}
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bool Texture::hasUnsupportedColorType(const SkImageInfo& info, bool hasSRGB, SkColorSpace* sRGB) {
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bool needSRGB = info.colorSpace() == sRGB;
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return info.colorType() == kARGB_4444_SkColorType
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|| info.colorType() == kIndex_8_SkColorType
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|| (info.colorType() == kRGB_565_SkColorType && hasSRGB && needSRGB);
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}
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void Texture::upload(Bitmap& bitmap) {
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if (!bitmap.readyToDraw()) {
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ALOGE("Cannot generate texture from bitmap");
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return;
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}
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ATRACE_FORMAT("Upload %ux%u Texture", bitmap.width(), bitmap.height());
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// We could also enable mipmapping if both bitmap dimensions are powers
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// of 2 but we'd have to deal with size changes. Let's keep this simple
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const bool canMipMap = mCaches.extensions().hasNPot();
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// If the texture had mipmap enabled but not anymore,
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// force a glTexImage2D to discard the mipmap levels
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bool needsAlloc = canMipMap && mipMap && !bitmap.hasHardwareMipMap();
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bool setDefaultParams = false;
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if (!mId) {
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glGenTextures(1, &mId);
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needsAlloc = true;
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setDefaultParams = true;
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}
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sk_sp<SkColorSpace> sRGB = SkColorSpace::MakeNamed(SkColorSpace::kSRGB_Named);
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bool needSRGB = bitmap.info().colorSpace() == sRGB.get();
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GLint internalFormat, format, type;
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colorTypeToGlFormatAndType(mCaches, bitmap.colorType(), needSRGB, &internalFormat, &format, &type);
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GLenum target = bitmap.isHardware() ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D;
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needsAlloc |= updateSize(bitmap.width(), bitmap.height(), internalFormat, format, target);
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blend = !bitmap.isOpaque();
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mCaches.textureState().bindTexture(mTarget, mId);
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// TODO: Handle sRGB gray bitmaps
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bool hasSRGB = mCaches.extensions().hasSRGB();
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if (CC_UNLIKELY(hasUnsupportedColorType(bitmap.info(), hasSRGB, sRGB.get()))) {
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SkBitmap skBitmap;
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bitmap.getSkBitmap(&skBitmap);
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SkBitmap rgbaBitmap = uploadToN32(skBitmap, hasSRGB, std::move(sRGB));
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uploadToTexture(needsAlloc, internalFormat, format, type, rgbaBitmap.rowBytesAsPixels(),
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rgbaBitmap.bytesPerPixel(), rgbaBitmap.width(),
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rgbaBitmap.height(), rgbaBitmap.getPixels());
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} else if (bitmap.isHardware()) {
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uploadHardwareBitmapToTexture(bitmap.graphicBuffer());
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} else {
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uploadToTexture(needsAlloc, internalFormat, format, type, bitmap.rowBytesAsPixels(),
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bitmap.info().bytesPerPixel(), bitmap.width(), bitmap.height(), bitmap.pixels());
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}
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if (canMipMap) {
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mipMap = bitmap.hasHardwareMipMap();
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if (mipMap) {
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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}
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if (setDefaultParams) {
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setFilter(GL_NEAREST);
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setWrap(GL_CLAMP_TO_EDGE);
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}
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}
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void Texture::wrap(GLuint id, uint32_t width, uint32_t height,
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GLint internalFormat, GLint format, GLenum target) {
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mId = id;
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mWidth = width;
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mHeight = height;
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mFormat = format;
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mInternalFormat = internalFormat;
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mTarget = target;
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// We're wrapping an existing texture, so don't double count this memory
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notifySizeChanged(0);
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}
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}; // namespace uirenderer
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}; // namespace android
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