Romain Guy 636afc1877 Apply transfer function when rendering with linear textures
RGBA16F bitmaps are always encoded in linear space, which means we must
apply the opto-electronic transfer function before we can render them
in the framebuffer.

Since our linear bitmaps are assumed to be scRGB, values can be negative.
The OETF is a slightly modified sRGB OETF:

sign(x) * OETF_sRGB(abs(x))

This effectively mirrors the OETF over the negative domain.

This CL also removes the "optimized" shader generation path. With
current compilers, the optimized path doesn't do anything of value
and makes ProgramCache difficult to maintain. Shader compilers inline
everything and are really good at folding expressions and removing
unused code.

Bug: 32984164
Test: CtsUiRenderingTestCases
Change-Id: Ieb458ad53574e3a8959aa6bccbbd2d1fe203cbc5
2017-02-07 22:30:34 +00:00

217 lines
6.0 KiB
C++

/*
* Copyright (C) 2010 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_HWUI_TEXTURE_H
#define ANDROID_HWUI_TEXTURE_H
#include "GpuMemoryTracker.h"
#include "hwui/Bitmap.h"
#include <GLES2/gl2.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <SkBitmap.h>
namespace android {
class GraphicBuffer;
namespace uirenderer {
class Caches;
class UvMapper;
class Layer;
/**
* Represents an OpenGL texture.
*/
class Texture : public GpuMemoryTracker {
public:
static SkBitmap uploadToN32(const SkBitmap& bitmap, bool hasSRGB, sk_sp<SkColorSpace> sRGB);
static bool hasUnsupportedColorType(const SkImageInfo& info, bool hasSRGB, SkColorSpace* sRGB);
static void colorTypeToGlFormatAndType(const Caches& caches, SkColorType colorType,
bool needSRGB, GLint* outInternalFormat, GLint* outFormat, GLint* outType);
explicit Texture(Caches& caches)
: GpuMemoryTracker(GpuObjectType::Texture)
, mCaches(caches)
{ }
virtual ~Texture() { }
inline void setWrap(GLenum wrap, bool bindTexture = false, bool force = false) {
setWrapST(wrap, wrap, bindTexture, force);
}
virtual void setWrapST(GLenum wrapS, GLenum wrapT, bool bindTexture = false,
bool force = false);
inline void setFilter(GLenum filter, bool bindTexture = false, bool force = false) {
setFilterMinMag(filter, filter, bindTexture, force);
}
virtual void setFilterMinMag(GLenum min, GLenum mag, bool bindTexture = false,
bool force = false);
/**
* Convenience method to call glDeleteTextures() on this texture's id.
*/
void deleteTexture();
/**
* Sets the width, height, and format of the texture along with allocating
* the texture ID. Does nothing if the width, height, and format are already
* the requested values.
*
* The image data is undefined after calling this.
*/
void resize(uint32_t width, uint32_t height, GLint internalFormat, GLint format) {
upload(internalFormat, width, height, format, GL_UNSIGNED_BYTE, nullptr);
}
/**
* Updates this Texture with the contents of the provided Bitmap,
* also setting the appropriate width, height, and format. It is not necessary
* to call resize() prior to this.
*
* Note this does not set the generation from the Bitmap.
*/
void upload(Bitmap& source);
/**
* Basically glTexImage2D/glTexSubImage2D.
*/
void upload(GLint internalFormat, uint32_t width, uint32_t height,
GLenum format, GLenum type, const void* pixels);
/**
* Wraps an existing texture.
*/
void wrap(GLuint id, uint32_t width, uint32_t height, GLint internalFormat,
GLint format, GLenum target);
GLuint id() const {
return mId;
}
uint32_t width() const {
return mWidth;
}
uint32_t height() const {
return mHeight;
}
GLint format() const {
return mFormat;
}
GLint internalFormat() const {
return mInternalFormat;
}
GLenum target() const {
return mTarget;
}
/**
* Returns true if this texture uses a linear encoding format.
*/
bool isLinear() const;
/**
* Generation of the backing bitmap,
*/
uint32_t generation = 0;
/**
* Indicates whether the texture requires blending.
*/
bool blend = false;
/**
* Indicates whether this texture should be cleaned up after use.
*/
bool cleanup = false;
/**
* Optional, size of the original bitmap.
*/
uint32_t bitmapSize = 0;
/**
* Indicates whether this texture will use trilinear filtering.
*/
bool mipMap = false;
/**
* Optional, pointer to a texture coordinates mapper.
*/
const UvMapper* uvMapper = nullptr;
/**
* Whether or not the Texture is marked in use and thus not evictable for
* the current frame. This is reset at the start of a new frame.
*/
void* isInUse = nullptr;
private:
// TODO: Temporarily grant private access to GlLayer, remove once
// GlLayer can be de-tangled from being a dual-purpose render target
// and external texture wrapper
friend class GlLayer;
// Returns true if the size changed, false if it was the same
bool updateSize(uint32_t width, uint32_t height, GLint internalFormat,
GLint format, GLenum target);
void uploadHardwareBitmapToTexture(GraphicBuffer* buffer);
void resetCachedParams();
GLuint mId = 0;
uint32_t mWidth = 0;
uint32_t mHeight = 0;
GLint mFormat = 0;
GLint mInternalFormat = 0;
GLenum mTarget = GL_NONE;
EGLImageKHR mEglImageHandle = EGL_NO_IMAGE_KHR;
/* See GLES spec section 3.8.14
* "In the initial state, the value assigned to TEXTURE_MIN_FILTER is
* NEAREST_MIPMAP_LINEAR and the value for TEXTURE_MAG_FILTER is LINEAR.
* s, t, and r wrap modes are all set to REPEAT."
*/
GLenum mWrapS = GL_REPEAT;
GLenum mWrapT = GL_REPEAT;
GLenum mMinFilter = GL_NEAREST_MIPMAP_LINEAR;
GLenum mMagFilter = GL_LINEAR;
Caches& mCaches;
}; // struct Texture
class AutoTexture {
public:
explicit AutoTexture(Texture* texture)
: texture(texture) {}
~AutoTexture() {
if (texture && texture->cleanup) {
texture->deleteTexture();
delete texture;
}
}
Texture* const texture;
}; // class AutoTexture
}; // namespace uirenderer
}; // namespace android
#endif // ANDROID_HWUI_TEXTURE_H