android_frameworks_base/libs/hwui/GradientCache.cpp
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

304 lines
9.3 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.
*/
#define LOG_TAG "OpenGLRenderer"
#include <utils/JenkinsHash.h>
#include "Caches.h"
#include "Debug.h"
#include "GradientCache.h"
#include "Properties.h"
namespace android {
namespace uirenderer {
///////////////////////////////////////////////////////////////////////////////
// Functions
///////////////////////////////////////////////////////////////////////////////
template<typename T>
static inline T min(T a, T b) {
return a < b ? a : b;
}
///////////////////////////////////////////////////////////////////////////////
// Cache entry
///////////////////////////////////////////////////////////////////////////////
hash_t GradientCacheEntry::hash() const {
uint32_t hash = JenkinsHashMix(0, count);
for (uint32_t i = 0; i < count; i++) {
hash = JenkinsHashMix(hash, android::hash_type(colors[i]));
hash = JenkinsHashMix(hash, android::hash_type(positions[i]));
}
return JenkinsHashWhiten(hash);
}
int GradientCacheEntry::compare(const GradientCacheEntry& lhs, const GradientCacheEntry& rhs) {
int deltaInt = int(lhs.count) - int(rhs.count);
if (deltaInt != 0) return deltaInt;
deltaInt = memcmp(lhs.colors, rhs.colors, lhs.count * sizeof(uint32_t));
if (deltaInt != 0) return deltaInt;
return memcmp(lhs.positions, rhs.positions, lhs.count * sizeof(float));
}
///////////////////////////////////////////////////////////////////////////////
// Constructors/destructor
///////////////////////////////////////////////////////////////////////////////
GradientCache::GradientCache():
mCache(LruCache<GradientCacheEntry, Texture*>::kUnlimitedCapacity),
mSize(0), mMaxSize(MB(DEFAULT_GRADIENT_CACHE_SIZE)) {
char property[PROPERTY_VALUE_MAX];
if (property_get(PROPERTY_GRADIENT_CACHE_SIZE, property, NULL) > 0) {
INIT_LOGD(" Setting gradient cache size to %sMB", property);
setMaxSize(MB(atof(property)));
} else {
INIT_LOGD(" Using default gradient cache size of %.2fMB", DEFAULT_GRADIENT_CACHE_SIZE);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
mCache.setOnEntryRemovedListener(this);
const Extensions& extensions = Extensions::getInstance();
mUseFloatTexture = extensions.getMajorGlVersion() >= 3;
mHasNpot = extensions.hasNPot();
}
GradientCache::GradientCache(uint32_t maxByteSize):
mCache(LruCache<GradientCacheEntry, Texture*>::kUnlimitedCapacity),
mSize(0), mMaxSize(maxByteSize) {
mCache.setOnEntryRemovedListener(this);
}
GradientCache::~GradientCache() {
mCache.clear();
}
///////////////////////////////////////////////////////////////////////////////
// Size management
///////////////////////////////////////////////////////////////////////////////
uint32_t GradientCache::getSize() {
return mSize;
}
uint32_t GradientCache::getMaxSize() {
return mMaxSize;
}
void GradientCache::setMaxSize(uint32_t maxSize) {
mMaxSize = maxSize;
while (mSize > mMaxSize) {
mCache.removeOldest();
}
}
///////////////////////////////////////////////////////////////////////////////
// Callbacks
///////////////////////////////////////////////////////////////////////////////
void GradientCache::operator()(GradientCacheEntry& shader, Texture*& texture) {
if (texture) {
const uint32_t size = texture->width * texture->height * bytesPerPixel();
mSize -= size;
glDeleteTextures(1, &texture->id);
delete texture;
}
}
///////////////////////////////////////////////////////////////////////////////
// Caching
///////////////////////////////////////////////////////////////////////////////
Texture* GradientCache::get(uint32_t* colors, float* positions, int count) {
GradientCacheEntry gradient(colors, positions, count);
Texture* texture = mCache.get(gradient);
if (!texture) {
texture = addLinearGradient(gradient, colors, positions, count);
}
return texture;
}
void GradientCache::clear() {
mCache.clear();
}
void GradientCache::getGradientInfo(const uint32_t* colors, const int count,
GradientInfo& info) {
uint32_t width = 256 * (count - 1);
if (!mHasNpot) {
width = 1 << (31 - __builtin_clz(width));
}
bool hasAlpha = false;
for (int i = 0; i < count; i++) {
if (((colors[i] >> 24) & 0xff) < 255) {
hasAlpha = true;
break;
}
}
info.width = min(width, uint32_t(mMaxTextureSize));
info.hasAlpha = hasAlpha;
}
Texture* GradientCache::addLinearGradient(GradientCacheEntry& gradient,
uint32_t* colors, float* positions, int count) {
GradientInfo info;
getGradientInfo(colors, count, info);
Texture* texture = new Texture;
texture->width = info.width;
texture->height = 2;
texture->blend = info.hasAlpha;
texture->generation = 1;
// Asume the cache is always big enough
const uint32_t size = texture->width * texture->height * bytesPerPixel();
while (getSize() + size > mMaxSize) {
mCache.removeOldest();
}
generateTexture(colors, positions, count, texture);
mSize += size;
mCache.put(gradient, texture);
return texture;
}
size_t GradientCache::bytesPerPixel() const {
// We use 4 channels (RGBA)
return 4 * (mUseFloatTexture ? sizeof(float) : sizeof(uint8_t));
}
void GradientCache::splitToBytes(uint32_t inColor, GradientColor& outColor) const {
outColor.r = (inColor >> 16) & 0xff;
outColor.g = (inColor >> 8) & 0xff;
outColor.b = (inColor >> 0) & 0xff;
outColor.a = (inColor >> 24) & 0xff;
}
void GradientCache::splitToFloats(uint32_t inColor, GradientColor& outColor) const {
outColor.r = ((inColor >> 16) & 0xff) / 255.0f;
outColor.g = ((inColor >> 8) & 0xff) / 255.0f;
outColor.b = ((inColor >> 0) & 0xff) / 255.0f;
outColor.a = ((inColor >> 24) & 0xff) / 255.0f;
}
void GradientCache::mixBytes(GradientColor& start, GradientColor& end, float amount,
uint8_t*& dst) const {
float oppAmount = 1.0f - amount;
const float alpha = start.a * oppAmount + end.a * amount;
const float a = alpha / 255.0f;
*dst++ = uint8_t(a * (start.r * oppAmount + end.r * amount));
*dst++ = uint8_t(a * (start.g * oppAmount + end.g * amount));
*dst++ = uint8_t(a * (start.b * oppAmount + end.b * amount));
*dst++ = uint8_t(alpha);
}
void GradientCache::mixFloats(GradientColor& start, GradientColor& end, float amount,
uint8_t*& dst) const {
float oppAmount = 1.0f - amount;
const float a = start.a * oppAmount + end.a * amount;
float* d = (float*) dst;
*d++ = a * (start.r * oppAmount + end.r * amount);
*d++ = a * (start.g * oppAmount + end.g * amount);
*d++ = a * (start.b * oppAmount + end.b * amount);
*d++ = a;
dst += 4 * sizeof(float);
}
void GradientCache::generateTexture(uint32_t* colors, float* positions,
int count, Texture* texture) {
const uint32_t width = texture->width;
const GLsizei rowBytes = width * bytesPerPixel();
uint8_t pixels[rowBytes * texture->height];
static ChannelSplitter gSplitters[] = {
&android::uirenderer::GradientCache::splitToBytes,
&android::uirenderer::GradientCache::splitToFloats,
};
ChannelSplitter split = gSplitters[mUseFloatTexture];
static ChannelMixer gMixers[] = {
&android::uirenderer::GradientCache::mixBytes,
&android::uirenderer::GradientCache::mixFloats,
};
ChannelMixer mix = gMixers[mUseFloatTexture];
GradientColor start;
(this->*split)(colors[0], start);
GradientColor end;
(this->*split)(colors[1], end);
int currentPos = 1;
float startPos = positions[0];
float distance = positions[1] - startPos;
uint8_t* dst = pixels;
for (uint32_t x = 0; x < width; x++) {
float pos = x / float(width - 1);
if (pos > positions[currentPos]) {
start = end;
startPos = positions[currentPos];
currentPos++;
(this->*split)(colors[currentPos], end);
distance = positions[currentPos] - startPos;
}
float amount = (pos - startPos) / distance;
(this->*mix)(start, end, amount, dst);
}
memcpy(pixels + rowBytes, pixels, rowBytes);
glGenTextures(1, &texture->id);
glBindTexture(GL_TEXTURE_2D, texture->id);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
if (mUseFloatTexture) {
// We have to use GL_RGBA16F because GL_RGBA32F does not support filtering
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, texture->height, 0,
GL_RGBA, GL_FLOAT, pixels);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, texture->height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, pixels);
}
texture->setFilter(GL_LINEAR);
texture->setWrap(GL_CLAMP_TO_EDGE);
}
}; // namespace uirenderer
}; // namespace android