32f05e343c5ffb17f3235942bcda651bd3b9f1d6 |
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18-Sep-2013 |
Chris Craik <ccraik@google.com> |
Conservatively estimate geometry bounds bug:10761696 Avoids a case where a rect with top coordinate of (e.g.) 0.51f is assumed to not draw in the first row of pixels, which leads to it not being clipped. Since rounding can cause it to render in this first pixel anyway, we very slightly expand geometry bounds. Now, in ambiguous cases, the geometry bounds are expanded so clipping is more likely to happen. Change-Id: I119b7c7720de07bac1634549724ffb63935567fc
/frameworks/base/libs/hwui/Program.cpp
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4c2547fa9244e78115cde0a259291053108c3dc7 |
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12-Jun-2013 |
Romain Guy <romainguy@google.com> |
Avoid 9patch cache lookups when possible This optimization saves up to 0.3ms per frame on the Play Store's front page, on a Nexus 4 device. Change-Id: Iaa4ef33c6e3b37e175efd5b9eea9ef59b43f14f3
/frameworks/base/libs/hwui/Program.cpp
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3b748a44c6bd2ea05fe16839caf73dbe50bd7ae9 |
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18-Apr-2013 |
Romain Guy <romainguy@google.com> |
Pack preloaded framework assets in a texture atlas When the Android runtime starts, the system preloads a series of assets in the Zygote process. These assets are shared across all processes. Unfortunately, each one of these assets is later uploaded in its own OpenGL texture, once per process. This wastes memory and generates unnecessary OpenGL state changes. This CL introduces an asset server that provides an atlas to all processes. Note: bitmaps used by skia shaders are *not* sampled from the atlas. It's an uncommon use case and would require extra texture transforms in the GL shaders. WHAT IS THE ASSETS ATLAS The "assets atlas" is a single, shareable graphic buffer that contains all the system's preloaded bitmap drawables (this includes 9-patches.) The atlas is made of two distinct objects: the graphic buffer that contains the actual pixels and the map which indicates where each preloaded bitmap can be found in the atlas (essentially a pair of x and y coordinates.) HOW IS THE ASSETS ATLAS GENERATED Because we need to support a wide variety of devices and because it is easy to change the list of preloaded drawables, the atlas is generated at runtime, during the startup phase of the system process. There are several steps that lead to the atlas generation: 1. If the device is booting for the first time, or if the device was updated, we need to find the best atlas configuration. To do so, the atlas service tries a number of width, height and algorithm variations that allows us to pack as many assets as possible while using as little memory as possible. Once a best configuration is found, it gets written to disk in /data/system/framework_atlas 2. Given a best configuration (algorithm variant, dimensions and number of bitmaps that can be packed in the atlas), the atlas service packs all the preloaded bitmaps into a single graphic buffer object. 3. The packing is done using Skia in a temporary native bitmap. The Skia bitmap is then copied into the graphic buffer using OpenGL ES to benefit from texture swizzling. HOW PROCESSES USE THE ATLAS Whenever a process' hardware renderer initializes its EGL context, it queries the atlas service for the graphic buffer and the map. It is important to remember that both the context and the map will be valid for the lifetime of the hardware renderer (if the system process goes down, all apps get killed as well.) Every time the hardware renderer needs to render a bitmap, it first checks whether the bitmap can be found in the assets atlas. When the bitmap is part of the atlas, texture coordinates are remapped appropriately before rendering. Change-Id: I8eaecf53e7f6a33d90da3d0047c5ceec89ea3af0
/frameworks/base/libs/hwui/Program.cpp
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62a42c13a6e86255a0118688a60c9248030c95a9 |
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15-Feb-2013 |
Chris Craik <ccraik@google.com> |
Adjust offset for non-AA line drawing bug:8114304 The original .375 was chosen to make GL_LINES align with Skia drawing. The new value of .065 is chosen to be as small as possible to make triangle-based lines align with Skia, while keeping lines drawn on integer coordinates unambiguous as to which column/row they draw on. Also adds more lines in CanvasCompare test to highlight the difference Change-Id: If578684f2db320682219c3caa625cf79bc62d88f
/frameworks/base/libs/hwui/Program.cpp
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39284b763a09688468ed3799ebd2ebb76ea5dfd5 |
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27-Sep-2012 |
Romain Guy <romainguy@google.com> |
Make gradients beautiful again Bug #7239634 This change passes two matrices to the vertex shader instead of one. We used to compute the final MVP matrix on the CPU to minimize the number of operations in the vertex shaders. Shader compilers are however smart enough to perform this optimization for us. Since we need the MV matrix to properly compute gradients dithering, this change splits the MVP matrix into two. This has the advantage of removing one matrix multiplication per drawing operation on the CPU. The SGX 540 shader compiler produces the same number of instructions in both cases. There is no penalty hit with having two matrices instead of one. We also send so few vertices per frame that it does not matter very much. Change-Id: I17d47ac4772615418e0e1885b97493d31435a936
/frameworks/base/libs/hwui/Program.cpp
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0990ffbc4d407e174423a4a04b5902ed83f71db5 |
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18-Sep-2012 |
Chet Haase <chet@google.com> |
Fix GL shader bugs Fixing errors in emitted shader code that caused GL errors at runtime Change-Id: I267a84398a81329a6688b292505f8779bd750ad1
/frameworks/base/libs/hwui/Program.cpp
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3762c311729fe9f3af085c14c5c1fb471d994c03 |
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06-Jan-2012 |
Steve Block <steveblock@google.com> |
Rename (IF_)LOGE(_IF) to (IF_)ALOGE(_IF) DO NOT MERGE See https://android-git.corp.google.com/g/#/c/157220 Bug: 5449033 Change-Id: Ic9c19d30693bd56755f55906127cd6bd7126096c
/frameworks/base/libs/hwui/Program.cpp
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2d4fd364843d3efc6e6ee59ccc5beb513a86d789 |
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14-Dec-2011 |
Romain Guy <romainguy@google.com> |
Reduce the number of active texture changes Change-Id: I94046bdfe20740c26c8183822e3002d692fde7c4
/frameworks/base/libs/hwui/Program.cpp
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f3a910b423db7ad79cf61518bdd9278c048ad0d8 |
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13-Dec-2011 |
Romain Guy <romainguy@google.com> |
Optimize state changes Change-Id: Iae59bc8dfd6427d0967472462cc1994987092827
/frameworks/base/libs/hwui/Program.cpp
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f44e66fcf70aa4a354deca72dfbd3b29c29302be |
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13-Dec-2011 |
Romain Guy <romainguy@google.com> |
Remove leftover debugging code Change-Id: I1589af7991da36744071d5081daa24ebae5b4dfd
/frameworks/base/libs/hwui/Program.cpp
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3e263fac8c9c0e0fb242186b514a7af8efb40961 |
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13-Dec-2011 |
Romain Guy <romainguy@google.com> |
Keep shaders to render properly I don't know who's to blame, SGX or Tegra2 but one of those two GPUs is not following the OpenGL ES 2.0 spec. Change-Id: I2624e0efbc9c57d571c55c8b440a5e43f08a54f2
/frameworks/base/libs/hwui/Program.cpp
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6752d0ab029a185a42e34e7a933b669e6ed19e89 |
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12-Dec-2011 |
Romain Guy <romainguy@google.com> |
Mark color uniform fetched after fetching it Change-Id: I10e8027018608070a536eb8b51c7a4272e37006c
/frameworks/base/libs/hwui/Program.cpp
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24edca8b526515979778e577191089a57f5277d7 |
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09-Dec-2011 |
Romain Guy <romainguy@google.com> |
Code cleanup Change-Id: If92e3addfc4d8546a60edcdea60a1fc89c27b680
/frameworks/base/libs/hwui/Program.cpp
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05bbde70fd2a3af737656b9f8c5a25b56429632e |
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09-Dec-2011 |
Romain Guy <romainguy@google.com> |
Free up resources by deleting shaders early on Change-Id: I29a39775732c0a48d3e6823f7afa3e741cae8541
/frameworks/base/libs/hwui/Program.cpp
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8a5cc92a150bae38ec43732d941b38bb381fe153 |
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26-Apr-2011 |
Chet Haase <chet@google.com> |
Fix various hw-accelerated line/point bugs All accelerated lines are now rendered as quads. Hairlines used to be rendered as GL_LINES, but these lines don't render the same as our non-accelerated lines, so we're using quads for everything. Also, fixed a bug in the way that we were offsetting quads (and not offseting points) to ensure that our lines/points actuall start on the same pixels as Skia's. Change-Id: I51b923cc08a9858444c430ba07bc8aa0c83cbe6a
/frameworks/base/libs/hwui/Program.cpp
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67f27952c1bcb2230beef9b5ca0bf42edad436a9 |
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08-Dec-2010 |
Romain Guy <romainguy@google.com> |
Correctly release the OpenGL Canvas on EGL error. Change-Id: Ib31fd8445f7ce5f7aa7e0205de0e7db80d024fc2
/frameworks/base/libs/hwui/Program.cpp
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5b3b35296e8b2c8d3f07d32bb645d5414db41a1d |
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28-Oct-2010 |
Romain Guy <romainguy@google.com> |
Optimize FBO drawing with regions. This optimization is currently disabled until Launcher is modified to take advantage of it. The optimization can be enabled by turning on RENDER_LAYERS_AS_REGIONS in the OpenGLRenderer.h file. Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
/frameworks/base/libs/hwui/Program.cpp
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707b2f78ccaa09965d7e030fda3a883ce9b75ea8 |
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12-Oct-2010 |
Romain Guy <romainguy@google.com> |
Optimize GLSL shaders. Change-Id: I9a5e01bced63d8da0c61330a543a2b805388a59d
/frameworks/base/libs/hwui/Program.cpp
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31529ff7918ce891fba9a660d0a861eb313ea554 |
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17-Sep-2010 |
Romain Guy <romainguy@google.com> |
Correctly free memory. Change-Id: I08fcbfa7d27ae413e0a8e8ca6ea305c8530a72c1
/frameworks/base/libs/hwui/Program.cpp
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98173a277f8bd6d53d6ff9f7ff09e084f2666fc1 |
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12-Aug-2010 |
Romain Guy <romainguy@google.com> |
Delete shaders after a compile error. Also disable extra logging. Change-Id: I9b1558b0feac3d9b2cca926feeaf73921664cc73
/frameworks/base/libs/hwui/Program.cpp
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889f8d1403761d5668115ced6cbb3f767cfe966d |
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29-Jul-2010 |
Romain Guy <romainguy@google.com> |
Moved all the rendering code to the new shader generator. The generator supports features that are not yet implement in the renderer: color matrix, lighting, porterduff color blending and composite shaders. This change also adds support for repeated/mirrored non-power of 2 bitmap shaders. Change-Id: I903a11a070c0eb9cc8850a60ef305751e5b47234
/frameworks/base/libs/hwui/Program.cpp
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ac670c0433d19397d4e36ced2110475b6f54fe26 |
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28-Jul-2010 |
Romain Guy <romainguy@google.com> |
Generate shaders to cover all possible cases. With this change, all the vertex and fragment shaders used by the GL renderer are now generated based on a program description supplied by the caller. This allows the renderer to generate a large number of shaders without having to write all the possible combinations by hand. The generated shaders are stored in a program cache. Change-Id: If54d286e77ae021c724d42090da476df12a18ebb
/frameworks/base/libs/hwui/Program.cpp
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694b519ac647fe998fd396fe0784cc8e179aadc4 |
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22-Jul-2010 |
Romain Guy <romainguy@google.com> |
Add text rendering. Change-Id: Ibe5a9fa844d531b31b55e43de403a98d49f659b9
/frameworks/base/libs/hwui/Program.cpp
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c0ac193b9415680f0a69e20a3f5f22d16f8053be |
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20-Jul-2010 |
Romain Guy <romainguy@google.com> |
Add support for linear gradients. Change-Id: Id15329da065045b3f06fdaed615f33cd57608496
/frameworks/base/libs/hwui/Program.cpp
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f9764a4f532561f6e2e985ff3b25112f1132ce44 |
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17-Jul-2010 |
Romain Guy <romainguy@android.com> |
Add program for linear gradient. This change adds a new DrawLinearGradientProgram class to enable the drawing of linear gradients. Two new vertex and fragment shaders are introduced, based on DrawTextureProgram's shaders. Change-Id: I885afc076bb6cef8cd3962ae21a086fa6a03bf96
/frameworks/base/libs/hwui/Program.cpp
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6926c72e25b8dec3dd4b84af0819fa1937ae7296 |
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13-Jul-2010 |
Romain Guy <romainguy@google.com> |
Correctly support pre-multiplied alpha, optimizations, more stuff. Add support for the following drawing functions: - drawBitmap(int[]...) - drawPaint() Optimizes shader state changes by enabling/disabling attribute arrays only when needed. Adds quick rejects when drawing trivial shapes to avoid unnecessary OpenGL operations. Change-Id: Ic2c6c2ed1523d08a63a8c95601a1ec40b6c7fbc9
/frameworks/base/libs/hwui/Program.cpp
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260e102162322958cf17dbd895cd6bd30dc87e32 |
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12-Jul-2010 |
Romain Guy <romainguy@google.com> |
Optimize shader binding changes. This change also cleans up the internal API a little bit by using mat4 everywhere instead of float[16] (for the ortho matrix for instance.) Change-Id: I35924c7dc17bad17f30307118d5ed437c2ed37e0
/frameworks/base/libs/hwui/Program.cpp
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0b9db91c3dc8007b47c8fd4fb9dd85be97201a88 |
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10-Jul-2010 |
Romain Guy <romainguy@google.com> |
Remove math from the vertex shader. Change-Id: I02847a60a8734bf8b3d29ec12e76297795095e38
/frameworks/base/libs/hwui/Program.cpp
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16202fc9745e9b11db089ebc8f40119d13732016 |
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10-Jul-2010 |
Romain Guy <romainguy@google.com> |
Fix alpha blending and improve fragment shaders performance. Change-Id: Ib74f6941d25ca6f6a41708e541174eaa7e8d9bc2
/frameworks/base/libs/hwui/Program.cpp
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5cbbce535744b89df5ecea95de21ee3733298260 |
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28-Jun-2010 |
Romain Guy <romainguy@android.com> |
Reduced the complexity of layers composition. This change also refactors the code base a bit by moving classes out of OpenGLRenderer into separate headers/implementations. This makes the code more manageable. This change also adds documentation for implementation methods. The undocumented methods are simply Skia's Canvas methods. Change-Id: I54c68b443580a0129251dddc1a7ac95813d5289e
/frameworks/base/libs/hwui/Program.cpp
|