03240107a54c8a0ad1e7e496c81182eb5a086f89 |
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02-Dec-2016 |
John Reck <jreck@google.com> |
Delete dead code Test: none, it's unused code Change-Id: If25f4f22d8f3a9819f673bacce9ad4c213dd73ed
/frameworks/base/libs/hwui/PatchCache.h
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253f2c213f6ecda63b6872aee77bd30d5ec07c82 |
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29-Sep-2016 |
Romain Guy <romainguy@google.com> |
Linear blending, step 1 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
/frameworks/base/libs/hwui/PatchCache.h
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846799d693adc83ba973d8fef6d73dc53a994d1d |
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22-Jul-2016 |
Stephen Hines <srhines@google.com> |
resolve merge conflicts of f53bfc9 to master Change-Id: Idb454415b166b2ff215c604475dd9129958e7edd
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05160d70d14180fef3782a63dff2e822b51c3cf5 |
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22-Jul-2016 |
Chih-Hung Hsieh <chh@google.com> |
resolve merge conflicts of 5152fd9 to stage-aosp-master Change-Id: I2066125eb4076dbc9e8996bb1fa87735aa6040d3
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faecb78a6b11c780db47bc940ca7662899ab5d5e |
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21-Jul-2016 |
Chih-Hung Hsieh <chh@google.com> |
Fix google-explicit-constructor warnings in frameworks/base * Add explicit keyword to conversion constructors. * Add NOLINT to implicit conversion constructors. Bug: 28341362 Test: build with clang-tidy Change-Id: Ie4d37072ab57d1662d18db4de1c8577247f43337
/frameworks/base/libs/hwui/PatchCache.h
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5e00c7ce063116c11315639f0035aca8ad73e8cc |
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07-Jul-2016 |
Chris Craik <ccraik@google.com> |
Delete old rendering pipeline fixes: 30002246 Change-Id: I45df0e924708526cee045b14c291bd23aa1a92db
/frameworks/base/libs/hwui/PatchCache.h
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fd3744b7d88d0015cfb36be2b485c4b6ba0c1b58 |
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12-May-2016 |
sergeyv <sergeyv@google.com> |
Move gl calls from PatchCache to MeshState bug:27358166 Change-Id: I5f544f497e9480e64faa2ddd369eb16318e82dc3
/frameworks/base/libs/hwui/PatchCache.h
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48a8f431fa52ae2ee25ffba9d20676f03bb710ff |
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06-Feb-2016 |
Chris Craik <ccraik@google.com> |
Move several property queries to Properties class bug:17478770 This removes a lot of redundant property query code, and puts the queries all in one place, so defining them automatically will be simpler in the future. Change-Id: I0428550e6081f07bc6554ffdf73b22284325abb8
/frameworks/base/libs/hwui/PatchCache.h
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8820fd1d82acaefda98ae73ccf61413d5044f9f3 |
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03-Mar-2015 |
Chris Craik <ccraik@google.com> |
Patch cleanup, reenable Patch Glops bug:19597454 Change-Id: If12b95e83588b81a553210cd8c2437c6c771073a
/frameworks/base/libs/hwui/PatchCache.h
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96a5c4c7bab6718524de7253da8309143ab48bef |
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28-Jan-2015 |
Chris Craik <ccraik@google.com> |
Move more GL state management to RenderState and its directory Change-Id: Ic68584e1c08dc64be2ad43450cb6caa1de834fdc
/frameworks/base/libs/hwui/PatchCache.h
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e84a208317e0ed388fcdad1e6743c7849acb51b0 |
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22-Dec-2014 |
Chris Craik <ccraik@google.com> |
Add overrides and switch to nullptr keyword Changes generated with clang-modernize. Additionally, fixed some struct-vs-class usage to make clang happy. Change-Id: Ic6ef2427401ff1e794d26f21f7b44868fc75fb72
/frameworks/base/libs/hwui/PatchCache.h
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2dc236b2bae13b9a0ed9b3f7320502aecd7983b3 |
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15-Oct-2014 |
Tom Hudson <tomhudson@google.com> |
Clean up physical coupling Narrow the use of #include directives in hwui, replacing with forward declarations where straightforward. Speeds compiles; doesn't do any restructuring of code. Change-Id: Icac2baffb5896f55d8c6718e9bd9d4bfa02d3ca0
/frameworks/base/libs/hwui/PatchCache.h
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e3b0a0117a2ab4118f868a731b238fe8f2430276 |
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27-Jun-2013 |
Romain Guy <romainguy@google.com> |
Refcount 9-patches and properly handle GC events This change adds refcounting of Res_png_9patch instances, the native data structure used to represent 9-patches. The Dalvik NinePatch class now holds a native pointer instead of a Dalvik byte[]. This pointer is used whenever we need to draw the 9-patch (software or hardware.) Since we are now tracking garbage collection of NinePatch objects libhwui's PatchCache must keep a list of free blocks in the VBO used to store the meshes. This change also removes unnecessary instances tracking from GLES20DisplayList. Bitmaps and 9-patches are refcounted at the native level and do not need to be tracked by the Dalvik layer. Change-Id: Ib8682d573a538aaf1945f8ec5a9bd5da5d16f74b
/frameworks/base/libs/hwui/PatchCache.h
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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/PatchCache.h
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7d9b1b3c02eb1ffd99742ecb7b69e3ab97d2ba18 |
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28-May-2013 |
Romain Guy <romainguy@google.com> |
Re-initialize the 9patch cache if cleared with onTrimMemory The 9aptch cache was reinitialized after destroying/recreating the EGL context but not after clearing it during a normal memory trim. Change-Id: If6155bfc8a62439e9878bc742a4766b3bd6c6aec
/frameworks/base/libs/hwui/PatchCache.h
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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/PatchCache.h
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13ba0054846ce630ca31e8f26169fd9388faee02 |
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15-Feb-2013 |
Romain Guy <romainguy@google.com> |
Remove obsolete header file We now use the same mechanism to compare keys everywhere in libhwui. Change-Id: I8b3cb25b13f4f38eb6f12aed0356f796a773617c
/frameworks/base/libs/hwui/PatchCache.h
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5baa3a62a97544669fba6d65a11c07f252e654dd |
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20-Dec-2011 |
Steve Block <steveblock@google.com> |
Rename (IF_)LOGD(_IF) to (IF_)ALOGD(_IF) DO NOT MERGE See https://android-git.corp.google.com/g/156016 Bug: 5449033 Change-Id: I4c4e33bb9df3e39e11cd985e193e6fbab4635298
/frameworks/base/libs/hwui/PatchCache.h
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e5df231434357424cea8d2b8d0cdf31253a98110 |
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12-Aug-2011 |
Romain Guy <romainguy@google.com> |
Make sure we correctly copy caches keys. Bug #5136067 Change-Id: I366e840bef44415436dc7b13d89cfb610feed663
/frameworks/base/libs/hwui/PatchCache.h
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25dc3a7dbac2f90f5144035e9c8ed99c09cc3132 |
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10-Dec-2010 |
Romain Guy <romainguy@google.com> |
Correctly compare strings in UTF-8 instead of UTF-16 Bug #3272858 Change-Id: Idacd5d7c2c052b4834a8ddb5906ab32b3f548f73
/frameworks/base/libs/hwui/PatchCache.h
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6f72bebe92a4db7b5dc83f4ac5b5fd02e3b4e2cd |
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30-Nov-2010 |
Romain Guy <romainguy@google.com> |
Update 9patch structure when rendering with different divs/colors. Bug #3221488 Change-Id: Ifc9e42a991d630feadc9e8032322f37504d09d6d
/frameworks/base/libs/hwui/PatchCache.h
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c15008e72ec00ca20a271c3006dac649fd07533b |
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10-Nov-2010 |
Romain Guy <romainguy@google.com> |
Move all debug flags in a single place. This change also adds a new memory usage flag. When turned on, the following is printed after every frame: D/OpenGLRenderer( 3723): Current memory usage / total memory usage (bytes): D/OpenGLRenderer( 3723): TextureCache 3766680 / 20971520 D/OpenGLRenderer( 3723): LayerCache 3538944 / 8388608 D/OpenGLRenderer( 3723): GradientCache 135168 / 524288 D/OpenGLRenderer( 3723): PathCache 41180 / 4194304 D/OpenGLRenderer( 3723): TextDropShadowCache 0 / 2097152 D/OpenGLRenderer( 3723): FontRenderer 0 262144 / 262144 D/OpenGLRenderer( 3723): FontRenderer 1 262144 / 262144 D/OpenGLRenderer( 3723): FontRenderer 2 262144 / 262144 D/OpenGLRenderer( 3723): Other: D/OpenGLRenderer( 3723): FboCache 2 / 12 D/OpenGLRenderer( 3723): PatchCache 31 / 512 D/OpenGLRenderer( 3723): Total memory usage: D/OpenGLRenderer( 3723): 8268404 bytes, 7.89 MB This should help tracking possibe memory issues. Change-Id: I83f483ca1d2dbef904829bce368e33fe5503e8d6
/frameworks/base/libs/hwui/PatchCache.h
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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/PatchCache.h
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1f114a55b5eaaa81bd302c9ad851362512b61e2f |
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13-Oct-2010 |
Romain Guy <romainguy@google.com> |
Remove logging. Change-Id: Ibcb11d704653d8875e22629ea39e4ee2ebce3c22
/frameworks/base/libs/hwui/PatchCache.h
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4bb942083a0d4db746adf95349108dd8ef842e32 |
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13-Oct-2010 |
Romain Guy <romainguy@google.com> |
Optimize 9patch rendering. This change detects empty quads in 9patches and removes them from the mesh to avoid unnecessary blending. Change-Id: I4500566fb4cb6845d64dcb59b522c0be7a0ec704
/frameworks/base/libs/hwui/PatchCache.h
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2728f961614a385df1f056fc24803a9f65c90fab |
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09-Oct-2010 |
Romain Guy <romainguy@google.com> |
Don't update 9patches on every frame. Change-Id: I7ffb2365f83e0453e7d0a0cdcb3fc9308b305238
/frameworks/base/libs/hwui/PatchCache.h
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4aa90573bbf86db0d33a3a790c5dbd0d93b95cfe |
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27-Sep-2010 |
Romain Guy <romainguy@google.com> |
Adding display lists to the GL renderer (checkpoint.) Change-Id: Iaa49757600a53b39369dbb23f8c3feab282518e6
/frameworks/base/libs/hwui/PatchCache.h
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9aaa8269a3e7291aab84d01c3fc9c744d8f2d2f4 |
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09-Sep-2010 |
Romain Guy <romainguy@google.com> |
Fix possible infinite loop when purging textures. Change-Id: Ib05b398ae03e734da2dab0496df416fed4570b1c
/frameworks/base/libs/hwui/PatchCache.h
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fb8b763f762ae21923c58d64caa729b012f40e05 |
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24-Aug-2010 |
Romain Guy <romainguy@google.com> |
Use only one GL context per process, share chaches. Change-Id: Ieabaa25338d2f4b8d4fd90e7401ad6e7452eae11
/frameworks/base/libs/hwui/PatchCache.h
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f7f93556c8fcc640ab5adef79d021a80a72a645a |
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09-Jul-2010 |
Romain Guy <romainguy@google.com> |
Draw n-patches using OpenGL. Currently only tested with title bars and buttons. Change-Id: I8263a9281898dc0e943b1b8412827fe55639b9d6
/frameworks/base/libs/hwui/PatchCache.h
|