History log of /frameworks/base/libs/hwui/Program.cpp
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
5a4690bf26932c0d6940e4af8516d920e09ae81a 14-Jul-2015 Chris Craik <ccraik@google.com> Clean up unncessary defines

LOG_TAG and TRACE_TAG are already defined in the makefile

Change-Id: I9e53e3dacbe018441edd74cb7c8c90846defee74
0519c810a56bded1284fcb2ae40f438878c6585f 11-Feb-2015 Chris Craik <ccraik@google.com> Glop Bitmap and RoundRect clipping support

Change-Id: I4577546a5d2e5f084cc03f39a89db9231b8111ee
6c15ffa196fc9b7724c189d833c3435d8db12266 02-Feb-2015 Chris Craik <ccraik@google.com> Refactoring of Program ownership/lifecycle, and WIP Glop rendering path

Change-Id: I2549032790bddbc048b0bccc224ed8f386b4517c
d41c4d8c732095ae99c955b6b82f7306633004b1 06-Jan-2015 Chris Craik <ccraik@google.com> Add overrides and switch to nullptr keyword for all files

Adds remaining missing overrides and nullptr usages, missed due to
an extreme failure in tool usage.

Change-Id: I56abd72975a3999ad13330003c348db40f59aebf
70850ea258cbf91477efa57a1f1a23cc0044cc93 18-Nov-2014 Chris Craik <ccraik@google.com> Improve logging around performance critical events


Add details useful to developers (such as layer size/View name), and
switch away from logging implementation names/details, since they
are generally not relevant to developers.

Change-Id: Iee605d182f241450f7e75a6d0c283d51fa1312f5
fd15f475541a4d13293374f18204cb1b3e010582 05-Nov-2014 Rob Tsuk <robtsuk@google.com> Log shader source when it fails to compile

So that there will be something to diagnose when such failures occur during
stability tests.

Bug: 18092655
Change-Id: I9a9d8d33b34273a477f2a9dbcf092887dcbc91c0
73842582fe1d1268fb9561a59885e1714948d737 11-Jul-2014 Chris Craik <ccraik@google.com> Abort on shader link/compile failure


Change-Id: I12debb0846214a08459ad25454653a003f034402
d04a6b15f74035fd2068f34225825b55e94521f4 29-Jan-2014 Chris Craik <ccraik@google.com> Fix projection offset caching

Because the caching of projection matrix didn't account for changes in
the offset flag, the flag could be ignored. Now we use both to verify
that the cached matrix can be used.

Change-Id: I193b94eaf0b98f046a6484f0866c3d25048653fd
564acf7c9bff822f608cda0d5df0a64a9f9aaefd 03-Jan-2014 Chris Craik <ccraik@google.com> Fix Clang warnings/errors

Fix several build warnings (struct != class, int != size_t) and errors
(variable leng non-POD arrays).

Change-Id: I70b4e784365514303d8954bfcb1f39d7c22c1321
32f05e343c5ffb17f3235942bcda651bd3b9f1d6 18-Sep-2013 Chris Craik <ccraik@google.com> Conservatively estimate geometry bounds


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
4c2547fa9244e78115cde0a259291053108c3dc7 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
3b748a44c6bd2ea05fe16839caf73dbe50bd7ae9 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.


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.)


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.


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
62a42c13a6e86255a0118688a60c9248030c95a9 15-Feb-2013 Chris Craik <ccraik@google.com> Adjust offset for non-AA line drawing


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
39284b763a09688468ed3799ebd2ebb76ea5dfd5 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
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
0990ffbc4d407e174423a4a04b5902ed83f71db5 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
3762c311729fe9f3af085c14c5c1fb471d994c03 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
2d4fd364843d3efc6e6ee59ccc5beb513a86d789 14-Dec-2011 Romain Guy <romainguy@google.com> Reduce the number of active texture changes

Change-Id: I94046bdfe20740c26c8183822e3002d692fde7c4
f3a910b423db7ad79cf61518bdd9278c048ad0d8 13-Dec-2011 Romain Guy <romainguy@google.com> Optimize state changes

Change-Id: Iae59bc8dfd6427d0967472462cc1994987092827
f44e66fcf70aa4a354deca72dfbd3b29c29302be 13-Dec-2011 Romain Guy <romainguy@google.com> Remove leftover debugging code

Change-Id: I1589af7991da36744071d5081daa24ebae5b4dfd
3e263fac8c9c0e0fb242186b514a7af8efb40961 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
6752d0ab029a185a42e34e7a933b669e6ed19e89 12-Dec-2011 Romain Guy <romainguy@google.com> Mark color uniform fetched after fetching it

Change-Id: I10e8027018608070a536eb8b51c7a4272e37006c
24edca8b526515979778e577191089a57f5277d7 09-Dec-2011 Romain Guy <romainguy@google.com> Code cleanup

Change-Id: If92e3addfc4d8546a60edcdea60a1fc89c27b680
05bbde70fd2a3af737656b9f8c5a25b56429632e 09-Dec-2011 Romain Guy <romainguy@google.com> Free up resources by deleting shaders early on

Change-Id: I29a39775732c0a48d3e6823f7afa3e741cae8541
8a5cc92a150bae38ec43732d941b38bb381fe153 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

Change-Id: I51b923cc08a9858444c430ba07bc8aa0c83cbe6a
67f27952c1bcb2230beef9b5ca0bf42edad436a9 08-Dec-2010 Romain Guy <romainguy@google.com> Correctly release the OpenGL Canvas on EGL error.

Change-Id: Ib31fd8445f7ce5f7aa7e0205de0e7db80d024fc2
5b3b35296e8b2c8d3f07d32bb645d5414db41a1d 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
707b2f78ccaa09965d7e030fda3a883ce9b75ea8 12-Oct-2010 Romain Guy <romainguy@google.com> Optimize GLSL shaders.

Change-Id: I9a5e01bced63d8da0c61330a543a2b805388a59d
31529ff7918ce891fba9a660d0a861eb313ea554 17-Sep-2010 Romain Guy <romainguy@google.com> Correctly free memory.

Change-Id: I08fcbfa7d27ae413e0a8e8ca6ea305c8530a72c1
98173a277f8bd6d53d6ff9f7ff09e084f2666fc1 12-Aug-2010 Romain Guy <romainguy@google.com> Delete shaders after a compile error. Also disable extra logging.

Change-Id: I9b1558b0feac3d9b2cca926feeaf73921664cc73
889f8d1403761d5668115ced6cbb3f767cfe966d 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
ac670c0433d19397d4e36ced2110475b6f54fe26 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
694b519ac647fe998fd396fe0784cc8e179aadc4 22-Jul-2010 Romain Guy <romainguy@google.com> Add text rendering.

Change-Id: Ibe5a9fa844d531b31b55e43de403a98d49f659b9
c0ac193b9415680f0a69e20a3f5f22d16f8053be 20-Jul-2010 Romain Guy <romainguy@google.com> Add support for linear gradients.

Change-Id: Id15329da065045b3f06fdaed615f33cd57608496
f9764a4f532561f6e2e985ff3b25112f1132ce44 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
6926c72e25b8dec3dd4b84af0819fa1937ae7296 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
260e102162322958cf17dbd895cd6bd30dc87e32 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
0b9db91c3dc8007b47c8fd4fb9dd85be97201a88 10-Jul-2010 Romain Guy <romainguy@google.com> Remove math from the vertex shader.

Change-Id: I02847a60a8734bf8b3d29ec12e76297795095e38
16202fc9745e9b11db089ebc8f40119d13732016 10-Jul-2010 Romain Guy <romainguy@google.com> Fix alpha blending and improve fragment shaders performance.

Change-Id: Ib74f6941d25ca6f6a41708e541174eaa7e8d9bc2
5cbbce535744b89df5ecea95de21ee3733298260 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