89de234c721244fe9063971ca33839392b66387f |
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06-Apr-2017 |
Romain Guy <romainguy@google.com> |
Convert 16 bit bitmaps to 8 bit on devices that do not have GLES3.0 Bug: 37077308 Test: CtsUiRenderingTests (ran to manually emulate 2.0 devices) Change-Id: I6f00614d79797835adcfe4716bd331573e1463e3
/frameworks/base/libs/hwui/Texture.cpp
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caaaa66e57293e4a6f312649bf472eab84d5c7fe |
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27-Mar-2017 |
Romain Guy <romainguy@google.com> |
Convert bitmaps to sRGB/scRGB when they have a color profile This change also fixes an issue with RGBA16F bitmaps when modulated with a color (for instance by setting an alpha on the Paint object). The color space conversion is currently done entirely in the shader, by doing these operations in order: 1. Sample the texture 2. Un-premultiply alpha 3. Apply the EOTF 4. Multiply by the 3x3 color space matrix 5. Apply the OETF 6. Premultiply alpha Optimizations: - Steps 2 & 6 are skipped for opaque (common) bitmaps - Step 3 is skipped when the color space's EOTF is close to sRGB (Display P3 for instance). Instead, we use a hardware sRGB fetch (when the GPU supports it) - When step 3 is necessary, we use one of four standard EOTF implementations, to save cycles when possible: + Linear (doesn't do anything) + Full parametric (ICC parametric curve type 4 as defined in ICC.1:2004-10, section 10.15) + Limited parametric (ICC parametric curve type 3) + Gamma (ICC parametric curve type 0) Color space conversion could be done using texture samplers instead, for instance 3D LUTs, with or without transfer functions baked in, or 1D LUTs for transfer functions. This would result in dependent texture fetches which may or may not be an advantage over an ALU based implementation. The current solution favor the use of ALUs to save precious bandwidth. Test: CtsUiRenderingTests, CtsGraphicsTests Bug: 32984164 Change-Id: I10bc3db515e13973b45220f129c66b23f0f7f8fe
/frameworks/base/libs/hwui/Texture.cpp
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efb4b06493fe7b1604c762a448b13c7af2845a8d |
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27-Feb-2017 |
Romain Guy <romainguy@google.com> |
Add ColorSpace information on Bitmap This is the first step toward interpreting color spaces at render time. Bug: 32984164 Test: BitmapColorSpaceTest in CtsGraphicsTestCases Change-Id: I0164a18f1ed74a745874fe5229168042afe27a04
/frameworks/base/libs/hwui/Texture.cpp
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89ddb1f1644e0b47de060d2c9aaf6d5387c38f2f |
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10-Feb-2017 |
Matt Sarett <msarett@google.com> |
Update framework to use new SkColorSpace API Test: This compiles with SK_USE_LEGACY_NAMED_COLOR_SPACE turned off. Change-Id: Ie573f59e0aa475bab06b38589db3c6158ad82c5a
/frameworks/base/libs/hwui/Texture.cpp
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636afc1877882dc9cf73b49f8a68c73cc418d8cd |
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07-Feb-2017 |
Romain Guy <romainguy@google.com> |
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
/frameworks/base/libs/hwui/Texture.cpp
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9fe7e16399aa9739b63ce9add1d04fd8ef00678f |
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04-Feb-2017 |
Romain Guy <romainguy@google.com> |
Gradients are now an absurd Chimera As of O, gradients are interpolated in linear space. This unfortunately affects applications that were expecting a certain behavior for the alpha ramp. This change attempts to get the best of both world: better color interpolation (in linear space) and the old alpha interpolation (in gamma space). This is achieved by applying the electro-optical transfer function to the alpha channel; an idea so wrong it would make any graphics programmer worth his salt weep in disgust. As abhorrent this idea might be to me, it also acts as a faint beacon of hope admist the unfathomable darkness that is Android's color management. And if you allow me another misguided metaphor, this change represents the flotsam I can cling onto in the hope to one day reach the bountiful shores of linear blending and accurate color management. Would this change not fix the distress caused by its predecessors, I will have no choice but bow my head in shame until the day I can finally devise an infallible plan. Bug: 33010587 Test: CtsUiRenderingTestCases Change-Id: I5397fefd7944413f2c820e613a5cba50579d4dd5
/frameworks/base/libs/hwui/Texture.cpp
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9505a6552764461c22ce48f1ac13d025d23e1579 |
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14-Dec-2016 |
Romain Guy <romainguy@google.com> |
Add new RGBA_F16 bitmap config This configuration uses 64 bits per pixel. Heach component is stored as a half precision float value (16 bits). Half floats can be decoded/encoded using android.util.Half. RGBA_F16 bitmaps are used to decode wide-gamut images stored in 16 bit formats (PNG 16 bit for instance). aapt is currently not aware of PNG 16 bits so such files must be placed in raw/ resource directories. This first pass provides only partial drawing support with hardware acceleration. RGBA_F16 bitmaps are stored in linear space and need to be encoded to gamma space with the appropriate OETF to be rendered properly on Android's current surfaces. They are however suitable for linear blending. Full rendering support will be provided in a future CL (BitmapShaders might be a bit tricky to handle properly during shader generation). Bug: 32984164 Test: bit CtsGraphicsTestCases:android.graphics.cts.BitmapRGBAF16Test Change-Id: I328e6b567441a1b9d152a3e7be944a2cf63193bd
/frameworks/base/libs/hwui/Texture.cpp
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ab12c1fe73734a18ac19a06b97f276528f6d027a |
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03-Nov-2016 |
Mike Reed <reed@google.com> |
update callers to newer Skia APIs Test: refactoring CL. Existing unit tests still pass. Change-Id: I47e73e00f14f78dd9d4c48a142ac9853e7e4cad7
/frameworks/base/libs/hwui/Texture.cpp
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694d499662838123f474f41b31dea84ec5d563f0 |
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27-Oct-2016 |
sergeyv <sergeyv@google.com> |
Routine to upload hardware bitmaps Change-Id: Id8283a0975325e6830d55fd1e33c5f292a1e9be0 Test: refactoring cl. bug:30999911
/frameworks/base/libs/hwui/Texture.cpp
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2a38c42e921451abebb4ee5f5ecd738f1b6b04ed |
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26-Oct-2016 |
sergeyv <sergeyv@google.com> |
Add target to texture Test: refactoring cl. bug:32413624 Change-Id: I94b1c31cd4e0712dfcfd7777a0012424c1bf0dca
/frameworks/base/libs/hwui/Texture.cpp
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98fa4f9e7b33a3004ce9142c9acd4300391b9a0e |
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25-Oct-2016 |
sergeyv <sergeyv@google.com> |
Use Bitmap in Texture.upload Test: refactoring cl. bug:32216791 Change-Id: Ib0b16c878d8371e0471e9a502f55626ec5999c60
/frameworks/base/libs/hwui/Texture.cpp
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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/Texture.cpp
|
623d22319374074cdf1f1339e7cda4a1f7527f64 |
|
12-Feb-2016 |
John Reck <jreck@google.com> |
Fix bytesPerPixel for SurfaceTexture Bug: 27158985 Change-Id: I148a86d76314681eb778292dd0eb64503375f328
/frameworks/base/libs/hwui/Texture.cpp
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1d4e6a0901e5d26f4319ed173b4aa7b907350d93 |
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11-Feb-2016 |
John Reck <jreck@google.com> |
Fix bpp mismatch Bug: 26980851 GL_RGBA16F was being incorrectly calculated as 4 bpp instead of 16 in Texture's objectSize(), leading to a mismatch in cache size tracking in GradientCache Change-Id: I533c52fcdf9910d7a7d14bbd80965b8cbef8e147
/frameworks/base/libs/hwui/Texture.cpp
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975591a7af883d866d86ab819e164c6004694744 |
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23-Jan-2016 |
John Reck <jreck@google.com> |
Add fine-grained debug layer Full GLES error checking layer via -include trickery. Change DEBUG_OPENGL to a level system. HIGH = every GL call is error checked MODERATE = checkpointing at interesting spots LOW = only asserts there are no errors at the end of a frame or when the FBO changes NONE = AIN'T GOT NO TIME FOR ERRORS GOTTA GO FAST! Change-Id: Ibe81aae93d942059c4ddf1cbb11c828b7ce4c10b
/frameworks/base/libs/hwui/Texture.cpp
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48247a2956f34d5d709660869273e0f7356e42b6 |
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22-Jan-2016 |
John Reck <jreck@google.com> |
Fix mismatch in assumed defaults vs. actual defaults Bug: 26584230 Change-Id: Ia0271b097a40123c18f6b3540c1168cba109b5ce
/frameworks/base/libs/hwui/Texture.cpp
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bd41ded59090e8cdf598e0c65693f1cf0885bbea |
|
22-Jan-2016 |
John Reck <jreck@google.com> |
Fix accidental activateTexture(0) Bug: 26584230 activateTexture(0) was accidentally refactored into Texture::upload. Only OffscreenBuffer intended for the texture unit to change Change-Id: I5dbfc3eab8843733084ce1ce38a0a946abf0e05b
/frameworks/base/libs/hwui/Texture.cpp
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a83c1e545e017a272eedf4d2c78ecd779aa84645 |
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22-Jan-2016 |
Derek Sollenberger <djsollen@google.com> |
Merge "Add support for bitmaps with Grey_8 color type."
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66f65cb345e5f4e4bdb022e3e8a6c90a1575168e |
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21-Jan-2016 |
John Reck <jreck@google.com> |
Ensure Texture always binds to self Bug: 26584230 In the event that Texture decides it doesn't need to actually call glTexImage2D/glSubTexImage2D it needs to still activateTexture(0) and bindTexture(mId) as this is the expected state after Texture::upload() is called. Change-Id: I62d689a9057907a10dda2bc8f40c3113e43b93b2
/frameworks/base/libs/hwui/Texture.cpp
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2de7771740ee08fcaff638ec6b2e460bb72fff04 |
|
20-Jan-2016 |
John Reck <jreck@google.com> |
Normalize GL_UNPACK_ALIGNMENT Several places were setting GL_UNPACK_ALIGNMENT unneccessarily, whereas other places were assuming an unpack alignment of 1. Since we never actually do explicit row-alignment, set GL_UNPACK_ALIGNMENT to 1 at context creation time and never change it Bug: 26584230 Also turns on aggressive glGetError checking to better catch potential problem zones Change-Id: I190c8f0f0494a7f046d5ed769405c75d363be59a
/frameworks/base/libs/hwui/Texture.cpp
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88d842fedf9a6c03dee1f2c91bc7a1f51c8438da |
|
20-Jan-2016 |
Derek Sollenberger <djsollen@google.com> |
Add support for bitmaps with Grey_8 color type. bug: 26679788 Change-Id: Ib5524e3e204e1478461c7371c411e96285feb9c7
/frameworks/base/libs/hwui/Texture.cpp
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9372ac3621848085e77b867f220c0b5ffce4010d |
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19-Jan-2016 |
John Reck <jreck@google.com> |
Fix ordering of texture->upload arguments Caught by scatter-shotting GL_CHECKPOINTS which seem generally useful to have Bug: 26609444 Change-Id: Ie31d9297d8dae56405126720f338b4256c8bae77
/frameworks/base/libs/hwui/Texture.cpp
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38e0c32852e3b9d8ca4a9d3791577f52536419cb |
|
10-Nov-2015 |
John Reck <jreck@google.com> |
Track texture memory globally Also mostly consolidates texture creation Change-Id: Ifea01303afda531dcec99b8fe2a0f64cf2f24420
/frameworks/base/libs/hwui/Texture.cpp
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5a4690bf26932c0d6940e4af8516d920e09ae81a |
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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
/frameworks/base/libs/hwui/Texture.cpp
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8e93a7c9377b4ae43ecfb408f4906a09f6c83c03 |
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23-Feb-2015 |
Chris Craik <ccraik@google.com> |
Simplify Texture member initialization Change-Id: Iaaa6dd20e64a0a075d732b101e3c4278cad44047
/frameworks/base/libs/hwui/Texture.cpp
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44eb2c00861098dd3e2950d923646814b4cc57c2 |
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29-Jan-2015 |
Chris Craik <ccraik@google.com> |
Refactor blending and texture gl state Change-Id: Ia6b3c8b2afd3dfcee7f3ce401d846b789612054a
/frameworks/base/libs/hwui/Texture.cpp
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d41c4d8c732095ae99c955b6b82f7306633004b1 |
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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
/frameworks/base/libs/hwui/Texture.cpp
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860d155f866cc15a725e7ce03763280987f24901 |
|
12-Apr-2014 |
John Reck <jreck@google.com> |
Fix issue with bitmap uploading Bug: 13912749 Change-Id: Ic23fa1d280118dc93dc2716a4a24cc0bbbdca595
/frameworks/base/libs/hwui/Texture.cpp
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be1b127c7bec252e0c6ab0e06ed6babed07d496f |
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06-Jun-2013 |
Romain Guy <romainguy@google.com> |
Assume a texture is unbound after deleting it Bug #9316260 The GL specification indicates that deleting a bound texture has the side effect of binding the default texture (name=0). This change replaces all calls to glDeleteTextures() by Caches::deleteTexture() to properly keep track of texture bindings. Change-Id: Ifbc60ef433e0f9776a668dd5bd5f0adbc65a77a0
/frameworks/base/libs/hwui/Texture.cpp
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8aa195d7081b889f3a7b1f426cbd8556377aae5e |
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05-Jun-2013 |
Romain Guy <romainguy@google.com> |
Introduce Caches::bindTexture() to reduce glBindTexture calls Change-Id: Ic345422567c020c0a9035ff51dcf2ae2a1fc59f4
/frameworks/base/libs/hwui/Texture.cpp
|