History log of /frameworks/base/libs/hwui/utils/Color.h
Revision Date Author Comments (<<< Hide modified files) (Show modified files >>>)
caaaa66e57293e4a6f312649bf472eab84d5c7fe 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/utils/Color.h
efb4b06493fe7b1604c762a448b13c7af2845a8d 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/utils/Color.h
91627f61705a68cd18fdbce1b8190a2ffdec5f10 01-Feb-2017 Romain Guy <romainguy@google.com> Fix incorrect comments

Bug: 33010587
Test: comment only
Change-Id: Icdfa79bac50545bb73f4c40727fe51780ef4a56d
/frameworks/base/libs/hwui/utils/Color.h
8762e332e3797fb41929a1c6069207f4906ca329 12-Oct-2016 Romain Guy <romainguy@google.com> Various fixes for linear blending and gradients

With linear blending turned off some textures were still
created as sRGB textures instead of linear textures.
Multi-stop gradients were not behaving properly on devices
with no support for float textures.
Gradients are now always interpolated in linear space
even if linear blending is off.
New functions to always force sRGB->linear->sRGB conversions.

Test: Manual testing
Bug: 29940137
Change-Id: Ie2f84ee2a65fd85570e88af813e841e0e625df6c
/frameworks/base/libs/hwui/utils/Color.h
253f2c213f6ecda63b6872aee77bd30d5ec07c82 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/utils/Color.h
54fa17f667c285a5c9225e238c8132dfe830ef36 25-Nov-2015 Chris Craik <ccraik@google.com> Add ListView rendering benchmark

Also fixes a bug in DrawRenderNodeOp recording, which was triggered by
the new test.

Change-Id: I328f2ed908495eb95ca8ce87a365d02650e72cd5
/frameworks/base/libs/hwui/utils/Color.h