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Commit 06e9f324 authored by Arun's avatar Arun Committed by Chris Craik
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Optimised hwui rounded corners shader

This is a ~2x performance increase for the rounded corners shader which
was previously shader limited even on many high-end GPUs. It simplifies
the calculations by pre-dividing by the radius, which also allows to
maintain mediump/FP16 precision (this improves performance and might
improve image quality on GPUs that don't support highp e.g. Mali-400).
It also uses a conditional in the shader to save much of the work on
the vast majority of pixels which are not close to the corners.

Test: manual - visual inspection on fugu (nexus player)

Change-Id: I38f491cfb006e2991ef0b9d6b3d67d2c4d328d44
parent 142a392b
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+18 −13
Original line number Diff line number Diff line
@@ -58,7 +58,9 @@ const char* gVS_Header_Uniforms_HasBitmap =
        "uniform mat4 textureTransform;\n"
        "uniform mediump vec2 textureDimension;\n";
const char* gVS_Header_Uniforms_HasRoundRectClip =
        "uniform mat4 roundRectInvTransform;\n";
        "uniform mat4 roundRectInvTransform;\n"
        "uniform mediump vec4 roundRectInnerRectLTWH;\n"
        "uniform mediump float roundRectRadius;\n";
const char* gVS_Header_Varyings_HasTexture =
        "varying vec2 outTexCoords;\n";
const char* gVS_Header_Varyings_HasColors =
@@ -87,7 +89,7 @@ const char* gVS_Header_Varyings_HasGradient[6] = {
        "varying vec2 ditherTexCoords;\n",
};
const char* gVS_Header_Varyings_HasRoundRectClip =
        "varying highp vec2 roundRectPos;\n";
        "varying mediump vec2 roundRectPos;\n";
const char* gVS_Main =
        "\nvoid main(void) {\n";
const char* gVS_Main_OutTexCoords =
@@ -125,7 +127,7 @@ const char* gVS_Main_VertexAlpha =
        "    alpha = vtxAlpha;\n";

const char* gVS_Main_HasRoundRectClip =
        "    roundRectPos = (roundRectInvTransform * transformedPosition).xy;\n";
        "    roundRectPos = ((roundRectInvTransform * transformedPosition).xy / roundRectRadius) - roundRectInnerRectLTWH.xy;\n";
const char* gVS_Footer =
        "}\n\n";

@@ -169,8 +171,8 @@ const char* gFS_Uniforms_ColorOp[3] = {
};

const char* gFS_Uniforms_HasRoundRectClip =
        "uniform vec4 roundRectInnerRectLTRB;\n"
        "uniform float roundRectRadius;\n";
        "uniform mediump vec4 roundRectInnerRectLTWH;\n"
        "uniform mediump float roundRectRadius;\n";

const char* gFS_Main =
        "\nvoid main(void) {\n"
@@ -315,15 +317,18 @@ const char* gFS_Main_ApplyColorOp[3] = {
        "    fragColor = blendColors(colorBlend, fragColor);\n"
};

// Note: LTRB -> xyzw
// Note: LTWH (left top width height) -> xyzw
// roundRectPos is now divided by roundRectRadius in vertex shader
// after we also subtract roundRectInnerRectLTWH.xy from roundRectPos
const char* gFS_Main_FragColor_HasRoundRectClip =
        "    mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
        "    mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"

        // divide + multiply by 128 to avoid falling out of range in length() function
        "    mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
        "    mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
        "    gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n";
        "    mediump vec2 fragToLT = -roundRectPos;\n"
        "    mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTWH.zw;\n"

        // since distance is divided by radius, it's in [0;1] so precision is not an issue
        // this also lets us clamp(0.0, 1.0) instead of max() which is cheaper on GPUs
        "    mediump vec2 dist = clamp(max(fragToLT, fragFromRB), 0.0, 1.0);\n"
        "    mediump float linearDist = clamp(roundRectRadius - (length(dist) * roundRectRadius), 0.0, 1.0);\n"
        "    gl_FragColor *= linearDist;\n";

const char* gFS_Main_DebugHighlight =
        "    gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";
+11 −5
Original line number Diff line number Diff line
@@ -274,14 +274,20 @@ void RenderState::render(const Glop& glop, const Matrix4& orthoMatrix) {
        // TODO: avoid query, and cache values (or RRCS ptr) in program
        const RoundRectClipState* state = glop.roundRectClipState;
        const Rect& innerRect = state->innerRect;
        glUniform4f(fill.program->getUniform("roundRectInnerRectLTRB"),
                innerRect.left, innerRect.top,
                innerRect.right, innerRect.bottom);
        glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
                1, GL_FALSE, &state->matrix.data[0]);

        // add half pixel to round out integer rect space to cover pixel centers
        float roundedOutRadius = state->radius + 0.5f;

        // Divide by the radius to simplify the calculations in the fragment shader
        // roundRectPos is also passed from vertex shader relative to top/left & radius
        glUniform4f(fill.program->getUniform("roundRectInnerRectLTWH"),
                innerRect.left / roundedOutRadius, innerRect.top / roundedOutRadius,
                (innerRect.right - innerRect.left) / roundedOutRadius,
                (innerRect.bottom - innerRect.top) / roundedOutRadius);

        glUniformMatrix4fv(fill.program->getUniform("roundRectInvTransform"),
                1, GL_FALSE, &state->matrix.data[0]);

        glUniform1f(fill.program->getUniform("roundRectRadius"),
                roundedOutRadius);
    }