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Commit 5ea0465d authored by Romain Guy's avatar Romain Guy Committed by Android Git Automerger
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am 8299f683: Merge "Use float textures to render gradients when possible" into jb-mr2-dev

* commit '8299f683':
  Use float textures to render gradients when possible
parents 1f951639 8299f683
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+25 −20
Original line number Diff line number Diff line
@@ -20,39 +20,47 @@
namespace android {
namespace uirenderer {

///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////

// Must be a power of two
#define DITHER_KERNEL_SIZE 4

///////////////////////////////////////////////////////////////////////////////
// Lifecycle
///////////////////////////////////////////////////////////////////////////////

void Dither::bindDitherTexture() {
    if (!mInitialized) {
        const uint8_t pattern[] = {
             0,  8,  2, 10,
            12,  4, 14,  6,
             3, 11,  1,  9,
            15,  7, 13,  5
        };
        bool useFloatTexture = Extensions::getInstance().getMajorGlVersion() >= 3;

        glGenTextures(1, &mDitherTexture);
        glBindTexture(GL_TEXTURE_2D, mDitherTexture);

        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);

        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

        if (useFloatTexture) {
            float dither = 1.0f / (255.0f * DITHER_KERNEL_SIZE * DITHER_KERNEL_SIZE);
            const GLfloat pattern[] = {
                 0 * dither,  8 * dither,  2 * dither, 10 * dither,
                12 * dither,  4 * dither, 14 * dither,  6 * dither,
                 3 * dither, 11 * dither,  1 * dither,  9 * dither,
                15 * dither,  7 * dither, 13 * dither,  5 * dither
            };

            glPixelStorei(GL_UNPACK_ALIGNMENT, sizeof(GLfloat));
            glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, DITHER_KERNEL_SIZE, DITHER_KERNEL_SIZE, 0,
                    GL_RED, GL_FLOAT, &pattern);
        } else {
            const uint8_t pattern[] = {
                 0,  8,  2, 10,
                12,  4, 14,  6,
                 3, 11,  1,  9,
                15,  7, 13,  5
            };

            glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, DITHER_KERNEL_SIZE, DITHER_KERNEL_SIZE, 0,
                    GL_ALPHA, GL_UNSIGNED_BYTE, &pattern);
        }

        mInitialized = true;
    } else {
@@ -76,10 +84,7 @@ void Dither::setupProgram(Program* program, GLuint* textureUnit) {

    bindDitherTexture();

    float ditherSize = 1.0f / DITHER_KERNEL_SIZE;
    glUniform1i(program->getUniform("ditherSampler"), textureSlot);
    glUniform1f(program->getUniform("ditherSize"), ditherSize);
    glUniform1f(program->getUniform("ditherSizeSquared"), ditherSize * ditherSize);
}

}; // namespace uirenderer
+11 −1
Original line number Diff line number Diff line
@@ -17,13 +17,23 @@
#ifndef ANDROID_HWUI_DITHER_H
#define ANDROID_HWUI_DITHER_H

#include <GLES2/gl2.h>
#include <GLES3/gl3.h>

#include "Program.h"

namespace android {
namespace uirenderer {

///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////

// Must be a power of two
#define DITHER_KERNEL_SIZE 4
// These must not use the .0f notation as they are used from GLSL
#define DITHER_KERNEL_SIZE_INV (1.0 / 4.0)
#define DITHER_KERNEL_SIZE_INV_SQUARE (1.0 / 16.0)

/**
 * Handles dithering for programs.
 */
+90 −52
Original line number Diff line number Diff line
@@ -26,13 +26,6 @@
namespace android {
namespace uirenderer {

///////////////////////////////////////////////////////////////////////////////
// Defines
///////////////////////////////////////////////////////////////////////////////

#define GRADIENT_TEXTURE_HEIGHT 2
#define GRADIENT_BYTES_PER_PIXEL 4

///////////////////////////////////////////////////////////////////////////////
// Functions
///////////////////////////////////////////////////////////////////////////////
@@ -83,6 +76,10 @@ GradientCache::GradientCache():
    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);

    mCache.setOnEntryRemovedListener(this);

    const Extensions& extensions = Extensions::getInstance();
    mUseFloatTexture = extensions.getMajorGlVersion() >= 3;
    mHasNpot = extensions.hasNPot();
}

GradientCache::GradientCache(uint32_t maxByteSize):
@@ -120,7 +117,7 @@ void GradientCache::setMaxSize(uint32_t maxSize) {

void GradientCache::operator()(GradientCacheEntry& shader, Texture*& texture) {
    if (texture) {
        const uint32_t size = texture->width * texture->height * GRADIENT_BYTES_PER_PIXEL;
        const uint32_t size = texture->width * texture->height * bytesPerPixel();
        mSize -= size;

        glDeleteTextures(1, &texture->id);
@@ -151,7 +148,7 @@ void GradientCache::getGradientInfo(const uint32_t* colors, const int count,
        GradientInfo& info) {
    uint32_t width = 256 * (count - 1);

    if (!Extensions::getInstance().hasNPot()) {
    if (!mHasNpot) {
        width = 1 << (31 - __builtin_clz(width));
    }

@@ -175,12 +172,12 @@ Texture* GradientCache::addLinearGradient(GradientCacheEntry& gradient,

    Texture* texture = new Texture;
    texture->width = info.width;
    texture->height = GRADIENT_TEXTURE_HEIGHT;
    texture->height = 2;
    texture->blend = info.hasAlpha;
    texture->generation = 1;

    // Asume the cache is always big enough
    const uint32_t size = texture->width * texture->height * GRADIENT_BYTES_PER_PIXEL;
    const uint32_t size = texture->width * texture->height * bytesPerPixel();
    while (getSize() + size > mMaxSize) {
        mCache.removeOldest();
    }
@@ -193,69 +190,110 @@ Texture* GradientCache::addLinearGradient(GradientCacheEntry& gradient,
    return texture;
}

size_t GradientCache::bytesPerPixel() const {
    // We use 4 channels (RGBA)
    return 4 * (mUseFloatTexture ? sizeof(float) : sizeof(uint8_t));
}

void GradientCache::splitToBytes(uint32_t inColor, GradientColor& outColor) const {
    outColor.r = (inColor >> 16) & 0xff;
    outColor.g = (inColor >>  8) & 0xff;
    outColor.b = (inColor >>  0) & 0xff;
    outColor.a = (inColor >> 24) & 0xff;
}

void GradientCache::splitToFloats(uint32_t inColor, GradientColor& outColor) const {
    outColor.r = ((inColor >> 16) & 0xff) / 255.0f;
    outColor.g = ((inColor >>  8) & 0xff) / 255.0f;
    outColor.b = ((inColor >>  0) & 0xff) / 255.0f;
    outColor.a = ((inColor >> 24) & 0xff) / 255.0f;
}

void GradientCache::mixBytes(GradientColor& start, GradientColor& end, float amount,
        uint8_t*& dst) const {
    float oppAmount = 1.0f - amount;
    const float alpha = start.a * oppAmount + end.a * amount;
    const float a = alpha / 255.0f;

    *dst++ = uint8_t(a * (start.r * oppAmount + end.r * amount));
    *dst++ = uint8_t(a * (start.g * oppAmount + end.g * amount));
    *dst++ = uint8_t(a * (start.b * oppAmount + end.b * amount));
    *dst++ = uint8_t(alpha);
}

void GradientCache::mixFloats(GradientColor& start, GradientColor& end, float amount,
        uint8_t*& dst) const {
    float oppAmount = 1.0f - amount;
    const float a = start.a * oppAmount + end.a * amount;

    float* d = (float*) dst;
    *d++ = a * (start.r * oppAmount + end.r * amount);
    *d++ = a * (start.g * oppAmount + end.g * amount);
    *d++ = a * (start.b * oppAmount + end.b * amount);
    *d++ = a;

    dst += 4 * sizeof(float);
}

void GradientCache::generateTexture(uint32_t* colors, float* positions,
        int count, Texture* texture) {

    const uint32_t width = texture->width;
    const GLsizei rowBytes = width * GRADIENT_BYTES_PER_PIXEL;
    uint32_t pixels[width * texture->height];
    const GLsizei rowBytes = width * bytesPerPixel();
    uint8_t pixels[rowBytes * texture->height];

    int currentPos = 1;
    static ChannelSplitter gSplitters[] = {
            &android::uirenderer::GradientCache::splitToBytes,
            &android::uirenderer::GradientCache::splitToFloats,
    };
    ChannelSplitter split = gSplitters[mUseFloatTexture];

    static ChannelMixer gMixers[] = {
            &android::uirenderer::GradientCache::mixBytes,
            &android::uirenderer::GradientCache::mixFloats,
    };
    ChannelMixer mix = gMixers[mUseFloatTexture];

    float startA = (colors[0] >> 24) & 0xff;
    float startR = (colors[0] >> 16) & 0xff;
    float startG = (colors[0] >>  8) & 0xff;
    float startB = (colors[0] >>  0) & 0xff;
    GradientColor start;
    (this->*split)(colors[0], start);

    float endA = (colors[1] >> 24) & 0xff;
    float endR = (colors[1] >> 16) & 0xff;
    float endG = (colors[1] >>  8) & 0xff;
    float endB = (colors[1] >>  0) & 0xff;
    GradientColor end;
    (this->*split)(colors[1], end);

    float start = positions[0];
    float distance = positions[1] - start;
    int currentPos = 1;
    float startPos = positions[0];
    float distance = positions[1] - startPos;

    uint8_t* p = (uint8_t*) pixels;
    uint8_t* dst = pixels;
    for (uint32_t x = 0; x < width; x++) {
        float pos = x / float(width - 1);
        if (pos > positions[currentPos]) {
            startA = endA;
            startR = endR;
            startG = endG;
            startB = endB;
            start = positions[currentPos];
            start = end;
            startPos = positions[currentPos];

            currentPos++;

            endA = (colors[currentPos] >> 24) & 0xff;
            endR = (colors[currentPos] >> 16) & 0xff;
            endG = (colors[currentPos] >>  8) & 0xff;
            endB = (colors[currentPos] >>  0) & 0xff;
            distance = positions[currentPos] - start;
            (this->*split)(colors[currentPos], end);
            distance = positions[currentPos] - startPos;
        }

        float amount = (pos - start) / distance;
        float oppAmount = 1.0f - amount;

        const float alpha = startA * oppAmount + endA * amount;
        const float a = alpha / 255.0f;
        *p++ = uint8_t(a * (startR * oppAmount + endR * amount));
        *p++ = uint8_t(a * (startG * oppAmount + endG * amount));
        *p++ = uint8_t(a * (startB * oppAmount + endB * amount));
        *p++ = uint8_t(alpha);
        float amount = (pos - startPos) / distance;
        (this->*mix)(start, end, amount, dst);
    }

    for (int i = 1; i < GRADIENT_TEXTURE_HEIGHT; i++) {
        memcpy(pixels + width * i, pixels, rowBytes);
    }
    memcpy(pixels + rowBytes, pixels, rowBytes);

    glGenTextures(1, &texture->id);

    glBindTexture(GL_TEXTURE_2D, texture->id);
    glPixelStorei(GL_UNPACK_ALIGNMENT, GRADIENT_BYTES_PER_PIXEL);
    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);

    if (mUseFloatTexture) {
        // We have to use GL_RGBA16F because GL_RGBA32F does not support filtering
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, texture->height, 0,
                GL_RGBA, GL_FLOAT, pixels);
    } else {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, texture->height, 0,
                GL_RGBA, GL_UNSIGNED_BYTE, pixels);
    }

    texture->setFilter(GL_LINEAR);
    texture->setWrap(GL_CLAMP_TO_EDGE);
+24 −1
Original line number Diff line number Diff line
@@ -17,7 +17,7 @@
#ifndef ANDROID_HWUI_GRADIENT_CACHE_H
#define ANDROID_HWUI_GRADIENT_CACHE_H

#include <GLES2/gl2.h>
#include <GLES3/gl3.h>

#include <SkShader.h>

@@ -160,12 +160,35 @@ private:

    void getGradientInfo(const uint32_t* colors, const int count, GradientInfo& info);

    size_t bytesPerPixel() const;

    struct GradientColor {
        float r;
        float g;
        float b;
        float a;
    };

    typedef void (GradientCache::*ChannelSplitter)(uint32_t inColor,
            GradientColor& outColor) const;

    void splitToBytes(uint32_t inColor, GradientColor& outColor) const;
    void splitToFloats(uint32_t inColor, GradientColor& outColor) const;

    typedef void (GradientCache::*ChannelMixer)(GradientColor& start, GradientColor& end,
            float amount, uint8_t*& dst) const;

    void mixBytes(GradientColor& start, GradientColor& end, float amount, uint8_t*& dst) const;
    void mixFloats(GradientColor& start, GradientColor& end, float amount, uint8_t*& dst) const;

    LruCache<GradientCacheEntry, Texture*> mCache;

    uint32_t mSize;
    uint32_t mMaxSize;

    GLint mMaxTextureSize;
    bool mUseFloatTexture;
    bool mHasNpot;

    Vector<SkShader*> mGarbage;
    mutable Mutex mLock;
+40 −48
Original line number Diff line number Diff line
@@ -19,6 +19,7 @@
#include <utils/String8.h>

#include "Caches.h"
#include "Dither.h"
#include "ProgramCache.h"

namespace android {
@@ -32,6 +33,9 @@ namespace uirenderer {
#define MODULATE_OP_MODULATE 1
#define MODULATE_OP_MODULATE_A8 2

#define STR(x) STR1(x)
#define STR1(x) #x

///////////////////////////////////////////////////////////////////////////////
// Vertex shaders snippets
///////////////////////////////////////////////////////////////////////////////
@@ -51,17 +55,8 @@ const char* gVS_Header_Uniforms =
        "uniform mat4 transform;\n";
const char* gVS_Header_Uniforms_IsPoint =
        "uniform mediump float pointSize;\n";
const char* gVS_Header_Uniforms_HasGradient[3] = {
        // Linear
        "uniform mat4 screenSpace;\n"
        "uniform float ditherSize;\n",
        // Circular
        "uniform mat4 screenSpace;\n"
        "uniform float ditherSize;\n",
        // Sweep
        "uniform mat4 screenSpace;\n"
        "uniform float ditherSize;\n"
};
const char* gVS_Header_Uniforms_HasGradient =
        "uniform mat4 screenSpace;\n";
const char* gVS_Header_Uniforms_HasBitmap =
        "uniform mat4 textureTransform;\n"
        "uniform mediump vec2 textureDimension;\n";
@@ -105,21 +100,21 @@ const char* gVS_Main_OutTransformedTexCoords =
const char* gVS_Main_OutGradient[6] = {
        // Linear
        "    linear = vec2((screenSpace * position).x, 0.5);\n"
        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
        "    linear = (screenSpace * position).x;\n"
        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",

        // Circular
        "    circular = (screenSpace * position).xy;\n"
        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
        "    circular = (screenSpace * position).xy;\n"
        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",

        // Sweep
        "    sweep = (screenSpace * position).xy;\n"
        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
        "    sweep = (screenSpace * position).xy;\n"
        "    ditherTexCoords = (transform * position).xy * ditherSize;\n",
        "    ditherTexCoords = (transform * position).xy * " STR(DITHER_KERNEL_SIZE_INV) ";\n",
};
const char* gVS_Main_OutBitmapTexCoords =
        "    outBitmapTexCoords = (textureTransform * position).xy * textureDimension;\n";
@@ -153,24 +148,14 @@ const char* gFS_Uniforms_TextureSampler =
        "uniform sampler2D baseSampler;\n";
const char* gFS_Uniforms_ExternalTextureSampler =
        "uniform samplerExternalOES baseSampler;\n";
#define FS_UNIFORMS_DITHER \
        "uniform float ditherSizeSquared;\n" \
        "uniform sampler2D ditherSampler;\n"
#define FS_UNIFORMS_GRADIENT \
        "uniform vec4 startColor;\n" \
const char* gFS_Uniforms_Dither =
        "uniform sampler2D ditherSampler;";
const char* gFS_Uniforms_GradientSampler[2] = {
        "%s\n"
        "uniform sampler2D gradientSampler;\n",
        "%s\n"
        "uniform vec4 startColor;\n"
        "uniform vec4 endColor;\n"
const char* gFS_Uniforms_GradientSampler[6] = {
        // Linear
        FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n",
        FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT,

        // Circular
        FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n",
        FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT,

        // Sweep
        FS_UNIFORMS_DITHER "uniform sampler2D gradientSampler;\n",
        FS_UNIFORMS_DITHER FS_UNIFORMS_GRADIENT
};
const char* gFS_Uniforms_BitmapSampler =
        "uniform sampler2D bitmapSampler;\n";
@@ -197,10 +182,14 @@ const char* gFS_Main_PointBitmapTexCoords =
        "    highp vec2 outBitmapTexCoords = outPointBitmapTexCoords + "
        "((gl_PointCoord - vec2(0.5, 0.5)) * textureDimension * vec2(pointSize, pointSize));\n";

#define FS_MAIN_DITHER \
        "texture2D(ditherSampler, ditherTexCoords).a * ditherSizeSquared"
const char* gFS_Main_Dither[2] = {
        // ES 2.0
        "texture2D(ditherSampler, ditherTexCoords).a * " STR(DITHER_KERNEL_SIZE_INV_SQUARE),
        // ES 3.0
        "texture2D(ditherSampler, ditherTexCoords).r"
};
const char* gFS_Main_AddDitherToGradient =
        "    gradientColor += " FS_MAIN_DITHER ";\n";
        "    gradientColor += %s;\n";

// Fast cases
const char* gFS_Fast_SingleColor =
@@ -233,18 +222,18 @@ const char* gFS_Fast_SingleModulateA8Texture_ApplyGamma =
        "}\n\n";
const char* gFS_Fast_SingleGradient[2] = {
        "\nvoid main(void) {\n"
        "    gl_FragColor = " FS_MAIN_DITHER " + texture2D(gradientSampler, linear);\n"
        "    gl_FragColor = %s + texture2D(gradientSampler, linear);\n"
        "}\n\n",
        "\nvoid main(void) {\n"
        "    gl_FragColor = " FS_MAIN_DITHER " + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
        "}\n\n"
        "    gl_FragColor = %s + mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
        "}\n\n",
};
const char* gFS_Fast_SingleModulateGradient[2] = {
        "\nvoid main(void) {\n"
        "    gl_FragColor = " FS_MAIN_DITHER " + color.a * texture2D(gradientSampler, linear);\n"
        "    gl_FragColor = %s + color.a * texture2D(gradientSampler, linear);\n"
        "}\n\n",
        "\nvoid main(void) {\n"
        "    gl_FragColor = " FS_MAIN_DITHER " + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
        "    gl_FragColor = %s + color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n"
        "}\n\n"
};

@@ -410,7 +399,7 @@ const char* gBlendOps[18] = {
// Constructors/destructors
///////////////////////////////////////////////////////////////////////////////

ProgramCache::ProgramCache() {
ProgramCache::ProgramCache(): mHasES3(Extensions::getInstance().getMajorGlVersion() >= 3) {
}

ProgramCache::~ProgramCache() {
@@ -484,7 +473,7 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
        shader.append(gVS_Header_Uniforms_TextureTransform);
    }
    if (description.hasGradient) {
        shader.append(gVS_Header_Uniforms_HasGradient[description.gradientType]);
        shader.append(gVS_Header_Uniforms_HasGradient);
    }
    if (description.hasBitmap) {
        shader.append(gVS_Header_Uniforms_HasBitmap);
@@ -601,7 +590,8 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
        shader.append(gFS_Uniforms_ExternalTextureSampler);
    }
    if (description.hasGradient) {
        shader.append(gFS_Uniforms_GradientSampler[gradientIndex(description)]);
        shader.appendFormat(gFS_Uniforms_GradientSampler[description.isSimpleGradient],
                gFS_Uniforms_Dither);
    }
    if (description.hasBitmap && description.isPoint) {
        shader.append(gFS_Header_Uniforms_PointHasBitmap);
@@ -652,9 +642,11 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
            fast = true;
        } else if (singleGradient) {
            if (!description.modulate) {
                shader.append(gFS_Fast_SingleGradient[description.isSimpleGradient]);
                shader.appendFormat(gFS_Fast_SingleGradient[description.isSimpleGradient],
                        gFS_Main_Dither[mHasES3]);
            } else {
                shader.append(gFS_Fast_SingleModulateGradient[description.isSimpleGradient]);
                shader.appendFormat(gFS_Fast_SingleModulateGradient[description.isSimpleGradient],
                        gFS_Main_Dither[mHasES3]);
            }
            fast = true;
        }
@@ -708,7 +700,7 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
        }
        if (description.hasGradient) {
            shader.append(gFS_Main_FetchGradient[gradientIndex(description)]);
            shader.append(gFS_Main_AddDitherToGradient);
            shader.appendFormat(gFS_Main_AddDitherToGradient, gFS_Main_Dither[mHasES3]);
        }
        if (description.hasBitmap) {
            if (description.isPoint) {
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