Loading libs/hwui/Dither.cpp +25 −20 Original line number Diff line number Diff line Loading @@ -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 { Loading @@ -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 Loading libs/hwui/Dither.h +11 −1 Original line number Diff line number Diff line Loading @@ -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. */ Loading libs/hwui/GradientCache.cpp +90 −52 Original line number Diff line number Diff line Loading @@ -26,13 +26,6 @@ namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Defines /////////////////////////////////////////////////////////////////////////////// #define GRADIENT_TEXTURE_HEIGHT 2 #define GRADIENT_BYTES_PER_PIXEL 4 /////////////////////////////////////////////////////////////////////////////// // Functions /////////////////////////////////////////////////////////////////////////////// Loading Loading @@ -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): Loading Loading @@ -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); Loading Loading @@ -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)); } Loading @@ -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(); } Loading @@ -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); Loading libs/hwui/GradientCache.h +24 −1 Original line number Diff line number Diff line Loading @@ -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> Loading Loading @@ -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; Loading libs/hwui/ProgramCache.cpp +40 −48 Original line number Diff line number Diff line Loading @@ -19,6 +19,7 @@ #include <utils/String8.h> #include "Caches.h" #include "Dither.h" #include "ProgramCache.h" namespace android { Loading @@ -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 /////////////////////////////////////////////////////////////////////////////// Loading @@ -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"; Loading Loading @@ -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"; Loading Loading @@ -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"; Loading @@ -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 = Loading Loading @@ -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" }; Loading Loading @@ -410,7 +399,7 @@ const char* gBlendOps[18] = { // Constructors/destructors /////////////////////////////////////////////////////////////////////////////// ProgramCache::ProgramCache() { ProgramCache::ProgramCache(): mHasES3(Extensions::getInstance().getMajorGlVersion() >= 3) { } ProgramCache::~ProgramCache() { Loading Loading @@ -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); Loading Loading @@ -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); Loading Loading @@ -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; } Loading Loading @@ -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) { Loading Loading
libs/hwui/Dither.cpp +25 −20 Original line number Diff line number Diff line Loading @@ -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 { Loading @@ -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 Loading
libs/hwui/Dither.h +11 −1 Original line number Diff line number Diff line Loading @@ -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. */ Loading
libs/hwui/GradientCache.cpp +90 −52 Original line number Diff line number Diff line Loading @@ -26,13 +26,6 @@ namespace android { namespace uirenderer { /////////////////////////////////////////////////////////////////////////////// // Defines /////////////////////////////////////////////////////////////////////////////// #define GRADIENT_TEXTURE_HEIGHT 2 #define GRADIENT_BYTES_PER_PIXEL 4 /////////////////////////////////////////////////////////////////////////////// // Functions /////////////////////////////////////////////////////////////////////////////// Loading Loading @@ -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): Loading Loading @@ -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); Loading Loading @@ -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)); } Loading @@ -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(); } Loading @@ -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); Loading
libs/hwui/GradientCache.h +24 −1 Original line number Diff line number Diff line Loading @@ -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> Loading Loading @@ -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; Loading
libs/hwui/ProgramCache.cpp +40 −48 Original line number Diff line number Diff line Loading @@ -19,6 +19,7 @@ #include <utils/String8.h> #include "Caches.h" #include "Dither.h" #include "ProgramCache.h" namespace android { Loading @@ -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 /////////////////////////////////////////////////////////////////////////////// Loading @@ -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"; Loading Loading @@ -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"; Loading Loading @@ -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"; Loading @@ -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 = Loading Loading @@ -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" }; Loading Loading @@ -410,7 +399,7 @@ const char* gBlendOps[18] = { // Constructors/destructors /////////////////////////////////////////////////////////////////////////////// ProgramCache::ProgramCache() { ProgramCache::ProgramCache(): mHasES3(Extensions::getInstance().getMajorGlVersion() >= 3) { } ProgramCache::~ProgramCache() { Loading Loading @@ -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); Loading Loading @@ -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); Loading Loading @@ -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; } Loading Loading @@ -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) { Loading