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Commit 8762e332 authored by Romain Guy's avatar Romain Guy
Browse files

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
parent 21986f2a
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+10 −5
Original line number Diff line number Diff line
@@ -45,13 +45,18 @@ Extensions::Extensions() {
    mHas1BitStencil = extensions.has("GL_OES_stencil1");
    mHas4BitStencil = extensions.has("GL_OES_stencil4");
    mHasUnpackSubImage = extensions.has("GL_EXT_unpack_subimage");
    mHasSRGB = extensions.has("GL_EXT_sRGB");
    mHasSRGBWriteControl = extensions.has("GL_EXT_sRGB_write_control");

    // If linear blending is enabled, the device must have ES3.0 and GL_EXT_sRGB_write_control
#ifdef ANDROID_ENABLE_LINEAR_BLENDING
    assert(mVersionMajor >= 3 || mHasSRGB);
    assert(mHasSRGBWriteControl);
    mHasSRGB = mVersionMajor >= 3 || extensions.has("GL_EXT_sRGB");
    mHasSRGBWriteControl = extensions.has("GL_EXT_sRGB_write_control");

    // If linear blending is enabled, the device must have (ES3.0 or EXT_sRGB)
    // and EXT_sRGB_write_control
    LOG_ALWAYS_FATAL_IF(!mHasSRGB, "Linear blending requires ES 3.0 or EXT_sRGB");
    LOG_ALWAYS_FATAL_IF(!mHasSRGBWriteControl, "Linear blending requires EXT_sRGB_write_control");
#else
    mHasSRGB = false;
    mHasSRGBWriteControl = false;
#endif

    const char* version = (const char*) glGetString(GL_VERSION);
+1 −1
Original line number Diff line number Diff line
@@ -43,7 +43,7 @@ public:
    inline bool hasPixelBufferObjects() const { return mVersionMajor >= 3; }
    inline bool hasOcclusionQueries() const { return mVersionMajor >= 3; }
    inline bool hasFloatTextures() const { return mVersionMajor >= 3; }
    inline bool hasSRGB() const { return mVersionMajor >= 3 || mHasSRGB; }
    inline bool hasSRGB() const { return mHasSRGB; }
    inline bool hasSRGBWriteControl() const { return hasSRGB() && mHasSRGBWriteControl; }

    inline int getMajorGlVersion() const { return mVersionMajor; }
+12 −0
Original line number Diff line number Diff line
@@ -28,7 +28,19 @@ namespace uirenderer {
struct FloatColor {
    // "color" is a gamma-encoded sRGB color
    // After calling this method, the color is stored as a pre-multiplied linear color
    // if linear blending is enabled. Otherwise, the color is stored as a pre-multiplied
    // gamma-encoded sRGB color
    void set(uint32_t color) {
        a = ((color >> 24) & 0xff) / 255.0f;
        r = a * EOCF(((color >> 16) & 0xff) / 255.0f);
        g = a * EOCF(((color >>  8) & 0xff) / 255.0f);
        b = a * EOCF(((color      ) & 0xff) / 255.0f);
    }

    // "color" is a gamma-encoded sRGB color
    // After calling this method, the color is stored as a pre-multiplied linear color
    // if linear blending is enabled.
    void setSRGB(uint32_t color) {
        a = ((color >> 24) & 0xff) / 255.0f;
        r = a * EOCF_sRGB(((color >> 16) & 0xff) / 255.0f);
        g = a * EOCF_sRGB(((color >>  8) & 0xff) / 255.0f);
+4 −4
Original line number Diff line number Diff line
@@ -289,10 +289,10 @@ void GlopBuilder::setFill(int color, float alphaScale,
            // Skia uses the range [0..255] for the addition vector, but we need
            // the [0..1] range to apply the vector in GLSL
            float* colorVector = mOutGlop->fill.filter.matrix.vector;
            colorVector[0] = EOCF_sRGB(srcColorMatrix[4]  / 255.0f);
            colorVector[1] = EOCF_sRGB(srcColorMatrix[9]  / 255.0f);
            colorVector[2] = EOCF_sRGB(srcColorMatrix[14] / 255.0f);
            colorVector[3] = EOCF_sRGB(srcColorMatrix[19] / 255.0f);
            colorVector[0] = EOCF(srcColorMatrix[4]  / 255.0f);
            colorVector[1] = EOCF(srcColorMatrix[9]  / 255.0f);
            colorVector[2] = EOCF(srcColorMatrix[14] / 255.0f);
            colorVector[3] =      srcColorMatrix[19] / 255.0f;  // alpha is linear
        } else {
            LOG_ALWAYS_FATAL("unsupported ColorFilter");
        }
+17 −11
Original line number Diff line number Diff line
@@ -185,22 +185,28 @@ size_t GradientCache::sourceBytesPerPixel() const {
    return 4 * (mUseFloatTexture ? sizeof(float) : sizeof(uint8_t));
}

void GradientCache::mixBytes(FloatColor& start, FloatColor& end, float amount,
        uint8_t*& dst) const {
void GradientCache::mixBytes(const FloatColor& start, const FloatColor& end,
        float amount, uint8_t*& dst) const {
    float oppAmount = 1.0f - amount;
    *dst++ = uint8_t(OECF_sRGB((start.r * oppAmount + end.r * amount) * 255.0f));
    *dst++ = uint8_t(OECF_sRGB((start.g * oppAmount + end.g * amount) * 255.0f));
    *dst++ = uint8_t(OECF_sRGB((start.b * oppAmount + end.b * amount) * 255.0f));
    *dst++ = uint8_t(OECF_sRGB(start.r * oppAmount + end.r * amount) * 255.0f);
    *dst++ = uint8_t(OECF_sRGB(start.g * oppAmount + end.g * amount) * 255.0f);
    *dst++ = uint8_t(OECF_sRGB(start.b * oppAmount + end.b * amount) * 255.0f);
    *dst++ = uint8_t(         (start.a * oppAmount + end.a * amount) * 255.0f);
}

void GradientCache::mixFloats(FloatColor& start, FloatColor& end, float amount,
        uint8_t*& dst) const {
void GradientCache::mixFloats(const FloatColor& start, const FloatColor& end,
        float amount, uint8_t*& dst) const {
    float oppAmount = 1.0f - amount;
    float* d = (float*) dst;
#if ANDROID_LINEAR_BLENDING_ENABLED
    *d++ = start.r * oppAmount + end.r * amount;
    *d++ = start.g * oppAmount + end.g * amount;
    *d++ = start.b * oppAmount + end.b * amount;
#else
    *d++ = OECF_sRGB(start.r * oppAmount + end.r * amount);
    *d++ = OECF_sRGB(start.g * oppAmount + end.g * amount);
    *d++ = OECF_sRGB(start.b * oppAmount + end.b * amount);
#endif
    *d++ = start.a * oppAmount + end.a * amount;
    dst += 4 * sizeof(float);
}
@@ -217,10 +223,10 @@ void GradientCache::generateTexture(uint32_t* colors, float* positions,
    ChannelMixer mix = gMixers[mUseFloatTexture];

    FloatColor start;
    start.set(colors[0]);
    start.setSRGB(colors[0]);

    FloatColor end;
    end.set(colors[1]);
    end.setSRGB(colors[1]);

    int currentPos = 1;
    float startPos = positions[0];
@@ -235,7 +241,7 @@ void GradientCache::generateTexture(uint32_t* colors, float* positions,

            currentPos++;

            end.set(colors[currentPos]);
            end.setSRGB(colors[currentPos]);
            distance = positions[currentPos] - startPos;
        }

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