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Commit f596ba93 authored by TreeHugger Robot's avatar TreeHugger Robot Committed by Android (Google) Code Review
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Merge "Bowing my head in shame, going back to gamma interpolated gradients"

parents 2257285a 6183c97e
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+7 −6
Original line number Diff line number Diff line
@@ -38,13 +38,14 @@ struct FloatColor {
    }

    // "color" is a gamma-encoded sRGB color
    // After calling this method, the color is stored as a linear color. The color
    // is not pre-multiplied.
    void setUnPreMultipliedSRGB(uint32_t color) {
    // After calling this method, the color is stored as a un-premultiplied linear color
    // if linear blending is enabled. Otherwise, the color is stored as a un-premultiplied
    // gamma-encoded sRGB color
    void setUnPreMultiplied(uint32_t color) {
        a = ((color >> 24) & 0xff) / 255.0f;
        r = EOCF_sRGB(((color >> 16) & 0xff) / 255.0f);
        g = EOCF_sRGB(((color >>  8) & 0xff) / 255.0f);
        b = EOCF_sRGB(((color      ) & 0xff) / 255.0f);
        r = EOCF(((color >> 16) & 0xff) / 255.0f);
        g = EOCF(((color >>  8) & 0xff) / 255.0f);
        b = EOCF(((color      ) & 0xff) / 255.0f);
    }

    bool isNotBlack() {
+10 −13
Original line number Diff line number Diff line
@@ -189,9 +189,9 @@ void GradientCache::mixBytes(const FloatColor& start, const FloatColor& end,
        float amount, uint8_t*& dst) const {
    float oppAmount = 1.0f - amount;
    float a = start.a * oppAmount + end.a * amount;
    *dst++ = uint8_t(a * OECF_sRGB((start.r * oppAmount + end.r * amount)) * 255.0f);
    *dst++ = uint8_t(a * OECF_sRGB((start.g * oppAmount + end.g * amount)) * 255.0f);
    *dst++ = uint8_t(a * OECF_sRGB((start.b * oppAmount + end.b * amount)) * 255.0f);
    *dst++ = uint8_t(a * OECF(start.r * oppAmount + end.r * amount) * 255.0f);
    *dst++ = uint8_t(a * OECF(start.g * oppAmount + end.g * amount) * 255.0f);
    *dst++ = uint8_t(a * OECF(start.b * oppAmount + end.b * amount) * 255.0f);
    *dst++ = uint8_t(a * 255.0f);
}

@@ -201,17 +201,14 @@ void GradientCache::mixFloats(const FloatColor& start, const FloatColor& end,
    float a = start.a * oppAmount + end.a * amount;
    float* d = (float*) dst;
#ifdef ANDROID_ENABLE_LINEAR_BLENDING
    // We want to stay linear
    *d++ = a * (start.r * oppAmount + end.r * amount);
    *d++ = a * (start.g * oppAmount + end.g * amount);
    *d++ = a * (start.b * oppAmount + end.b * amount);
#else
    // What we're doing to the alpha channel here is technically incorrect
    // but reproduces Android's old behavior when the alpha was pre-multiplied
    // with gamma-encoded colors
    a = EOCF_sRGB(a);
    *d++ = a * OECF_sRGB(start.r * oppAmount + end.r * amount);
    *d++ = a * OECF_sRGB(start.g * oppAmount + end.g * amount);
    *d++ = a * OECF_sRGB(start.b * oppAmount + end.b * amount);
    *d++ = a * OECF(start.r * oppAmount + end.r * amount);
    *d++ = a * OECF(start.g * oppAmount + end.g * amount);
    *d++ = a * OECF(start.b * oppAmount + end.b * amount);
#endif
    *d++ = a;
    dst += 4 * sizeof(float);
@@ -232,10 +229,10 @@ void GradientCache::generateTexture(uint32_t* colors, float* positions,
    ChannelMixer mix = gMixers[mUseFloatTexture];

    FloatColor start;
    start.setUnPreMultipliedSRGB(colors[0]);
    start.setUnPreMultiplied(colors[0]);

    FloatColor end;
    end.setUnPreMultipliedSRGB(colors[1]);
    end.setUnPreMultiplied(colors[1]);

    int currentPos = 1;
    float startPos = positions[0];
@@ -250,7 +247,7 @@ void GradientCache::generateTexture(uint32_t* colors, float* positions,

            currentPos++;

            end.setUnPreMultipliedSRGB(colors[currentPos]);
            end.setUnPreMultiplied(colors[currentPos]);
            distance = positions[currentPos] - startPos;
        }

+22 −19
Original line number Diff line number Diff line
@@ -202,23 +202,26 @@ const char* gFS_Gradient_Functions = R"__SHADER__(
)__SHADER__";
const char* gFS_Gradient_Preamble[2] = {
        // Linear framebuffer
        "\nvec4 dither(const vec4 color) {\n"
        "    return color + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);\n"
        "}\n"
        "\nvec4 gammaMix(const vec4 a, const vec4 b, float v) {\n"
        "    vec4 c = mix(a, b, v);\n"
        "    c.a = EOTF_sRGB(c.a);\n" // This is technically incorrect but preserves compatibility
        "    return vec4(OETF_sRGB(c.rgb) * c.a, c.a);\n"
        "}\n",
        R"__SHADER__(
        vec4 dither(const vec4 color) {
            return color + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);
        }
        vec4 gradientMix(const vec4 a, const vec4 b, float v) {
            vec4 c = mix(a, b, v);
            return vec4(c.rgb * c.a, c.a);
        }
        )__SHADER__",
        // sRGB framebuffer
        "\nvec4 dither(const vec4 color) {\n"
        "    vec3 dithered = sqrt(color.rgb) + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);\n"
        "    return vec4(dithered * dithered, color.a);\n"
        "}\n"
        "\nvec4 gammaMix(const vec4 a, const vec4 b, float v) {\n"
        "    vec4 c = mix(a, b, v);\n"
        "    return vec4(c.rgb * c.a, c.a);\n"
        "}\n"
        R"__SHADER__(
        vec4 dither(const vec4 color) {
            vec3 dithered = sqrt(color.rgb) + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0);
            return vec4(dithered * dithered, color.a);
        }
        vec4 gradientMixMix(const vec4 a, const vec4 b, float v) {
            vec4 c = mix(a, b, v);
            return vec4(c.rgb * c.a, c.a);
        }
        )__SHADER__",
};

// Uses luminance coefficients from Rec.709 to choose the appropriate gamma
@@ -272,19 +275,19 @@ const char* gFS_Main_FetchGradient[6] = {
        // Linear
        "    vec4 gradientColor = texture2D(gradientSampler, linear);\n",

        "    vec4 gradientColor = gammaMix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",
        "    vec4 gradientColor = gradientMix(startColor, endColor, clamp(linear, 0.0, 1.0));\n",

        // Circular
        "    vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n",

        "    vec4 gradientColor = gammaMix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",
        "    vec4 gradientColor = gradientMix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n",

        // Sweep
        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
        "    vec4 gradientColor = texture2D(gradientSampler, vec2(index - floor(index), 0.5));\n",

        "    highp float index = atan(sweep.y, sweep.x) * 0.15915494309; // inv(2 * PI)\n"
        "    vec4 gradientColor = gammaMix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
        "    vec4 gradientColor = gradientMix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n"
};
const char* gFS_Main_FetchBitmap =
        "    vec4 bitmapColor = OETF(texture2D(bitmapSampler, outBitmapTexCoords));\n";
+2 −2
Original line number Diff line number Diff line
@@ -173,8 +173,8 @@ bool tryStoreGradient(Caches& caches, const SkShader& shader, const Matrix4 mode
        outData->gradientSampler = 0;
        outData->gradientTexture = nullptr;

        outData->startColor.setUnPreMultipliedSRGB(gradInfo.fColors[0]);
        outData->endColor.setUnPreMultipliedSRGB(gradInfo.fColors[1]);
        outData->startColor.setUnPreMultiplied(gradInfo.fColors[0]);
        outData->endColor.setUnPreMultiplied(gradInfo.fColors[1]);
    }

    return true;