Loading include/ui/PixelFormat.h +9 −7 Original line number Diff line number Diff line Loading @@ -63,6 +63,8 @@ enum { PIXEL_FORMAT_BGRA_8888 = HAL_PIXEL_FORMAT_BGRA_8888, // 4x8-bit BGRA PIXEL_FORMAT_RGBA_5551 = 6, // 16-bit ARGB PIXEL_FORMAT_RGBA_4444 = 7, // 16-bit ARGB PIXEL_FORMAT_sRGB_A_8888 = HAL_PIXEL_FORMAT_sRGB_A_8888, // 4x8-bit sRGB + A PIXEL_FORMAT_sRGB_X_8888 = HAL_PIXEL_FORMAT_sRGB_X_8888, // 4x8-bit sRGB, no A }; typedef int32_t PixelFormat; Loading libs/gui/tests/SRGB_test.cpp +222 −93 Original line number Diff line number Diff line Loading @@ -39,7 +39,7 @@ protected: enum { DISPLAY_WIDTH = 512, DISPLAY_HEIGHT = 512, PIXEL_SIZE = 4, // bytes PIXEL_SIZE = 4, // bytes or components DISPLAY_SIZE = DISPLAY_WIDTH * DISPLAY_HEIGHT * PIXEL_SIZE, ALPHA_VALUE = 223, // should be in [0, 255] TOLERANCE = 1, Loading Loading @@ -68,13 +68,13 @@ protected: } virtual void SetUp() { sp<BufferQueue> bufferQueue = new BufferQueue(); ASSERT_EQ(NO_ERROR, bufferQueue->setDefaultBufferSize( mBufferQueue = new BufferQueue(); ASSERT_EQ(NO_ERROR, mBufferQueue->setDefaultBufferSize( DISPLAY_WIDTH, DISPLAY_HEIGHT)); mCpuConsumer = new CpuConsumer(bufferQueue, 1); mCpuConsumer = new CpuConsumer(mBufferQueue, 1); String8 name("CpuConsumer_for_SRGBTest"); mCpuConsumer->setName(name); mInputSurface = new Surface(bufferQueue); mInputSurface = new Surface(mBufferQueue); ASSERT_NO_FATAL_FAILURE(createEGLSurface(mInputSurface.get())); ASSERT_NO_FATAL_FAILURE(createDebugSurface()); Loading @@ -82,7 +82,7 @@ protected: virtual void TearDown() { ASSERT_NO_FATAL_FAILURE(copyToDebugSurface()); mCpuConsumer->unlockBuffer(mLockedBuffer); ASSERT_EQ(NO_ERROR, mCpuConsumer->unlockBuffer(mLockedBuffer)); } static float linearToSRGB(float l) { Loading @@ -93,6 +93,19 @@ protected: } } static float srgbToLinear(float s) { if (s <= 0.04045) { return s / 12.92f; } else { return pow(((s + 0.055f) / 1.055f), 2.4f); } } static uint8_t srgbToLinear(uint8_t u) { float f = u / 255.0f; return static_cast<uint8_t>(srgbToLinear(f) * 255.0f + 0.5f); } void fillTexture(bool writeAsSRGB) { uint8_t* textureData = new uint8_t[DISPLAY_SIZE]; Loading Loading @@ -122,12 +135,93 @@ protected: delete[] textureData; } void initShaders() { static const char vertexSource[] = "attribute vec4 vPosition;\n" "varying vec2 texCoords;\n" "void main() {\n" " texCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n" " gl_Position = vPosition;\n" "}\n"; static const char fragmentSource[] = "precision mediump float;\n" "uniform sampler2D texSampler;\n" "varying vec2 texCoords;\n" "void main() {\n" " gl_FragColor = texture2D(texSampler, texCoords);\n" "}\n"; GLuint program; { SCOPED_TRACE("Creating shader program"); ASSERT_NO_FATAL_FAILURE(GLTest::createProgram( vertexSource, fragmentSource, &program)); } GLint positionHandle = glGetAttribLocation(program, "vPosition"); ASSERT_EQ(GL_NO_ERROR, glGetError()); ASSERT_NE(-1, positionHandle); GLint samplerHandle = glGetUniformLocation(program, "texSampler"); ASSERT_EQ(GL_NO_ERROR, glGetError()); ASSERT_NE(-1, samplerHandle); static const GLfloat vertices[] = { -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, }; glVertexAttribPointer(positionHandle, 2, GL_FLOAT, GL_FALSE, 0, vertices); ASSERT_EQ(GL_NO_ERROR, glGetError()); glEnableVertexAttribArray(positionHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); glUseProgram(program); ASSERT_EQ(GL_NO_ERROR, glGetError()); glUniform1i(samplerHandle, 0); ASSERT_EQ(GL_NO_ERROR, glGetError()); GLuint textureHandle; glGenTextures(1, &textureHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); glBindTexture(GL_TEXTURE_2D, textureHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); ASSERT_EQ(GL_NO_ERROR, glGetError()); } void drawTexture(bool asSRGB, GLint x, GLint y, GLsizei width, GLsizei height) { ASSERT_NO_FATAL_FAILURE(fillTexture(asSRGB)); glViewport(x, y, width, height); ASSERT_EQ(GL_NO_ERROR, glGetError()); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); ASSERT_EQ(GL_NO_ERROR, glGetError()); } void checkLockedBuffer(PixelFormat format) { ASSERT_EQ(mLockedBuffer.format, format); ASSERT_EQ(mLockedBuffer.width, DISPLAY_WIDTH); ASSERT_EQ(mLockedBuffer.height, DISPLAY_HEIGHT); } static bool withinTolerance(int a, int b) { int diff = a - b; return diff >= 0 ? diff <= TOLERANCE : -diff <= TOLERANCE; } // Primary producer and consumer sp<BufferQueue> mBufferQueue; sp<Surface> mInputSurface; sp<CpuConsumer> mCpuConsumer; CpuConsumer::LockedBuffer mLockedBuffer; Loading Loading @@ -206,14 +300,13 @@ private: ARect inOutDirtyBounds; mOutputSurface = mSurfaceControl->getSurface(); mOutputSurface->lock(&outBuffer, &inOutDirtyBounds); uint8_t* bytePointer = reinterpret_cast<uint8_t*>(outBuffer.bits); for (int y = 0; y < outBuffer.height; ++y) { int rowOffset = y * outBuffer.stride; int rowOffset = y * outBuffer.stride; // pixels for (int x = 0; x < outBuffer.width; ++x) { int colOffset = rowOffset + x; for (int c = 0; c < 4; ++c) { int offset = colOffset * PIXEL_SIZE + c; uint8_t* bytePointer = reinterpret_cast<uint8_t*>(outBuffer.bits); int colOffset = (rowOffset + x) * PIXEL_SIZE; // bytes for (int c = 0; c < PIXEL_SIZE; ++c) { int offset = colOffset + c; bytePointer[offset] = ((c + 1) * 56) - 1; } } Loading @@ -230,10 +323,33 @@ private: ANativeWindow_Buffer outBuffer; ARect outBufferBounds; mOutputSurface->lock(&outBuffer, &outBufferBounds); ASSERT_EQ(mLockedBuffer.width, outBuffer.width); ASSERT_EQ(mLockedBuffer.height, outBuffer.height); ASSERT_EQ(mLockedBuffer.stride, outBuffer.stride); ASSERT_EQ(mLockedBuffer.format, outBuffer.format); if (mLockedBuffer.format == outBuffer.format) { memcpy(outBuffer.bits, mLockedBuffer.data, bufferSize); } else { ASSERT_EQ(mLockedBuffer.format, PIXEL_FORMAT_sRGB_A_8888); ASSERT_EQ(outBuffer.format, PIXEL_FORMAT_RGBA_8888); uint8_t* outPointer = reinterpret_cast<uint8_t*>(outBuffer.bits); for (int y = 0; y < outBuffer.height; ++y) { int rowOffset = y * outBuffer.stride; // pixels for (int x = 0; x < outBuffer.width; ++x) { int colOffset = (rowOffset + x) * PIXEL_SIZE; // bytes // RGB are converted for (int c = 0; c < (PIXEL_SIZE - 1); ++c) { outPointer[colOffset + c] = srgbToLinear( mLockedBuffer.data[colOffset + c]); } // Alpha isn't converted outPointer[colOffset + 3] = mLockedBuffer.data[colOffset + 3]; } } } mOutputSurface->unlockAndPost(); int sleepSeconds = atoi(getenv(SHOW_DEBUG_STRING)); Loading @@ -244,100 +360,113 @@ private: const char SRGBTest::SHOW_DEBUG_STRING[] = "DEBUG_OUTPUT_SECONDS"; TEST_F(SRGBTest, GLRenderFromSRGBTexture) { static const char vertexSource[] = "attribute vec4 vPosition;\n" "varying vec2 texCoords;\n" "void main() {\n" " texCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n" " gl_Position = vPosition;\n" "}\n"; ASSERT_NO_FATAL_FAILURE(initShaders()); static const char fragmentSource[] = "precision mediump float;\n" "uniform sampler2D texSampler;\n" "varying vec2 texCoords;\n" "void main() {\n" " gl_FragColor = texture2D(texSampler, texCoords);\n" "}\n"; // The RGB texture is displayed in the top half ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, DISPLAY_HEIGHT / 2, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2)); GLuint program; { SCOPED_TRACE("Creating shader program"); ASSERT_NO_FATAL_FAILURE(GLTest::createProgram( vertexSource, fragmentSource, &program)); // The SRGB texture is displayed in the bottom half ASSERT_NO_FATAL_FAILURE(drawTexture(true, 0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2)); eglSwapBuffers(mEglDisplay, mEglSurface); ASSERT_EQ(EGL_SUCCESS, eglGetError()); // Lock ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer)); ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_RGBA_8888)); // Compare a pixel in the middle of each texture int midSRGBOffset = (DISPLAY_HEIGHT / 4) * mLockedBuffer.stride * PIXEL_SIZE; int midRGBOffset = midSRGBOffset * 3; midRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE; midSRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE; for (int c = 0; c < PIXEL_SIZE; ++c) { int expectedValue = mLockedBuffer.data[midRGBOffset + c]; int actualValue = mLockedBuffer.data[midSRGBOffset + c]; ASSERT_PRED2(withinTolerance, expectedValue, actualValue); } GLint positionHandle = glGetAttribLocation(program, "vPosition"); ASSERT_EQ(GL_NO_ERROR, glGetError()); ASSERT_NE(-1, positionHandle); // mLockedBuffer is unlocked in TearDown so we can copy data from it to // the debug surface if necessary } GLint samplerHandle = glGetUniformLocation(program, "texSampler"); ASSERT_EQ(GL_NO_ERROR, glGetError()); ASSERT_NE(-1, samplerHandle); TEST_F(SRGBTest, RenderToSRGBSurface) { ASSERT_NO_FATAL_FAILURE(initShaders()); static const GLfloat vertices[] = { -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, }; // By default, the first buffer we write into will be RGB glVertexAttribPointer(positionHandle, 2, GL_FLOAT, GL_FALSE, 0, vertices); ASSERT_EQ(GL_NO_ERROR, glGetError()); glEnableVertexAttribArray(positionHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); // Render an RGB texture across the whole surface ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT)); eglSwapBuffers(mEglDisplay, mEglSurface); ASSERT_EQ(EGL_SUCCESS, eglGetError()); glUseProgram(program); ASSERT_EQ(GL_NO_ERROR, glGetError()); glUniform1i(samplerHandle, 0); ASSERT_EQ(GL_NO_ERROR, glGetError()); // Lock ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer)); ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_RGBA_8888)); GLuint textureHandle; glGenTextures(1, &textureHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); glBindTexture(GL_TEXTURE_2D, textureHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); // Save the values of the middle pixel for later comparison against SRGB uint8_t values[PIXEL_SIZE] = {}; int middleOffset = (DISPLAY_HEIGHT / 2) * mLockedBuffer.stride * PIXEL_SIZE; middleOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE; for (int c = 0; c < PIXEL_SIZE; ++c) { values[c] = mLockedBuffer.data[middleOffset + c]; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); ASSERT_EQ(GL_NO_ERROR, glGetError()); // Unlock ASSERT_EQ(NO_ERROR, mCpuConsumer->unlockBuffer(mLockedBuffer)); // The RGB texture is displayed in the top half ASSERT_NO_FATAL_FAILURE(fillTexture(false)); glViewport(0, DISPLAY_HEIGHT / 2, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2); ASSERT_EQ(GL_NO_ERROR, glGetError()); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); ASSERT_EQ(GL_NO_ERROR, glGetError()); // Switch to SRGB window surface #define EGL_GL_COLORSPACE_KHR EGL_VG_COLORSPACE #define EGL_GL_COLORSPACE_SRGB_KHR EGL_VG_COLORSPACE_sRGB // The SRGB texture is displayed in the bottom half ASSERT_NO_FATAL_FAILURE(fillTexture(true)); glViewport(0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2); ASSERT_EQ(GL_NO_ERROR, glGetError()); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); ASSERT_EQ(GL_NO_ERROR, glGetError()); static const int srgbAttribs[] = { EGL_GL_COLORSPACE_KHR, EGL_GL_COLORSPACE_SRGB_KHR, EGL_NONE, }; EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, mEglContext)); ASSERT_EQ(EGL_SUCCESS, eglGetError()); EXPECT_TRUE(eglDestroySurface(mEglDisplay, mEglSurface)); ASSERT_EQ(EGL_SUCCESS, eglGetError()); mEglSurface = eglCreateWindowSurface(mEglDisplay, mEglConfig, mInputSurface.get(), srgbAttribs); ASSERT_EQ(EGL_SUCCESS, eglGetError()); ASSERT_NE(EGL_NO_SURFACE, mEglSurface); EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)); ASSERT_EQ(EGL_SUCCESS, eglGetError()); // Render the texture again ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT)); eglSwapBuffers(mEglDisplay, mEglSurface); ASSERT_EQ(EGL_SUCCESS, eglGetError()); // Lock ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer)); ASSERT_EQ(mLockedBuffer.format, PIXEL_FORMAT_RGBA_8888); ASSERT_EQ(mLockedBuffer.width, DISPLAY_WIDTH); ASSERT_EQ(mLockedBuffer.height, DISPLAY_HEIGHT); int midSRGBOffset = (DISPLAY_HEIGHT / 4) * mLockedBuffer.stride * PIXEL_SIZE; int midRGBOffset = midSRGBOffset * 3; midRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE; midSRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE; for (int c = 0; c < 4; ++c) { ASSERT_PRED2(withinTolerance, static_cast<int>(mLockedBuffer.data[midRGBOffset]), static_cast<int>(mLockedBuffer.data[midSRGBOffset])); // Make sure we actually got the SRGB buffer on the consumer side ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_sRGB_A_8888)); // Verify that the stored value is the same, accounting for RGB/SRGB for (int c = 0; c < PIXEL_SIZE; ++c) { // The alpha value should be equivalent before linear->SRGB float rgbAsSRGB = (c == 3) ? values[c] / 255.0f : linearToSRGB(values[c] / 255.0f); int expectedValue = rgbAsSRGB * 255.0f + 0.5f; int actualValue = mLockedBuffer.data[middleOffset + c]; ASSERT_PRED2(withinTolerance, expectedValue, actualValue); } // mLockedBuffer is unlocked in TearDown so we can copy data from it to // the debug surface if necessary } Loading libs/ui/PixelFormat.cpp +2 −0 Original line number Diff line number Diff line Loading @@ -26,6 +26,8 @@ ssize_t bytesPerPixel(PixelFormat format) { case PIXEL_FORMAT_RGBA_8888: case PIXEL_FORMAT_RGBX_8888: case PIXEL_FORMAT_BGRA_8888: case PIXEL_FORMAT_sRGB_A_8888: case PIXEL_FORMAT_sRGB_X_8888: return 4; case PIXEL_FORMAT_RGB_888: return 3; Loading Loading
include/ui/PixelFormat.h +9 −7 Original line number Diff line number Diff line Loading @@ -63,6 +63,8 @@ enum { PIXEL_FORMAT_BGRA_8888 = HAL_PIXEL_FORMAT_BGRA_8888, // 4x8-bit BGRA PIXEL_FORMAT_RGBA_5551 = 6, // 16-bit ARGB PIXEL_FORMAT_RGBA_4444 = 7, // 16-bit ARGB PIXEL_FORMAT_sRGB_A_8888 = HAL_PIXEL_FORMAT_sRGB_A_8888, // 4x8-bit sRGB + A PIXEL_FORMAT_sRGB_X_8888 = HAL_PIXEL_FORMAT_sRGB_X_8888, // 4x8-bit sRGB, no A }; typedef int32_t PixelFormat; Loading
libs/gui/tests/SRGB_test.cpp +222 −93 Original line number Diff line number Diff line Loading @@ -39,7 +39,7 @@ protected: enum { DISPLAY_WIDTH = 512, DISPLAY_HEIGHT = 512, PIXEL_SIZE = 4, // bytes PIXEL_SIZE = 4, // bytes or components DISPLAY_SIZE = DISPLAY_WIDTH * DISPLAY_HEIGHT * PIXEL_SIZE, ALPHA_VALUE = 223, // should be in [0, 255] TOLERANCE = 1, Loading Loading @@ -68,13 +68,13 @@ protected: } virtual void SetUp() { sp<BufferQueue> bufferQueue = new BufferQueue(); ASSERT_EQ(NO_ERROR, bufferQueue->setDefaultBufferSize( mBufferQueue = new BufferQueue(); ASSERT_EQ(NO_ERROR, mBufferQueue->setDefaultBufferSize( DISPLAY_WIDTH, DISPLAY_HEIGHT)); mCpuConsumer = new CpuConsumer(bufferQueue, 1); mCpuConsumer = new CpuConsumer(mBufferQueue, 1); String8 name("CpuConsumer_for_SRGBTest"); mCpuConsumer->setName(name); mInputSurface = new Surface(bufferQueue); mInputSurface = new Surface(mBufferQueue); ASSERT_NO_FATAL_FAILURE(createEGLSurface(mInputSurface.get())); ASSERT_NO_FATAL_FAILURE(createDebugSurface()); Loading @@ -82,7 +82,7 @@ protected: virtual void TearDown() { ASSERT_NO_FATAL_FAILURE(copyToDebugSurface()); mCpuConsumer->unlockBuffer(mLockedBuffer); ASSERT_EQ(NO_ERROR, mCpuConsumer->unlockBuffer(mLockedBuffer)); } static float linearToSRGB(float l) { Loading @@ -93,6 +93,19 @@ protected: } } static float srgbToLinear(float s) { if (s <= 0.04045) { return s / 12.92f; } else { return pow(((s + 0.055f) / 1.055f), 2.4f); } } static uint8_t srgbToLinear(uint8_t u) { float f = u / 255.0f; return static_cast<uint8_t>(srgbToLinear(f) * 255.0f + 0.5f); } void fillTexture(bool writeAsSRGB) { uint8_t* textureData = new uint8_t[DISPLAY_SIZE]; Loading Loading @@ -122,12 +135,93 @@ protected: delete[] textureData; } void initShaders() { static const char vertexSource[] = "attribute vec4 vPosition;\n" "varying vec2 texCoords;\n" "void main() {\n" " texCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n" " gl_Position = vPosition;\n" "}\n"; static const char fragmentSource[] = "precision mediump float;\n" "uniform sampler2D texSampler;\n" "varying vec2 texCoords;\n" "void main() {\n" " gl_FragColor = texture2D(texSampler, texCoords);\n" "}\n"; GLuint program; { SCOPED_TRACE("Creating shader program"); ASSERT_NO_FATAL_FAILURE(GLTest::createProgram( vertexSource, fragmentSource, &program)); } GLint positionHandle = glGetAttribLocation(program, "vPosition"); ASSERT_EQ(GL_NO_ERROR, glGetError()); ASSERT_NE(-1, positionHandle); GLint samplerHandle = glGetUniformLocation(program, "texSampler"); ASSERT_EQ(GL_NO_ERROR, glGetError()); ASSERT_NE(-1, samplerHandle); static const GLfloat vertices[] = { -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, }; glVertexAttribPointer(positionHandle, 2, GL_FLOAT, GL_FALSE, 0, vertices); ASSERT_EQ(GL_NO_ERROR, glGetError()); glEnableVertexAttribArray(positionHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); glUseProgram(program); ASSERT_EQ(GL_NO_ERROR, glGetError()); glUniform1i(samplerHandle, 0); ASSERT_EQ(GL_NO_ERROR, glGetError()); GLuint textureHandle; glGenTextures(1, &textureHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); glBindTexture(GL_TEXTURE_2D, textureHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); ASSERT_EQ(GL_NO_ERROR, glGetError()); } void drawTexture(bool asSRGB, GLint x, GLint y, GLsizei width, GLsizei height) { ASSERT_NO_FATAL_FAILURE(fillTexture(asSRGB)); glViewport(x, y, width, height); ASSERT_EQ(GL_NO_ERROR, glGetError()); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); ASSERT_EQ(GL_NO_ERROR, glGetError()); } void checkLockedBuffer(PixelFormat format) { ASSERT_EQ(mLockedBuffer.format, format); ASSERT_EQ(mLockedBuffer.width, DISPLAY_WIDTH); ASSERT_EQ(mLockedBuffer.height, DISPLAY_HEIGHT); } static bool withinTolerance(int a, int b) { int diff = a - b; return diff >= 0 ? diff <= TOLERANCE : -diff <= TOLERANCE; } // Primary producer and consumer sp<BufferQueue> mBufferQueue; sp<Surface> mInputSurface; sp<CpuConsumer> mCpuConsumer; CpuConsumer::LockedBuffer mLockedBuffer; Loading Loading @@ -206,14 +300,13 @@ private: ARect inOutDirtyBounds; mOutputSurface = mSurfaceControl->getSurface(); mOutputSurface->lock(&outBuffer, &inOutDirtyBounds); uint8_t* bytePointer = reinterpret_cast<uint8_t*>(outBuffer.bits); for (int y = 0; y < outBuffer.height; ++y) { int rowOffset = y * outBuffer.stride; int rowOffset = y * outBuffer.stride; // pixels for (int x = 0; x < outBuffer.width; ++x) { int colOffset = rowOffset + x; for (int c = 0; c < 4; ++c) { int offset = colOffset * PIXEL_SIZE + c; uint8_t* bytePointer = reinterpret_cast<uint8_t*>(outBuffer.bits); int colOffset = (rowOffset + x) * PIXEL_SIZE; // bytes for (int c = 0; c < PIXEL_SIZE; ++c) { int offset = colOffset + c; bytePointer[offset] = ((c + 1) * 56) - 1; } } Loading @@ -230,10 +323,33 @@ private: ANativeWindow_Buffer outBuffer; ARect outBufferBounds; mOutputSurface->lock(&outBuffer, &outBufferBounds); ASSERT_EQ(mLockedBuffer.width, outBuffer.width); ASSERT_EQ(mLockedBuffer.height, outBuffer.height); ASSERT_EQ(mLockedBuffer.stride, outBuffer.stride); ASSERT_EQ(mLockedBuffer.format, outBuffer.format); if (mLockedBuffer.format == outBuffer.format) { memcpy(outBuffer.bits, mLockedBuffer.data, bufferSize); } else { ASSERT_EQ(mLockedBuffer.format, PIXEL_FORMAT_sRGB_A_8888); ASSERT_EQ(outBuffer.format, PIXEL_FORMAT_RGBA_8888); uint8_t* outPointer = reinterpret_cast<uint8_t*>(outBuffer.bits); for (int y = 0; y < outBuffer.height; ++y) { int rowOffset = y * outBuffer.stride; // pixels for (int x = 0; x < outBuffer.width; ++x) { int colOffset = (rowOffset + x) * PIXEL_SIZE; // bytes // RGB are converted for (int c = 0; c < (PIXEL_SIZE - 1); ++c) { outPointer[colOffset + c] = srgbToLinear( mLockedBuffer.data[colOffset + c]); } // Alpha isn't converted outPointer[colOffset + 3] = mLockedBuffer.data[colOffset + 3]; } } } mOutputSurface->unlockAndPost(); int sleepSeconds = atoi(getenv(SHOW_DEBUG_STRING)); Loading @@ -244,100 +360,113 @@ private: const char SRGBTest::SHOW_DEBUG_STRING[] = "DEBUG_OUTPUT_SECONDS"; TEST_F(SRGBTest, GLRenderFromSRGBTexture) { static const char vertexSource[] = "attribute vec4 vPosition;\n" "varying vec2 texCoords;\n" "void main() {\n" " texCoords = 0.5 * (vPosition.xy + vec2(1.0, 1.0));\n" " gl_Position = vPosition;\n" "}\n"; ASSERT_NO_FATAL_FAILURE(initShaders()); static const char fragmentSource[] = "precision mediump float;\n" "uniform sampler2D texSampler;\n" "varying vec2 texCoords;\n" "void main() {\n" " gl_FragColor = texture2D(texSampler, texCoords);\n" "}\n"; // The RGB texture is displayed in the top half ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, DISPLAY_HEIGHT / 2, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2)); GLuint program; { SCOPED_TRACE("Creating shader program"); ASSERT_NO_FATAL_FAILURE(GLTest::createProgram( vertexSource, fragmentSource, &program)); // The SRGB texture is displayed in the bottom half ASSERT_NO_FATAL_FAILURE(drawTexture(true, 0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2)); eglSwapBuffers(mEglDisplay, mEglSurface); ASSERT_EQ(EGL_SUCCESS, eglGetError()); // Lock ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer)); ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_RGBA_8888)); // Compare a pixel in the middle of each texture int midSRGBOffset = (DISPLAY_HEIGHT / 4) * mLockedBuffer.stride * PIXEL_SIZE; int midRGBOffset = midSRGBOffset * 3; midRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE; midSRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE; for (int c = 0; c < PIXEL_SIZE; ++c) { int expectedValue = mLockedBuffer.data[midRGBOffset + c]; int actualValue = mLockedBuffer.data[midSRGBOffset + c]; ASSERT_PRED2(withinTolerance, expectedValue, actualValue); } GLint positionHandle = glGetAttribLocation(program, "vPosition"); ASSERT_EQ(GL_NO_ERROR, glGetError()); ASSERT_NE(-1, positionHandle); // mLockedBuffer is unlocked in TearDown so we can copy data from it to // the debug surface if necessary } GLint samplerHandle = glGetUniformLocation(program, "texSampler"); ASSERT_EQ(GL_NO_ERROR, glGetError()); ASSERT_NE(-1, samplerHandle); TEST_F(SRGBTest, RenderToSRGBSurface) { ASSERT_NO_FATAL_FAILURE(initShaders()); static const GLfloat vertices[] = { -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, }; // By default, the first buffer we write into will be RGB glVertexAttribPointer(positionHandle, 2, GL_FLOAT, GL_FALSE, 0, vertices); ASSERT_EQ(GL_NO_ERROR, glGetError()); glEnableVertexAttribArray(positionHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); // Render an RGB texture across the whole surface ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT)); eglSwapBuffers(mEglDisplay, mEglSurface); ASSERT_EQ(EGL_SUCCESS, eglGetError()); glUseProgram(program); ASSERT_EQ(GL_NO_ERROR, glGetError()); glUniform1i(samplerHandle, 0); ASSERT_EQ(GL_NO_ERROR, glGetError()); // Lock ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer)); ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_RGBA_8888)); GLuint textureHandle; glGenTextures(1, &textureHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); glBindTexture(GL_TEXTURE_2D, textureHandle); ASSERT_EQ(GL_NO_ERROR, glGetError()); // Save the values of the middle pixel for later comparison against SRGB uint8_t values[PIXEL_SIZE] = {}; int middleOffset = (DISPLAY_HEIGHT / 2) * mLockedBuffer.stride * PIXEL_SIZE; middleOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE; for (int c = 0; c < PIXEL_SIZE; ++c) { values[c] = mLockedBuffer.data[middleOffset + c]; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); ASSERT_EQ(GL_NO_ERROR, glGetError()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); ASSERT_EQ(GL_NO_ERROR, glGetError()); // Unlock ASSERT_EQ(NO_ERROR, mCpuConsumer->unlockBuffer(mLockedBuffer)); // The RGB texture is displayed in the top half ASSERT_NO_FATAL_FAILURE(fillTexture(false)); glViewport(0, DISPLAY_HEIGHT / 2, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2); ASSERT_EQ(GL_NO_ERROR, glGetError()); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); ASSERT_EQ(GL_NO_ERROR, glGetError()); // Switch to SRGB window surface #define EGL_GL_COLORSPACE_KHR EGL_VG_COLORSPACE #define EGL_GL_COLORSPACE_SRGB_KHR EGL_VG_COLORSPACE_sRGB // The SRGB texture is displayed in the bottom half ASSERT_NO_FATAL_FAILURE(fillTexture(true)); glViewport(0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT / 2); ASSERT_EQ(GL_NO_ERROR, glGetError()); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); ASSERT_EQ(GL_NO_ERROR, glGetError()); static const int srgbAttribs[] = { EGL_GL_COLORSPACE_KHR, EGL_GL_COLORSPACE_SRGB_KHR, EGL_NONE, }; EXPECT_TRUE(eglMakeCurrent(mEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, mEglContext)); ASSERT_EQ(EGL_SUCCESS, eglGetError()); EXPECT_TRUE(eglDestroySurface(mEglDisplay, mEglSurface)); ASSERT_EQ(EGL_SUCCESS, eglGetError()); mEglSurface = eglCreateWindowSurface(mEglDisplay, mEglConfig, mInputSurface.get(), srgbAttribs); ASSERT_EQ(EGL_SUCCESS, eglGetError()); ASSERT_NE(EGL_NO_SURFACE, mEglSurface); EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)); ASSERT_EQ(EGL_SUCCESS, eglGetError()); // Render the texture again ASSERT_NO_FATAL_FAILURE(drawTexture(false, 0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT)); eglSwapBuffers(mEglDisplay, mEglSurface); ASSERT_EQ(EGL_SUCCESS, eglGetError()); // Lock ASSERT_EQ(NO_ERROR, mCpuConsumer->lockNextBuffer(&mLockedBuffer)); ASSERT_EQ(mLockedBuffer.format, PIXEL_FORMAT_RGBA_8888); ASSERT_EQ(mLockedBuffer.width, DISPLAY_WIDTH); ASSERT_EQ(mLockedBuffer.height, DISPLAY_HEIGHT); int midSRGBOffset = (DISPLAY_HEIGHT / 4) * mLockedBuffer.stride * PIXEL_SIZE; int midRGBOffset = midSRGBOffset * 3; midRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE; midSRGBOffset += (DISPLAY_WIDTH / 2) * PIXEL_SIZE; for (int c = 0; c < 4; ++c) { ASSERT_PRED2(withinTolerance, static_cast<int>(mLockedBuffer.data[midRGBOffset]), static_cast<int>(mLockedBuffer.data[midSRGBOffset])); // Make sure we actually got the SRGB buffer on the consumer side ASSERT_NO_FATAL_FAILURE(checkLockedBuffer(PIXEL_FORMAT_sRGB_A_8888)); // Verify that the stored value is the same, accounting for RGB/SRGB for (int c = 0; c < PIXEL_SIZE; ++c) { // The alpha value should be equivalent before linear->SRGB float rgbAsSRGB = (c == 3) ? values[c] / 255.0f : linearToSRGB(values[c] / 255.0f); int expectedValue = rgbAsSRGB * 255.0f + 0.5f; int actualValue = mLockedBuffer.data[middleOffset + c]; ASSERT_PRED2(withinTolerance, expectedValue, actualValue); } // mLockedBuffer is unlocked in TearDown so we can copy data from it to // the debug surface if necessary } Loading
libs/ui/PixelFormat.cpp +2 −0 Original line number Diff line number Diff line Loading @@ -26,6 +26,8 @@ ssize_t bytesPerPixel(PixelFormat format) { case PIXEL_FORMAT_RGBA_8888: case PIXEL_FORMAT_RGBX_8888: case PIXEL_FORMAT_BGRA_8888: case PIXEL_FORMAT_sRGB_A_8888: case PIXEL_FORMAT_sRGB_X_8888: return 4; case PIXEL_FORMAT_RGB_888: return 3; Loading