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authorArun <arun.demeure@imgtec.com>2017-01-23 11:59:21 +0000
committerChris Craik <ccraik@google.com>2017-06-01 13:42:12 -0700
commit06e9f324ef5b723622647a6f111c38cb2d479869 (patch)
tree1d4e45635bf9eb8c9c18e494f5be25711678ed84 /libs/hwui/ProgramCache.cpp
parent142a392b75e7bf8e4e880b5cc49d111fd8d82533 (diff)
Optimised hwui rounded corners shader
This is a ~2x performance increase for the rounded corners shader which was previously shader limited even on many high-end GPUs. It simplifies the calculations by pre-dividing by the radius, which also allows to maintain mediump/FP16 precision (this improves performance and might improve image quality on GPUs that don't support highp e.g. Mali-400). It also uses a conditional in the shader to save much of the work on the vast majority of pixels which are not close to the corners. Test: manual - visual inspection on fugu (nexus player) Change-Id: I38f491cfb006e2991ef0b9d6b3d67d2c4d328d44
Diffstat (limited to 'libs/hwui/ProgramCache.cpp')
-rw-r--r--libs/hwui/ProgramCache.cpp31
1 files changed, 18 insertions, 13 deletions
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index 59225e108ac7..f70723c35e83 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -58,7 +58,9 @@ const char* gVS_Header_Uniforms_HasBitmap =
"uniform mat4 textureTransform;\n"
"uniform mediump vec2 textureDimension;\n";
const char* gVS_Header_Uniforms_HasRoundRectClip =
- "uniform mat4 roundRectInvTransform;\n";
+ "uniform mat4 roundRectInvTransform;\n"
+ "uniform mediump vec4 roundRectInnerRectLTWH;\n"
+ "uniform mediump float roundRectRadius;\n";
const char* gVS_Header_Varyings_HasTexture =
"varying vec2 outTexCoords;\n";
const char* gVS_Header_Varyings_HasColors =
@@ -87,7 +89,7 @@ const char* gVS_Header_Varyings_HasGradient[6] = {
"varying vec2 ditherTexCoords;\n",
};
const char* gVS_Header_Varyings_HasRoundRectClip =
- "varying highp vec2 roundRectPos;\n";
+ "varying mediump vec2 roundRectPos;\n";
const char* gVS_Main =
"\nvoid main(void) {\n";
const char* gVS_Main_OutTexCoords =
@@ -125,7 +127,7 @@ const char* gVS_Main_VertexAlpha =
" alpha = vtxAlpha;\n";
const char* gVS_Main_HasRoundRectClip =
- " roundRectPos = (roundRectInvTransform * transformedPosition).xy;\n";
+ " roundRectPos = ((roundRectInvTransform * transformedPosition).xy / roundRectRadius) - roundRectInnerRectLTWH.xy;\n";
const char* gVS_Footer =
"}\n\n";
@@ -169,8 +171,8 @@ const char* gFS_Uniforms_ColorOp[3] = {
};
const char* gFS_Uniforms_HasRoundRectClip =
- "uniform vec4 roundRectInnerRectLTRB;\n"
- "uniform float roundRectRadius;\n";
+ "uniform mediump vec4 roundRectInnerRectLTWH;\n"
+ "uniform mediump float roundRectRadius;\n";
const char* gFS_Main =
"\nvoid main(void) {\n"
@@ -315,15 +317,18 @@ const char* gFS_Main_ApplyColorOp[3] = {
" fragColor = blendColors(colorBlend, fragColor);\n"
};
-// Note: LTRB -> xyzw
+// Note: LTWH (left top width height) -> xyzw
+// roundRectPos is now divided by roundRectRadius in vertex shader
+// after we also subtract roundRectInnerRectLTWH.xy from roundRectPos
const char* gFS_Main_FragColor_HasRoundRectClip =
- " mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
- " mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"
-
- // divide + multiply by 128 to avoid falling out of range in length() function
- " mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
- " mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
- " gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n";
+ " mediump vec2 fragToLT = -roundRectPos;\n"
+ " mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTWH.zw;\n"
+
+ // since distance is divided by radius, it's in [0;1] so precision is not an issue
+ // this also lets us clamp(0.0, 1.0) instead of max() which is cheaper on GPUs
+ " mediump vec2 dist = clamp(max(fragToLT, fragFromRB), 0.0, 1.0);\n"
+ " mediump float linearDist = clamp(roundRectRadius - (length(dist) * roundRectRadius), 0.0, 1.0);\n"
+ " gl_FragColor *= linearDist;\n";
const char* gFS_Main_DebugHighlight =
" gl_FragColor.rgb = vec3(0.0, gl_FragColor.a, 0.0);\n";