Age | Commit message (Collapse) | Author |
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The check used in Readback.cpp did not take the transformation
matrix into account for judging whether the copy was scaling.
libs/hwui/pipeline/skia/LayerDrawable.cpp already incorporates
the logic to detect non-scaling copy, so we can just let it
check the condition. This version regards 90-degree rotation
without size change as non-scaling and disables filters.
Bug: 151126720
Bug: 150839078
Test: atest android.view.cts.PixelCopyTest
Change-Id: I69e987e6a2e48299c5e579f8c218c42a724dc606
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Bug: 137012798
Test: builds
Change-Id: Ic33a21a73b0579726f47c53cc102fb91b5ead0d6
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Test: traced opening recents
Change-Id: I51675f1c49f27f1bfa5b18e3d3dd7162e58b1cb8
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Replace it with a newer, fancier, WorkQueue-inspired
one that's just a global common thread pool.
Test: hwuiunit passes
Change-Id: Ib5d03104a08bbac9a4ec67a1bfc0db2b35d6700f
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Change-Id: Ib4be68d9ab491fbb4eefc6103096823f9f72a7aa
Test: Just deleting unused include. Code still builds.
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This CL allows for more than one VulkanManager to exist.
VulkanManager ctor are public allowing for classes other
than RenderThread to instantiate it.
Secondary VulkanManager can be used to render on a thread
other than RT.
Test: Ran HWUI unit tests and several apps
Change-Id: Ibfd76c86ff67e01617a500902bba7431b928f5c0
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When attempting to read back a buffer from the GPU, Skia will perform a
y-flip of the buffer in CPU memory if the buffer does not have a
top-left origin.
Test: CtsUiRenderingTestCases
Bug: 119366261
Change-Id: I93ec93cc31209cbdd9b886b0d1020fda3aac646e
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Also for a canvas wrapping a bitmap the colorspace of the bitmap
will be used to correctly blend content.
Test: CtsUiRenderingTestCases
Bug: 111436479
Change-Id: I63ad7a30605a7f725cc0ef4716d42ea978fb03e3
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Implement readback from Surface, TextureView and HW Bitmap
for Vulkan pipeline by wrapping the graphics buffer in an SkImage.
Refactor both Vulkan and GL readback to use common code.
TextureView readback is moved from IRenderPipeline interface to
Readback class. Refactor all 3 readback flows to use common
implementation.
Test: Passed all view, uirendering and graphics CTS tests with GL
Test: Passed many CTS test with Vulkan, that require readback
Bug: 113673613
Change-Id: Ifbfd8170a5401f87a709b4b1b9fa058e8e11768d
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Test: CTS TextureViewTests and UIRendering
Change-Id: I2969c8f5a975bfd9aebcbb585c64d1fcbb2487c2
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Test: refactoring cl.
bug:32413624
Change-Id: I94b1c31cd4e0712dfcfd7777a0012424c1bf0dca
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NOTE: Linear blending is currently disabled in this CL as the
feature is still a work in progress
Android currently performs all blending (any kind of linear math
on colors really) on gamma-encoded colors. Since Android assumes
that the default color space is sRGB, all bitmaps and colors
are encoded with the sRGB Opto-Electronic Conversion Function
(OECF, which can be approximated with a power function). Since
the power curve is not linear, our linear math is incorrect.
The result is that we generate colors that tend to be too dark;
this affects blending but also anti-aliasing, gradients, blurs,
etc.
The solution is to convert gamma-encoded colors back to linear
space before doing any math on them, using the sRGB Electo-Optical
Conversion Function (EOCF). This is achieved in different
ways in different parts of the pipeline:
- Using hardware conversions when sampling from OpenGL textures
or writing into OpenGL frame buffers
- Using software conversion functions, to translate app-supplied
colors to and from sRGB
- Using Skia's color spaces
Any type of processing on colors must roughly ollow these steps:
[sRGB input]->EOCF->[linear data]->[processing]->OECF->[sRGB output]
For the sRGB color space, the conversion functions are defined as
follows:
OECF(linear) :=
linear <= 0.0031308 ? linear * 12.92 : (pow(linear, 1/2.4) * 1.055) - 0.055
EOCF(srgb) :=
srgb <= 0.04045 ? srgb / 12.92 : pow((srgb + 0.055) / 1.055, 2.4)
The EOCF is simply the reciprocal of the OECF.
While it is highly recommended to use the exact sRGB conversion
functions everywhere possible, it is sometimes useful or beneficial
to rely on approximations:
- pow(x,2.2) and pow(x,1/2.2)
- x^2 and sqrt(x)
The latter is particularly useful in fragment shaders (for instance
to apply dithering in sRGB space), especially if the sqrt() can be
replaced with an inversesqrt().
Here is a fairly exhaustive list of modifications implemented
in this CL:
- Set TARGET_ENABLE_LINEAR_BLENDING := false in BoardConfig.mk
to disable linear blending. This is only for GLES 2.0 GPUs
with no hardware sRGB support. This flag is currently assumed
to be false (see note above)
- sRGB writes are disabled when entering a functor (WebView).
This will need to be fixed at some point
- Skia bitmaps are created with the sRGB color space
- Bitmaps using a 565 config are expanded to 888
- Linear blending is disabled when entering a functor
- External textures are not properly sampled (see below)
- Gradients are interpolated in linear space
- Texture-based dithering was replaced with analytical dithering
- Dithering is done in the quantization color space, which is
why we must do EOCF(OECF(color)+dither)
- Text is now gamma corrected differently depending on the luminance
of the source pixel. The asumption is that a bright pixel will be
blended on a dark background and the other way around. The source
alpha is gamma corrected to thicken dark on bright and thin
bright on dark to match the intended design of fonts. This also
matches the behavior of popular design/drawing applications
- Removed the asset atlas. It did not contain anything useful and
could not be sampled in sRGB without a yet-to-be-defined GL
extension
- The last column of color matrices is converted to linear space
because its value are added to linear colors
Missing features:
- Resource qualifier?
- Regeneration of goldeng images for automated tests
- Handle alpha8/grey8 properly
- Disable sRGB write for layers with external textures
Test: Manual testing while work in progress
Bug: 29940137
Change-Id: I6a07b15ab49b554377cd33a36b6d9971a15e9a0b
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Change-Id: I9bb5209010db6665be4b6f8db81a6fc1b7debc45
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bug: 31247709
Change-Id: Ifb3087a6e76d0d1304f55d13e468bafbd78418da
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Removes last usage of old rendering pipeline.
Change-Id: Ia920dec9cd726ca221e11e888562c7df39a9761e
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Bug: 28428955
Change-Id: I23e2fc9b96a67c7cfda42d9d7319e478194a7fa7
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Bug: 27708453
Change-Id: I81667ce42f9ca1c1a13e1e61299927900845fc84
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Bug: 27708453
Fixes some issues with camera sources. Previously
it was using GL_TEXTURE_2D target which doesn't
work properly if the source is YUV. It is critical
to ensure GL_TEXTURE_EXTERNAL_OES is used throughout
so the right sampler is used.
Change-Id: I0dcd8941ba08331f24809467b0e828663a38e93b
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Bug: 27708453
Change-Id: Ie6fd7eca522d3e6549d8af587c975fd7e6053649
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