From 8762e332e3797fb41929a1c6069207f4906ca329 Mon Sep 17 00:00:00 2001 From: Romain Guy Date: Wed, 12 Oct 2016 12:14:07 -0700 Subject: 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 --- libs/hwui/ProgramCache.cpp | 34 ++++++++++++++++++++-------------- 1 file changed, 20 insertions(+), 14 deletions(-) (limited to 'libs/hwui/ProgramCache.cpp') diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp index 315c60eccb3e..4ef6b85de9ad 100644 --- a/libs/hwui/ProgramCache.cpp +++ b/libs/hwui/ProgramCache.cpp @@ -163,25 +163,31 @@ const char* gFS_Uniforms_HasRoundRectClip = // When we are writing to an sRGB framebuffer, we must do the following: // EOCF(OECF(color) + dither) // We approximate the transfer functions with gamma 2.0 to avoid branches and pow() -// The dithering pattern is generated with a triangle noise generator in the range [-0.5,1.5[ +// The dithering pattern is generated with a triangle noise generator in the range [-0.0,1.0] // TODO: Handle linear fp16 render targets -const char* gFS_Dither_Functions = - "\nmediump float triangleNoise(const highp vec2 n) {\n" +const char* gFS_Gradient_Functions = + "\nfloat triangleNoise(const highp vec2 n) {\n" " highp vec2 p = fract(n * vec2(5.3987, 5.4421));\n" " p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));\n" " highp float xy = p.x * p.y;\n" - " return fract(xy * 95.4307) + fract(xy * 75.04961) - 0.5;\n" + " return fract(xy * 95.4307) + fract(xy * 75.04961) - 1.0;\n" "}\n"; -const char* gFS_Dither_Preamble[2] = { +const char* gFS_Gradient_Preamble[2] = { // Linear framebuffer "\nvec4 dither(const vec4 color) {\n" " return vec4(color.rgb + (triangleNoise(gl_FragCoord.xy * screenSize.xy) / 255.0), color.a);" + "}\n" + "\nvec4 gammaMix(const vec4 a, const vec4 b, float v) {\n" + " return pow(mix(a, b, v), vec4(vec3(1.0 / 2.2), 1.0));" "}\n", // 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" + " return mix(a, b, v);" + "}\n" }; // Uses luminance coefficients from Rec.709 to choose the appropriate gamma @@ -239,7 +245,7 @@ const char* gFS_Fast_SingleGradient[2] = { " gl_FragColor = dither(texture2D(gradientSampler, linear));\n" "}\n\n", "\nvoid main(void) {\n" - " gl_FragColor = dither(mix(startColor, endColor, clamp(linear, 0.0, 1.0)));\n" + " gl_FragColor = dither(gammaMix(startColor, endColor, clamp(linear, 0.0, 1.0)));\n" "}\n\n", }; const char* gFS_Fast_SingleModulateGradient[2] = { @@ -247,7 +253,7 @@ const char* gFS_Fast_SingleModulateGradient[2] = { " gl_FragColor = dither(color.a * texture2D(gradientSampler, linear));\n" "}\n\n", "\nvoid main(void) {\n" - " gl_FragColor = dither(color.a * mix(startColor, endColor, clamp(linear, 0.0, 1.0)));\n" + " gl_FragColor = dither(color.a * gammaMix(startColor, endColor, clamp(linear, 0.0, 1.0)));\n" "}\n\n" }; @@ -279,19 +285,19 @@ const char* gFS_Main_FetchGradient[6] = { // Linear " vec4 gradientColor = texture2D(gradientSampler, linear);\n", - " vec4 gradientColor = mix(startColor, endColor, clamp(linear, 0.0, 1.0));\n", + " vec4 gradientColor = gammaMix(startColor, endColor, clamp(linear, 0.0, 1.0));\n", // Circular " vec4 gradientColor = texture2D(gradientSampler, vec2(length(circular), 0.5));\n", - " vec4 gradientColor = mix(startColor, endColor, clamp(length(circular), 0.0, 1.0));\n", + " vec4 gradientColor = gammaMix(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 = mix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n" + " vec4 gradientColor = gammaMix(startColor, endColor, clamp(index - floor(index), 0.0, 1.0));\n" }; const char* gFS_Main_FetchBitmap = " vec4 bitmapColor = texture2D(bitmapSampler, outBitmapTexCoords);\n"; @@ -665,8 +671,8 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti } fast = true; } else if (singleGradient) { - shader.append(gFS_Dither_Functions); - shader.append(gFS_Dither_Preamble[mHasSRGB]); + shader.append(gFS_Gradient_Functions); + shader.append(gFS_Gradient_Preamble[mHasSRGB]); if (!description.modulate) { shader.append(gFS_Fast_SingleGradient[description.isSimpleGradient]); } else { @@ -705,8 +711,8 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti generateTextureWrap(shader, description.bitmapWrapS, description.bitmapWrapT); } if (description.hasGradient) { - shader.append(gFS_Dither_Functions); - shader.append(gFS_Dither_Preamble[mHasSRGB]); + shader.append(gFS_Gradient_Functions); + shader.append(gFS_Gradient_Preamble[mHasSRGB]); } // Begin the shader -- cgit v1.2.3