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path: root/libs/hwui/Vertex.h
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2018-12-03Remove ; from closing namespaces in libs/hwui Chris Blume
When closing a namespace a } is sufficient. It doesn't need to be }; like closing a class or enum. Within frameworks/base/libs/hwui there is a mix between } and }; when closing a namespace. There are even mixes between a .h and the corresponding .cpp files. In a separate CL I was asked to not close with };. That was a good comment. I adopted the style from nearby code. This CL cleans up the nearby code. Test: I made sure the code still built as expected. Change-Id: Ieb314a4f48d6e33752463f3be4361fdc9be97482
2018-10-03Remove unused classes from HWUI. Derek Sollenberger
Test: compiles and hwui_unit_tests Change-Id: I42e279a497ea17ad06a857c9914d5aca5df9f6df
2018-05-09remove unneeded RecordedOps Mike Reed
Test: make Change-Id: Ifcb0df64ad649623ae875462f55d9009a4e1ac03
2017-11-03Format the world (or just HWUI) John Reck
Test: No code changes, just ran through clang-format Change-Id: Id23aa4ec7eebc0446fe3a30260f33e7fd455bb8c
2016-10-11Linear blending, step 1 Romain Guy
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
2015-07-30Replace most usages of utils/Vector.h John Reck
Change-Id: I540d1b3523244d6c71fc52d6fb30555271c25644
2015-02-17Glop SkiaShader support Chris Craik
Change-Id: I894a0b62701bd02367ab970813e4c332147351a2
2015-02-12Glop Bitmap and RoundRect clipping support Chris Craik
Change-Id: I4577546a5d2e5f084cc03f39a89db9231b8111ee
2015-01-22Ensure compatible layout for vertices Rob Tsuk
Require that these structs have standard layout, which is what we need to pass them to OpenGL. Inheritence with data members violates the rules for standard layout so I re-implemented them using templates to share the code and putting all the data members in each struct. Change-Id: I19cd0e5518728f2d3e0993b17d15fce7be7e0edb
2014-12-23Cleanup various clang warnings, use unique_ptrs in several places Chris Craik
Change-Id: I347904b25e51fcc7de14b1e72f1acd0f6ba26f3f
2014-07-24Fix ALL compile warnings John Reck
All warnings/errors fixed for GCC & Clang Change-Id: I2ece3a136a5ae97a9acc3069537ed986238b5fd3
2014-01-02Fix Clang warnings/errors Chris Craik
Fix several build warnings (struct != class, int != size_t) and errors (variable leng non-POD arrays). Change-Id: I70b4e784365514303d8954bfcb1f39d7c22c1321
2013-09-17resolved conflicts for merge of d97303a7 to master Chris Craik
Change-Id: I29e2e64e0ec241675762482cbe5c5e9dc58adca6
2013-09-17Conservatively estimate geometry bounds Chris Craik
bug:10761696 Avoids a case where a rect with top coordinate of (e.g.) 0.51f is assumed to not draw in the first row of pixels, which leads to it not being clipped. Since rounding can cause it to render in this first pixel anyway, we very slightly expand geometry bounds. Now, in ambiguous cases, the geometry bounds are expanded so clipping is more likely to happen. Change-Id: I119b7c7720de07bac1634549724ffb63935567fc
2013-08-15Replace float arrays with readable names Romain Guy
Change-Id: I32a8be560b60a4ac5cbee2fec4574b2c5df9f825
2013-05-14Add tessellation path for points Chris Craik
bug:4351353 bug:8185479 Point tessellation is similar to line special case, except that we only tessellate one point (as a circle or rect) and duplicate it across other instances. Additionally: Fixes square caps for AA=false lines Cleanup in CanvasCompare, disabling interpolation on zoomed-in comparison view Change-Id: I0756fcc4b20f77878fed0d8057297c80e82ed9dc
2013-02-13Implement support for drawBitmapMesh's colors array Romain Guy
Change-Id: I3d901f6267c2918771ac30ff55c8d80c3ab5b725
2013-02-06Add cap tessellation support Chris Craik
bug:7117155 bug:8114304 Currently used for lines (with and without AA) and arcs with useCenter=false Also removes 0.375, 0.375 offset for AA lines Change-Id: Ic8ace418739344db1e2814edf65253fe7448b0b0
2011-05-02Line endcaps for AA lines are now antialiased. Chet Haase
Also fixed other minor issues with AA and line rendering. Change-Id: Icd4638d27c70e2ee0f28b5d9a2b97d8b29e8ac4d
2011-04-21Enable anti-aliasing for hw-accelerated lines Chet Haase
Draw anti-aliased lines with OpenGL by constructing a quad with a border that fades out (to mimic fragment coverage). Change-Id: Ib81a3e62d663acdf1b46b401ac4aa7ee9855cc7e
2010-11-02Optimize FBO drawing with regions. Romain Guy
This optimization is currently disabled until Launcher is modified to take advantage of it. The optimization can be enabled by turning on RENDER_LAYERS_AS_REGIONS in the OpenGLRenderer.h file. Change-Id: I2fdf59d0f4dc690a3d7f712173ab8db3848b27b1
2010-07-27Generate shaders to cover all possible cases. Romain Guy
With this change, all the vertex and fragment shaders used by the GL renderer are now generated based on a program description supplied by the caller. This allows the renderer to generate a large number of shaders without having to write all the possible combinations by hand. The generated shaders are stored in a program cache. Change-Id: If54d286e77ae021c724d42090da476df12a18ebb
2010-07-09Optimize blending state changes. Romain Guy
Change-Id: I7c22a8aecccb8b5abfcf7243f049a4ef3cf3979a
2010-07-08Draw n-patches using OpenGL. Romain Guy
Currently only tested with title bars and buttons. Change-Id: I8263a9281898dc0e943b1b8412827fe55639b9d6