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authorRomain Guy <romainguy@google.com>2012-09-13 20:31:08 -0700
committerRomain Guy <romainguy@google.com>2012-09-14 10:50:51 -0700
commita938f569ce206c1ed68d736181016b5b708c0084 (patch)
tree5a607bc80af329334757c13e978f7c9b978122a8
parent494ac35c27a0960f57b00bf8457f1956ecf149a2 (diff)
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Fix modulation and gamma correction issues
Modulation is normally enabled in a shader when drawing with an alpha mask (A8 texture.) Modulation is used to do one of two things: - Colorize the primitive (to draw text in red for instance) - Apply extra translucency (50% translucent circle filled with a bitmap) The current implementation has four issues: 1. Unnecessary work is performed by assigning the modulation color to vec4 fragColor early in the shader 2. The modulation color's alpha is applied twice when the primitive is drawn with an SkShader 3. The decision to modulate is wrong and triggers when any of the RGB channels is < 1.0. Only the alpha channel needs to be taken into account to make the decision 4. Gamma correction is not applied properly This change addresses all four issues above. Change-Id: I73fcc74efc4b094bf2d1b835f10ffaa2ea4b9eb9
-rw-r--r--libs/hwui/Program.h3
-rw-r--r--libs/hwui/ProgramCache.cpp87
2 files changed, 51 insertions, 39 deletions
diff --git a/libs/hwui/Program.h b/libs/hwui/Program.h
index a3bfaa4..a821a9c 100644
--- a/libs/hwui/Program.h
+++ b/libs/hwui/Program.h
@@ -204,8 +204,7 @@ struct ProgramDescription {
* be provided with a modulation color.
*/
bool setColor(const float r, const float g, const float b, const float a) {
- modulate = a < COLOR_COMPONENT_THRESHOLD || r < COLOR_COMPONENT_THRESHOLD ||
- g < COLOR_COMPONENT_THRESHOLD || b < COLOR_COMPONENT_THRESHOLD;
+ modulate = a < COLOR_COMPONENT_THRESHOLD;
return modulate;
}
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index be8f80a..6e7f35d 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -140,9 +140,9 @@ const char* gFS_Header_Uniforms_PointHasBitmap =
"uniform vec2 textureDimension;\n"
"uniform float pointSize;\n";
const char* gFS_Uniforms_TextureSampler =
- "uniform sampler2D sampler;\n";
+ "uniform sampler2D baseSampler;\n";
const char* gFS_Uniforms_ExternalTextureSampler =
- "uniform samplerExternalOES sampler;\n";
+ "uniform samplerExternalOES baseSampler;\n";
#define FS_UNIFORMS_DITHER \
"uniform float ditherSize;\n" \
"uniform sampler2D ditherSampler;\n"
@@ -199,27 +199,27 @@ const char* gFS_Fast_SingleColor =
"}\n\n";
const char* gFS_Fast_SingleTexture =
"\nvoid main(void) {\n"
- " gl_FragColor = texture2D(sampler, outTexCoords);\n"
+ " gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
"}\n\n";
const char* gFS_Fast_SingleModulateTexture =
"\nvoid main(void) {\n"
- " gl_FragColor = color.a * texture2D(sampler, outTexCoords);\n"
+ " gl_FragColor = color.a * texture2D(baseSampler, outTexCoords);\n"
"}\n\n";
const char* gFS_Fast_SingleA8Texture =
"\nvoid main(void) {\n"
- " gl_FragColor = texture2D(sampler, outTexCoords);\n"
+ " gl_FragColor = texture2D(baseSampler, outTexCoords);\n"
"}\n\n";
const char* gFS_Fast_SingleA8Texture_ApplyGamma =
"\nvoid main(void) {\n"
- " gl_FragColor = vec4(0.0, 0.0, 0.0, pow(texture2D(sampler, outTexCoords).a, gamma));\n"
+ " gl_FragColor = vec4(0.0, 0.0, 0.0, pow(texture2D(baseSampler, outTexCoords).a, gamma));\n"
"}\n\n";
const char* gFS_Fast_SingleModulateA8Texture =
"\nvoid main(void) {\n"
- " gl_FragColor = color * texture2D(sampler, outTexCoords).a;\n"
+ " gl_FragColor = color * texture2D(baseSampler, outTexCoords).a;\n"
"}\n\n";
const char* gFS_Fast_SingleModulateA8Texture_ApplyGamma =
"\nvoid main(void) {\n"
- " gl_FragColor = color * pow(texture2D(sampler, outTexCoords).a, gamma);\n"
+ " gl_FragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
"}\n\n";
const char* gFS_Fast_SingleGradient[2] = {
"\nvoid main(void) {\n"
@@ -243,8 +243,6 @@ const char* gFS_Main_FetchColor =
" fragColor = color;\n";
const char* gFS_Main_ModulateColor =
" fragColor *= color.a;\n";
-const char* gFS_Main_ModulateColor_ApplyGamma =
- " fragColor *= pow(color.a, gamma);\n";
const char* gFS_Main_AccountForAA =
" fragColor *= (1.0 - smoothstep(boundaryWidth, 0.5, abs(0.5 - widthProportion)))\n"
" * (1.0 - smoothstep(boundaryLength, 0.5, abs(0.5 - lengthProportion)));\n";
@@ -253,15 +251,17 @@ const char* gFS_Main_AccountForAARect =
const char* gFS_Main_FetchTexture[2] = {
// Don't modulate
- " fragColor = texture2D(sampler, outTexCoords);\n",
+ " fragColor = texture2D(baseSampler, outTexCoords);\n",
// Modulate
- " fragColor = color * texture2D(sampler, outTexCoords);\n"
+ " fragColor = color * texture2D(baseSampler, outTexCoords);\n"
};
-const char* gFS_Main_FetchA8Texture[2] = {
+const char* gFS_Main_FetchA8Texture[4] = {
// Don't modulate
- " fragColor = texture2D(sampler, outTexCoords);\n",
+ " fragColor = texture2D(baseSampler, outTexCoords);\n",
+ " fragColor = texture2D(baseSampler, outTexCoords);\n",
// Modulate
- " fragColor = color * texture2D(sampler, outTexCoords).a;\n"
+ " fragColor = color * texture2D(baseSampler, outTexCoords).a;\n",
+ " fragColor = color * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
};
const char* gFS_Main_FetchGradient[6] = {
// Linear
@@ -289,29 +289,38 @@ const char* gFS_Main_BlendShadersBG =
" fragColor = blendShaders(gradientColor, bitmapColor)";
const char* gFS_Main_BlendShadersGB =
" fragColor = blendShaders(bitmapColor, gradientColor)";
-const char* gFS_Main_BlendShaders_Modulate[3] = {
+const char* gFS_Main_BlendShaders_Modulate[6] = {
// Don't modulate
";\n",
+ ";\n",
// Modulate
" * fragColor.a;\n",
+ " * fragColor.a;\n",
// Modulate with alpha 8 texture
- " * texture2D(sampler, outTexCoords).a;\n"
+ " * texture2D(baseSampler, outTexCoords).a;\n",
+ " * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
};
-const char* gFS_Main_GradientShader_Modulate[3] = {
+const char* gFS_Main_GradientShader_Modulate[6] = {
// Don't modulate
" fragColor = gradientColor;\n",
+ " fragColor = gradientColor;\n",
// Modulate
" fragColor = gradientColor * fragColor.a;\n",
+ " fragColor = gradientColor * fragColor.a;\n",
// Modulate with alpha 8 texture
- " fragColor = gradientColor * texture2D(sampler, outTexCoords).a;\n"
+ " fragColor = gradientColor * texture2D(baseSampler, outTexCoords).a;\n",
+ " fragColor = gradientColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
};
-const char* gFS_Main_BitmapShader_Modulate[3] = {
+const char* gFS_Main_BitmapShader_Modulate[6] = {
// Don't modulate
" fragColor = bitmapColor;\n",
+ " fragColor = bitmapColor;\n",
// Modulate
" fragColor = bitmapColor * fragColor.a;\n",
+ " fragColor = bitmapColor * fragColor.a;\n",
// Modulate with alpha 8 texture
- " fragColor = bitmapColor * texture2D(sampler, outTexCoords).a;\n"
+ " fragColor = bitmapColor * texture2D(baseSampler, outTexCoords).a;\n",
+ " fragColor = bitmapColor * pow(texture2D(baseSampler, outTexCoords).a, gamma);\n"
};
const char* gFS_Main_FragColor =
" gl_FragColor = fragColor;\n";
@@ -518,6 +527,14 @@ String8 ProgramCache::generateVertexShader(const ProgramDescription& description
return shader;
}
+static bool shaderOp(const ProgramDescription& description, String8& shader,
+ const int modulateOp, const char** snippets) {
+ int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
+ op = op * 2 + description.hasGammaCorrection;
+ shader.append(snippets[op]);
+ return description.hasAlpha8Texture;
+}
+
String8 ProgramCache::generateFragmentShader(const ProgramDescription& description) {
String8 shader;
@@ -661,13 +678,14 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
if (description.hasTexture || description.hasExternalTexture) {
if (description.hasAlpha8Texture) {
if (!description.hasGradient && !description.hasBitmap) {
- shader.append(gFS_Main_FetchA8Texture[modulateOp]);
+ shader.append(gFS_Main_FetchA8Texture[modulateOp * 2 +
+ description.hasGammaCorrection]);
}
} else {
shader.append(gFS_Main_FetchTexture[modulateOp]);
}
} else {
- if ((!description.hasGradient && !description.hasBitmap) || description.modulate) {
+ if (!description.hasGradient && !description.hasBitmap) {
shader.append(gFS_Main_FetchColor);
}
}
@@ -688,32 +706,27 @@ String8 ProgramCache::generateFragmentShader(const ProgramDescription& descripti
bool applyModulate = false;
// Case when we have two shaders set
if (description.hasGradient && description.hasBitmap) {
- int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
if (description.isBitmapFirst) {
shader.append(gFS_Main_BlendShadersBG);
} else {
shader.append(gFS_Main_BlendShadersGB);
}
- shader.append(gFS_Main_BlendShaders_Modulate[op]);
- applyModulate = true;
+ applyModulate = shaderOp(description, shader, modulateOp,
+ gFS_Main_BlendShaders_Modulate);
} else {
if (description.hasGradient) {
- int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
- shader.append(gFS_Main_GradientShader_Modulate[op]);
- applyModulate = true;
+ applyModulate = shaderOp(description, shader, modulateOp,
+ gFS_Main_GradientShader_Modulate);
} else if (description.hasBitmap) {
- int op = description.hasAlpha8Texture ? MODULATE_OP_MODULATE_A8 : modulateOp;
- shader.append(gFS_Main_BitmapShader_Modulate[op]);
- applyModulate = true;
+ applyModulate = shaderOp(description, shader, modulateOp,
+ gFS_Main_BitmapShader_Modulate);
}
}
+
if (description.modulate && applyModulate) {
- if (description.hasGammaCorrection) {
- shader.append(gFS_Main_ModulateColor_ApplyGamma);
- } else {
- shader.append(gFS_Main_ModulateColor);
- }
+ shader.append(gFS_Main_ModulateColor);
}
+
// Apply the color op if needed
shader.append(gFS_Main_ApplyColorOp[description.colorOp]);