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
222 lines
8.0 KiB
C++
222 lines
8.0 KiB
C++
/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "Readback.h"
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#include "Caches.h"
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#include "Image.h"
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#include "GlopBuilder.h"
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#include "Layer.h"
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#include "renderstate/RenderState.h"
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#include "renderthread/EglManager.h"
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#include "utils/GLUtils.h"
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#include <GLES2/gl2.h>
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#include <ui/Fence.h>
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#include <ui/GraphicBuffer.h>
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namespace android {
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namespace uirenderer {
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static CopyResult copyTextureInto(Caches& caches, RenderState& renderState,
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Texture& sourceTexture, Matrix4& texTransform, const Rect& srcRect,
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SkBitmap* bitmap) {
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int destWidth = bitmap->width();
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int destHeight = bitmap->height();
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if (destWidth > caches.maxTextureSize
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|| destHeight > caches.maxTextureSize) {
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ALOGW("Can't copy surface into bitmap, %dx%d exceeds max texture size %d",
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destWidth, destHeight, caches.maxTextureSize);
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return CopyResult::DestinationInvalid;
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}
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GLuint fbo = renderState.createFramebuffer();
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if (!fbo) {
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ALOGW("Could not obtain an FBO");
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return CopyResult::UnknownError;
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}
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SkAutoLockPixels alp(*bitmap);
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GLuint texture;
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GLenum format;
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GLenum type;
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switch (bitmap->colorType()) {
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case kAlpha_8_SkColorType:
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format = GL_ALPHA;
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type = GL_UNSIGNED_BYTE;
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break;
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case kRGB_565_SkColorType:
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format = GL_RGB;
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type = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case kARGB_4444_SkColorType:
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format = GL_RGBA;
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type = GL_UNSIGNED_SHORT_4_4_4_4;
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break;
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case kN32_SkColorType:
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default:
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format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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break;
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}
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renderState.bindFramebuffer(fbo);
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// TODO: Use layerPool or something to get this maybe? But since we
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// need explicit format control we can't currently.
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// Setup the rendertarget
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glGenTextures(1, &texture);
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caches.textureState().activateTexture(0);
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caches.textureState().bindTexture(texture);
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glPixelStorei(GL_PACK_ALIGNMENT, bitmap->bytesPerPixel());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, format, destWidth, destHeight,
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0, format, type, nullptr);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, texture, 0);
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{
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// Draw & readback
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renderState.setViewport(destWidth, destHeight);
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renderState.scissor().setEnabled(false);
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renderState.blend().syncEnabled();
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renderState.stencil().disable();
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Matrix4 croppedTexTransform(texTransform);
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if (!srcRect.isEmpty()) {
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croppedTexTransform.loadTranslate(srcRect.left / sourceTexture.width(),
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srcRect.top / sourceTexture.height(), 0);
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croppedTexTransform.scale(srcRect.getWidth() / sourceTexture.width(),
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srcRect.getHeight() / sourceTexture.height(), 1);
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croppedTexTransform.multiply(texTransform);
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}
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Glop glop;
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GlopBuilder(renderState, caches, &glop)
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.setRoundRectClipState(nullptr)
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.setMeshTexturedUnitQuad(nullptr)
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.setFillExternalTexture(sourceTexture, croppedTexTransform)
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.setTransform(Matrix4::identity(), TransformFlags::None)
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.setModelViewMapUnitToRect(Rect(destWidth, destHeight))
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.build();
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Matrix4 ortho;
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ortho.loadOrtho(destWidth, destHeight);
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renderState.render(glop, ortho);
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glReadPixels(0, 0, bitmap->width(), bitmap->height(), format,
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type, bitmap->getPixels());
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}
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// Cleanup
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caches.textureState().deleteTexture(texture);
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renderState.deleteFramebuffer(fbo);
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GL_CHECKPOINT(MODERATE);
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return CopyResult::Success;
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}
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CopyResult Readback::copySurfaceInto(renderthread::RenderThread& renderThread,
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Surface& surface, const Rect& srcRect, SkBitmap* bitmap) {
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ATRACE_CALL();
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renderThread.eglManager().initialize();
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Caches& caches = Caches::getInstance();
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// Setup the source
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sp<GraphicBuffer> sourceBuffer;
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sp<Fence> sourceFence;
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Matrix4 texTransform;
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status_t err = surface.getLastQueuedBuffer(&sourceBuffer, &sourceFence,
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texTransform.data);
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texTransform.invalidateType();
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if (err != NO_ERROR) {
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ALOGW("Failed to get last queued buffer, error = %d", err);
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return CopyResult::UnknownError;
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}
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if (!sourceBuffer.get()) {
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ALOGW("Surface doesn't have any previously queued frames, nothing to readback from");
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return CopyResult::SourceEmpty;
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}
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if (sourceBuffer->getUsage() & GRALLOC_USAGE_PROTECTED) {
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ALOGW("Surface is protected, unable to copy from it");
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return CopyResult::SourceInvalid;
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}
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err = sourceFence->wait(500 /* ms */);
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if (err != NO_ERROR) {
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ALOGE("Timeout (500ms) exceeded waiting for buffer fence, abandoning readback attempt");
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return CopyResult::Timeout;
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}
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// TODO: Can't use Image helper since it forces GL_TEXTURE_2D usage via
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// GL_OES_EGL_image, which doesn't work since we need samplerExternalOES
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// to be able to properly sample from the buffer.
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// Create the EGLImage object that maps the GraphicBuffer
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EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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EGLClientBuffer clientBuffer = (EGLClientBuffer) sourceBuffer->getNativeBuffer();
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EGLint attrs[] = { EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, EGL_NONE };
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EGLImageKHR sourceImage = eglCreateImageKHR(display, EGL_NO_CONTEXT,
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EGL_NATIVE_BUFFER_ANDROID, clientBuffer, attrs);
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if (sourceImage == EGL_NO_IMAGE_KHR) {
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ALOGW("eglCreateImageKHR failed (%#x)", eglGetError());
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return CopyResult::UnknownError;
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}
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GLuint sourceTexId;
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// Create a 2D texture to sample from the EGLImage
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glGenTextures(1, &sourceTexId);
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caches.textureState().bindTexture(GL_TEXTURE_EXTERNAL_OES, sourceTexId);
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glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, sourceImage);
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GLenum status = GL_NO_ERROR;
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while ((status = glGetError()) != GL_NO_ERROR) {
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ALOGW("glEGLImageTargetTexture2DOES failed (%#x)", status);
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eglDestroyImageKHR(display, sourceImage);
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return CopyResult::UnknownError;
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}
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Texture sourceTexture(caches);
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sourceTexture.wrap(sourceTexId,
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sourceBuffer->getWidth(), sourceBuffer->getHeight(), 0, 0 /* total lie */);
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CopyResult copyResult = copyTextureInto(caches, renderThread.renderState(),
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sourceTexture, texTransform, srcRect, bitmap);
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sourceTexture.deleteTexture();
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// All we're flushing & finishing is the deletion of the texture since
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// copyTextureInto already did a major flush & finish as an implicit
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// part of glReadPixels, so this shouldn't pose any major stalls.
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glFinish();
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eglDestroyImageKHR(display, sourceImage);
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return copyResult;
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}
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CopyResult Readback::copyTextureLayerInto(renderthread::RenderThread& renderThread,
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Layer& layer, SkBitmap* bitmap) {
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ATRACE_CALL();
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return copyTextureInto(Caches::getInstance(), renderThread.renderState(),
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layer.getTexture(), layer.getTexTransform(), Rect(), bitmap);
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}
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} // namespace uirenderer
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} // namespace android
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