Merge "Use LUT for computing final shadow alpha" into nyc-dev
diff --git a/libs/hwui/AmbientShadow.cpp b/libs/hwui/AmbientShadow.cpp
index 20ecda2..3982fa0 100644
--- a/libs/hwui/AmbientShadow.cpp
+++ b/libs/hwui/AmbientShadow.cpp
@@ -43,9 +43,7 @@
/**
* Other constants:
*/
-// For the edge of the penumbra, the opacity is 0. After transform (1 - alpha),
-// it is 1.
-#define TRANSFORMED_OUTER_OPACITY (1.0f)
+#define OUTER_ALPHA (0.0f)
// Once the alpha difference is greater than this threshold, we will allocate extra
// edge vertices.
@@ -81,17 +79,6 @@
return 1.0 / (1 + std::max(factoredZ, 0.0f));
}
-// The shader is using gaussian function e^-(1-x)*(1-x)*4, therefore, we transform
-// the alpha value to (1 - alpha)
-inline float getTransformedAlphaFromAlpha(float alpha) {
- return 1.0f - alpha;
-}
-
-// The output is ranged from 0 to 1.
-inline float getTransformedAlphaFromFactoredZ(float factoredZ) {
- return getTransformedAlphaFromAlpha(getAlphaFromFactoredZ(factoredZ));
-}
-
inline int getEdgeExtraAndUpdateSpike(Vector2* currentSpike,
const Vector3& secondVertex, const Vector3& centroid) {
Vector2 secondSpike = {secondVertex.x - centroid.x, secondVertex.y - centroid.y};
@@ -225,9 +212,9 @@
if (!isCasterOpaque) {
umbraVertices[umbraIndex++] = vertexBufferIndex;
}
- AlphaVertex::set(&shadowVertices[vertexBufferIndex++], casterVertices[i].x,
- casterVertices[i].y,
- getTransformedAlphaFromAlpha(currentAlpha));
+ AlphaVertex::set(&shadowVertices[vertexBufferIndex++],
+ casterVertices[i].x, casterVertices[i].y,
+ currentAlpha);
const Vector3& innerStart = casterVertices[i];
@@ -249,7 +236,7 @@
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
indexBuffer[indexBufferIndex++] = currentInnerVertexIndex;
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], outerVertex.x,
- outerVertex.y, TRANSFORMED_OUTER_OPACITY);
+ outerVertex.y, OUTER_ALPHA);
if (j == 0) {
outerStart = outerVertex;
@@ -285,7 +272,7 @@
(outerLast * startWeight + outerNext * k) / extraVerticesNumber;
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentOuter.x,
- currentOuter.y, TRANSFORMED_OUTER_OPACITY);
+ currentOuter.y, OUTER_ALPHA);
if (!isCasterOpaque) {
umbraVertices[umbraIndex++] = vertexBufferIndex;
@@ -295,7 +282,7 @@
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], currentInner.x,
currentInner.y,
- getTransformedAlphaFromFactoredZ(currentInner.z * heightFactor));
+ getAlphaFromFactoredZ(currentInner.z * heightFactor));
}
}
currentAlpha = nextAlpha;
@@ -307,7 +294,7 @@
if (!isCasterOpaque) {
// Add the centroid as the last one in the vertex buffer.
float centroidOpacity =
- getTransformedAlphaFromFactoredZ(centroid3d.z * heightFactor);
+ getAlphaFromFactoredZ(centroid3d.z * heightFactor);
int centroidIndex = vertexBufferIndex;
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid3d.x,
centroid3d.y, centroidOpacity);
diff --git a/libs/hwui/BakedOpDispatcher.cpp b/libs/hwui/BakedOpDispatcher.cpp
index 0f670a8..831473c 100644
--- a/libs/hwui/BakedOpDispatcher.cpp
+++ b/libs/hwui/BakedOpDispatcher.cpp
@@ -346,11 +346,12 @@
bool shadowInterp = vertexBufferRenderFlags & VertexBufferRenderFlags::ShadowInterp;
const int transformFlags = vertexBufferRenderFlags & VertexBufferRenderFlags::Offset
? TransformFlags::OffsetByFudgeFactor : 0;
+
Glop glop;
GlopBuilder(renderer.renderState(), renderer.caches(), &glop)
.setRoundRectClipState(state.roundRectClipState)
- .setMeshVertexBuffer(vertexBuffer, shadowInterp)
- .setFillPaint(paint, state.alpha)
+ .setMeshVertexBuffer(vertexBuffer)
+ .setFillPaint(paint, state.alpha, shadowInterp)
.setTransform(state.computedState.transform, transformFlags)
.setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
.build();
diff --git a/libs/hwui/Caches.cpp b/libs/hwui/Caches.cpp
index eaa1c33..949ad45 100644
--- a/libs/hwui/Caches.cpp
+++ b/libs/hwui/Caches.cpp
@@ -74,6 +74,7 @@
mPixelBufferState = new PixelBufferState();
mTextureState = new TextureState();
+ mTextureState->constructTexture(*this);
return true;
}
diff --git a/libs/hwui/Glop.h b/libs/hwui/Glop.h
index 6a96634..6433c86 100644
--- a/libs/hwui/Glop.h
+++ b/libs/hwui/Glop.h
@@ -44,9 +44,14 @@
namespace VertexAttribFlags {
enum {
+ // Mesh is pure x,y vertex pairs
None = 0,
+ // Mesh has texture coordinates embedded. Note that texture can exist without this flag
+ // being set, if coordinates passed to sampler are determined another way.
TextureCoord = 1 << 0,
+ // Mesh has color embedded (to export to varying)
Color = 1 << 1,
+ // Mesh has alpha embedded (to export to varying)
Alpha = 1 << 2,
};
};
diff --git a/libs/hwui/GlopBuilder.cpp b/libs/hwui/GlopBuilder.cpp
index 0a8e3f3..e502725 100644
--- a/libs/hwui/GlopBuilder.cpp
+++ b/libs/hwui/GlopBuilder.cpp
@@ -193,7 +193,7 @@
return *this;
}
-GlopBuilder& GlopBuilder::setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp) {
+GlopBuilder& GlopBuilder::setMeshVertexBuffer(const VertexBuffer& vertexBuffer) {
TRIGGER_STAGE(kMeshStage);
const VertexBuffer::MeshFeatureFlags flags = vertexBuffer.getMeshFeatureFlags();
@@ -210,8 +210,6 @@
alphaVertex ? kAlphaVertexStride : kVertexStride };
mOutGlop->mesh.elementCount = indices
? vertexBuffer.getIndexCount() : vertexBuffer.getVertexCount();
-
- mDescription.useShadowAlphaInterp = shadowInterp;
return *this;
}
@@ -368,15 +366,23 @@
return *this;
}
-GlopBuilder& GlopBuilder::setFillPaint(const SkPaint& paint, float alphaScale) {
+GlopBuilder& GlopBuilder::setFillPaint(const SkPaint& paint, float alphaScale, bool shadowInterp) {
TRIGGER_STAGE(kFillStage);
REQUIRE_STAGES(kMeshStage | kRoundRectClipStage);
- mOutGlop->fill.texture = { nullptr, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr };
+ if (CC_LIKELY(!shadowInterp)) {
+ mOutGlop->fill.texture = {
+ nullptr, GL_INVALID_ENUM, GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr };
+ } else {
+ mOutGlop->fill.texture = {
+ mCaches.textureState().getShadowLutTexture(), GL_TEXTURE_2D,
+ GL_INVALID_ENUM, GL_INVALID_ENUM, nullptr };
+ }
setFill(paint.getColor(), alphaScale,
PaintUtils::getXfermode(paint.getXfermode()), Blend::ModeOrderSwap::NoSwap,
paint.getShader(), paint.getColorFilter());
+ mDescription.useShadowAlphaInterp = shadowInterp;
mDescription.modulate = mOutGlop->fill.color.a < 1.0f;
return *this;
}
@@ -593,8 +599,11 @@
void verify(const ProgramDescription& description, const Glop& glop) {
if (glop.fill.texture.texture != nullptr) {
LOG_ALWAYS_FATAL_IF(((description.hasTexture && description.hasExternalTexture)
- || (!description.hasTexture && !description.hasExternalTexture)
- || ((glop.mesh.vertices.attribFlags & VertexAttribFlags::TextureCoord) == 0)),
+ || (!description.hasTexture
+ && !description.hasExternalTexture
+ && !description.useShadowAlphaInterp)
+ || ((glop.mesh.vertices.attribFlags & VertexAttribFlags::TextureCoord) == 0
+ && !description.useShadowAlphaInterp)),
"Texture %p, hT%d, hET %d, attribFlags %x",
glop.fill.texture.texture,
description.hasTexture, description.hasExternalTexture,
diff --git a/libs/hwui/GlopBuilder.h b/libs/hwui/GlopBuilder.h
index a9dd56f..1c520c2 100644
--- a/libs/hwui/GlopBuilder.h
+++ b/libs/hwui/GlopBuilder.h
@@ -51,14 +51,14 @@
GlopBuilder& setMeshUnitQuad();
GlopBuilder& setMeshTexturedUnitQuad(const UvMapper* uvMapper);
GlopBuilder& setMeshTexturedUvQuad(const UvMapper* uvMapper, const Rect uvs);
- GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer, bool shadowInterp);
+ GlopBuilder& setMeshVertexBuffer(const VertexBuffer& vertexBuffer);
GlopBuilder& setMeshIndexedQuads(Vertex* vertexData, int quadCount);
GlopBuilder& setMeshTexturedMesh(TextureVertex* vertexData, int elementCount); // TODO: delete
GlopBuilder& setMeshColoredTexturedMesh(ColorTextureVertex* vertexData, int elementCount); // TODO: use indexed quads
GlopBuilder& setMeshTexturedIndexedQuads(TextureVertex* vertexData, int elementCount); // TODO: take quadCount
GlopBuilder& setMeshPatchQuads(const Patch& patch);
- GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale);
+ GlopBuilder& setFillPaint(const SkPaint& paint, float alphaScale, bool shadowInterp = false); // TODO: avoid boolean with default
GlopBuilder& setFillTexturePaint(Texture& texture, const int textureFillFlags,
const SkPaint* paint, float alphaScale);
GlopBuilder& setFillPathTexturePaint(PathTexture& texture,
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 53ea7fa..b68240a 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1697,8 +1697,8 @@
Glop glop;
GlopBuilder(mRenderState, mCaches, &glop)
.setRoundRectClipState(currentSnapshot()->roundRectClipState)
- .setMeshVertexBuffer(vertexBuffer, shadowInterp)
- .setFillPaint(*paint, currentSnapshot()->alpha)
+ .setMeshVertexBuffer(vertexBuffer)
+ .setFillPaint(*paint, currentSnapshot()->alpha, shadowInterp)
.setTransform(*currentSnapshot(), transformFlags)
.setModelViewOffsetRect(translateX, translateY, vertexBuffer.getBounds())
.build();
diff --git a/libs/hwui/ProgramCache.cpp b/libs/hwui/ProgramCache.cpp
index 05be488..59225e1 100644
--- a/libs/hwui/ProgramCache.cpp
+++ b/libs/hwui/ProgramCache.cpp
@@ -231,9 +231,8 @@
const char* gFS_Main_ApplyVertexAlphaLinearInterp =
" fragColor *= alpha;\n";
const char* gFS_Main_ApplyVertexAlphaShadowInterp =
- // Use a gaussian function for the shadow fall off. Note that alpha here
- // is actually (1.0 - alpha) for saving computation.
- " fragColor *= exp(- alpha * alpha * 4.0) - 0.018;\n";
+ // map alpha through shadow alpha sampler
+ " fragColor *= texture2D(baseSampler, vec2(alpha, 0.5)).a;\n";
const char* gFS_Main_FetchTexture[2] = {
// Don't modulate
" fragColor = texture2D(baseSampler, outTexCoords);\n",
@@ -565,7 +564,7 @@
shader.append(gFS_Uniforms_Color);
if (!singleColor) modulateOp = MODULATE_OP_MODULATE;
}
- if (description.hasTexture) {
+ if (description.hasTexture || description.useShadowAlphaInterp) {
shader.append(gFS_Uniforms_TextureSampler);
} else if (description.hasExternalTexture) {
shader.append(gFS_Uniforms_ExternalTextureSampler);
diff --git a/libs/hwui/SpotShadow.cpp b/libs/hwui/SpotShadow.cpp
index 759e39b..760d814 100644
--- a/libs/hwui/SpotShadow.cpp
+++ b/libs/hwui/SpotShadow.cpp
@@ -42,9 +42,8 @@
// For each RADIANS_DIVISOR, we would allocate one more vertex b/t the normals.
#define SPOT_CORNER_RADIANS_DIVISOR (M_PI / SPOT_EXTRA_CORNER_VERTEX_PER_PI)
-// For performance, we use (1 - alpha) value for the shader input.
-#define TRANSFORMED_PENUMBRA_ALPHA 1.0f
-#define TRANSFORMED_UMBRA_ALPHA 0.0f
+#define PENUMBRA_ALPHA 0.0f
+#define UMBRA_ALPHA 1.0f
#include "SpotShadow.h"
@@ -941,11 +940,11 @@
// Fill the IB and VB for the penumbra area.
for (int i = 0; i < newPenumbraLength; i++) {
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], newPenumbra[i].x,
- newPenumbra[i].y, TRANSFORMED_PENUMBRA_ALPHA);
+ newPenumbra[i].y, PENUMBRA_ALPHA);
}
for (int i = 0; i < umbraLength; i++) {
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], umbra[i].x, umbra[i].y,
- TRANSFORMED_UMBRA_ALPHA);
+ UMBRA_ALPHA);
}
for (int i = 0; i < verticesPairIndex; i++) {
@@ -985,14 +984,14 @@
indexBuffer[indexBufferIndex++] = newPenumbraLength + i;
indexBuffer[indexBufferIndex++] = vertexBufferIndex;
AlphaVertex::set(&shadowVertices[vertexBufferIndex++],
- closerVertex.x, closerVertex.y, TRANSFORMED_UMBRA_ALPHA);
+ closerVertex.x, closerVertex.y, UMBRA_ALPHA);
}
} else {
// If there is no occluded umbra at all, then draw the triangle fan
// starting from the centroid to all umbra vertices.
int lastCentroidIndex = vertexBufferIndex;
AlphaVertex::set(&shadowVertices[vertexBufferIndex++], centroid.x,
- centroid.y, TRANSFORMED_UMBRA_ALPHA);
+ centroid.y, UMBRA_ALPHA);
for (int i = 0; i < umbraLength; i++) {
indexBuffer[indexBufferIndex++] = newPenumbraLength + i;
indexBuffer[indexBufferIndex++] = lastCentroidIndex;
diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp
index ea4391b..e78cd72 100644
--- a/libs/hwui/renderstate/RenderState.cpp
+++ b/libs/hwui/renderstate/RenderState.cpp
@@ -298,7 +298,8 @@
// indices
meshState().bindIndicesBuffer(indices.bufferObject);
- if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
+ // texture
+ if (fill.texture.texture != nullptr) {
const Glop::Fill::TextureData& texture = fill.texture;
// texture always takes slot 0, shader samplers increment from there
mCaches->textureState().activateTexture(0);
@@ -311,13 +312,16 @@
texture.texture->setFilter(texture.filter, false, false, texture.target);
}
- meshState().enableTexCoordsVertexArray();
- meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride);
-
if (texture.textureTransform) {
glUniformMatrix4fv(fill.program->getUniform("mainTextureTransform"), 1,
GL_FALSE, &texture.textureTransform->data[0]);
}
+ }
+
+ // vertex attributes (tex coord, color, alpha)
+ if (vertices.attribFlags & VertexAttribFlags::TextureCoord) {
+ meshState().enableTexCoordsVertexArray();
+ meshState().bindTexCoordsVertexPointer(vertices.texCoord, vertices.stride);
} else {
meshState().disableTexCoordsVertexArray();
}
diff --git a/libs/hwui/renderstate/TextureState.cpp b/libs/hwui/renderstate/TextureState.cpp
index 78b8eda..f9a1f8c 100644
--- a/libs/hwui/renderstate/TextureState.cpp
+++ b/libs/hwui/renderstate/TextureState.cpp
@@ -26,6 +26,9 @@
namespace android {
namespace uirenderer {
+// Width of mShadowLutTexture, defines how accurate the shadow alpha lookup table is
+static const int SHADOW_LUT_SIZE = 128;
+
// Must define as many texture units as specified by kTextureUnitsCount
const GLenum kTextureUnits[] = {
GL_TEXTURE0,
@@ -46,6 +49,41 @@
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
+TextureState::~TextureState() {
+ if (mShadowLutTexture != nullptr) {
+ mShadowLutTexture->deleteTexture();
+ }
+}
+
+/**
+ * Maps shadow geometry 'alpha' varying (1 for darkest, 0 for transparent) to
+ * darkness at that spot. Input values of 0->1 should be mapped within the same
+ * range, but can affect the curve for a different visual falloff.
+ *
+ * This is used to populate the shadow LUT texture for quick lookup in the
+ * shadow shader.
+ */
+static float computeShadowOpacity(float ratio) {
+ // exponential falloff function provided by UX
+ float val = 1 - ratio;
+ return exp(-val * val * 4.0) - 0.018;
+}
+
+void TextureState::constructTexture(Caches& caches) {
+ if (mShadowLutTexture == nullptr) {
+ mShadowLutTexture.reset(new Texture(caches));
+
+ unsigned char bytes[SHADOW_LUT_SIZE];
+ for (int i = 0; i < SHADOW_LUT_SIZE; i++) {
+ float inputRatio = i / (SHADOW_LUT_SIZE - 1.0f);
+ bytes[i] = computeShadowOpacity(inputRatio) * 255;
+ }
+ mShadowLutTexture->upload(GL_ALPHA, SHADOW_LUT_SIZE, 1, GL_ALPHA, GL_UNSIGNED_BYTE, &bytes);
+ mShadowLutTexture->setFilter(GL_LINEAR);
+ mShadowLutTexture->setWrap(GL_CLAMP_TO_EDGE);
+ }
+}
+
void TextureState::activateTexture(GLuint textureUnit) {
LOG_ALWAYS_FATAL_IF(textureUnit >= kTextureUnitsCount,
"Tried to use texture unit index %d, only %d exist",
diff --git a/libs/hwui/renderstate/TextureState.h b/libs/hwui/renderstate/TextureState.h
index ec94d7e..7296fd3 100644
--- a/libs/hwui/renderstate/TextureState.h
+++ b/libs/hwui/renderstate/TextureState.h
@@ -17,14 +17,12 @@
#define RENDERSTATE_TEXTURESTATE_H
#include "Vertex.h"
+#include "Texture.h"
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
-#include <SkXfermode.h>
#include <memory>
-class SkBitmap;
-
namespace android {
namespace uirenderer {
@@ -33,6 +31,9 @@
class TextureState {
friend class Caches; // TODO: move to RenderState
public:
+
+ void constructTexture(Caches& caches);
+
/**
* Activate the specified texture unit. The texture unit must
* be specified using an integer number (0 for GL_TEXTURE0 etc.)
@@ -76,15 +77,20 @@
*/
void unbindTexture(GLuint texture);
+ Texture* getShadowLutTexture() { return mShadowLutTexture.get(); }
+
private:
// total number of texture units available for use
static const int kTextureUnitsCount = 4;
TextureState();
+ ~TextureState();
GLuint mTextureUnit;
// Caches texture bindings for the GL_TEXTURE_2D target
GLuint mBoundTextures[kTextureUnitsCount];
+
+ std::unique_ptr<Texture> mShadowLutTexture;
};
} /* namespace uirenderer */