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/*
* Copyright (C) 2016 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "LayerDrawable.h"
#include <shaders/shaders.h>
#include <utils/Color.h>
#include <utils/MathUtils.h>
#include "DeviceInfo.h"
#include "GrBackendSurface.h"
#include "SkColorFilter.h"
#include "SkRuntimeEffect.h"
#include "SkSurface.h"
#include "gl/GrGLTypes.h"
#include "math/mat4.h"
#include "system/graphics-base-v1.0.h"
#include "system/window.h"
namespace android {
namespace uirenderer {
namespace skiapipeline {
void LayerDrawable::onDraw(SkCanvas* canvas) {
Layer* layer = mLayerUpdater->backingLayer();
if (layer) {
SkRect srcRect = layer->getCurrentCropRect();
DrawLayer(canvas->recordingContext(), canvas, layer, &srcRect, nullptr, true);
}
}
static inline SkScalar isIntegerAligned(SkScalar x) {
return MathUtils::isZero(roundf(x) - x);
}
// Disable filtering when there is no scaling in screen coordinates and the corners have the same
// fraction (for translate) or zero fraction (for any other rect-to-rect transform).
static bool shouldFilterRect(const SkMatrix& matrix, const SkRect& srcRect, const SkRect& dstRect) {
if (!matrix.rectStaysRect()) return true;
SkRect dstDevRect = matrix.mapRect(dstRect);
float dstW, dstH;
if (MathUtils::isZero(matrix.getScaleX()) && MathUtils::isZero(matrix.getScaleY())) {
// Has a 90 or 270 degree rotation, although total matrix may also have scale factors
// in m10 and m01. Those scalings are automatically handled by mapRect so comparing
// dimensions is sufficient, but swap width and height comparison.
dstW = dstDevRect.height();
dstH = dstDevRect.width();
} else {
// Handle H/V flips or 180 rotation matrices. Axes may have been mirrored, but
// dimensions are still safe to compare directly.
dstW = dstDevRect.width();
dstH = dstDevRect.height();
}
if (!(MathUtils::areEqual(dstW, srcRect.width()) &&
MathUtils::areEqual(dstH, srcRect.height()))) {
return true;
}
// Device rect and source rect should be integer aligned to ensure there's no difference
// in how nearest-neighbor sampling is resolved.
return !(isIntegerAligned(srcRect.x()) &&
isIntegerAligned(srcRect.y()) &&
isIntegerAligned(dstDevRect.x()) &&
isIntegerAligned(dstDevRect.y()));
}
static sk_sp<SkShader> createLinearEffectShader(sk_sp<SkShader> shader,
const shaders::LinearEffect& linearEffect,
float maxDisplayLuminance,
float currentDisplayLuminanceNits,
float maxLuminance) {
auto shaderString = SkString(shaders::buildLinearEffectSkSL(linearEffect));
auto [runtimeEffect, error] = SkRuntimeEffect::MakeForShader(std::move(shaderString));
if (!runtimeEffect) {
LOG_ALWAYS_FATAL("LinearColorFilter construction error: %s", error.c_str());
}
SkRuntimeShaderBuilder effectBuilder(std::move(runtimeEffect));
effectBuilder.child("child") = std::move(shader);
const auto uniforms = shaders::buildLinearEffectUniforms(
linearEffect, mat4(), maxDisplayLuminance, currentDisplayLuminanceNits, maxLuminance);
for (const auto& uniform : uniforms) {
effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size());
}
return effectBuilder.makeShader();
}
static bool isHdrDataspace(ui::Dataspace dataspace) {
const auto transfer = dataspace & HAL_DATASPACE_TRANSFER_MASK;
return transfer == HAL_DATASPACE_TRANSFER_ST2084 || transfer == HAL_DATASPACE_TRANSFER_HLG;
}
static void adjustCropForYUV(uint32_t format, int bufferWidth, int bufferHeight, SkRect* cropRect) {
// Chroma channels of YUV420 images are subsampled we may need to shrink the crop region by
// a whole texel on each side. Since skia still adds its own 0.5 inset, we apply an
// additional 0.5 inset. See GLConsumer::computeTransformMatrix for details.
float shrinkAmount = 0.0f;
switch (format) {
// Use HAL formats since some AHB formats are only available in vndk
case HAL_PIXEL_FORMAT_YCBCR_420_888:
case HAL_PIXEL_FORMAT_YV12:
case HAL_PIXEL_FORMAT_IMPLEMENTATION_DEFINED:
shrinkAmount = 0.5f;
break;
default:
break;
}
// Shrink the crop if it has more than 1-px and differs from the buffer size.
if (cropRect->width() > 1 && cropRect->width() < bufferWidth) {
cropRect->inset(shrinkAmount, 0);
}
if (cropRect->height() > 1 && cropRect->height() < bufferHeight) {
cropRect->inset(0, shrinkAmount);
}
}
// TODO: Context arg probably doesn't belong here – do debug check at callsite instead.
bool LayerDrawable::DrawLayer(GrRecordingContext* context,
SkCanvas* canvas,
Layer* layer,
const SkRect* srcRect,
const SkRect* dstRect,
bool useLayerTransform) {
if (context == nullptr) {
ALOGD("Attempting to draw LayerDrawable into an unsupported surface");
return false;
}
// transform the matrix based on the layer
// SkMatrix layerTransform = layer->getTransform();
const uint32_t windowTransform = layer->getWindowTransform();
sk_sp<SkImage> layerImage = layer->getImage();
const int layerWidth = layer->getWidth();
const int layerHeight = layer->getHeight();
if (layerImage) {
const int imageWidth = layerImage->width();
const int imageHeight = layerImage->height();
if (useLayerTransform) {
canvas->save();
canvas->concat(layer->getTransform());
}
SkPaint paint;
paint.setAlpha(layer->getAlpha());
paint.setBlendMode(layer->getMode());
paint.setColorFilter(layer->getColorFilter());
const SkMatrix& totalMatrix = canvas->getTotalMatrix();
SkRect skiaSrcRect;
if (srcRect && !srcRect->isEmpty()) {
skiaSrcRect = *srcRect;
adjustCropForYUV(layer->getBufferFormat(), imageWidth, imageHeight, &skiaSrcRect);
} else {
skiaSrcRect = SkRect::MakeIWH(imageWidth, imageHeight);
}
SkRect skiaDestRect;
if (dstRect && !dstRect->isEmpty()) {
skiaDestRect = (windowTransform & NATIVE_WINDOW_TRANSFORM_ROT_90)
? SkRect::MakeIWH(dstRect->height(), dstRect->width())
: SkRect::MakeIWH(dstRect->width(), dstRect->height());
} else {
skiaDestRect = (windowTransform & NATIVE_WINDOW_TRANSFORM_ROT_90)
? SkRect::MakeIWH(layerHeight, layerWidth)
: SkRect::MakeIWH(layerWidth, layerHeight);
}
const float px = skiaDestRect.centerX();
const float py = skiaDestRect.centerY();
SkMatrix m;
if (windowTransform & NATIVE_WINDOW_TRANSFORM_FLIP_H) {
m.postScale(-1.f, 1.f, px, py);
}
if (windowTransform & NATIVE_WINDOW_TRANSFORM_FLIP_V) {
m.postScale(1.f, -1.f, px, py);
}
if (windowTransform & NATIVE_WINDOW_TRANSFORM_ROT_90) {
m.postRotate(90, 0, 0);
m.postTranslate(skiaDestRect.height(), 0);
}
auto constraint = SkCanvas::kFast_SrcRectConstraint;
if (srcRect && !srcRect->isEmpty()) {
constraint = SkCanvas::kStrict_SrcRectConstraint;
}
canvas->save();
canvas->concat(m);
// If (matrix is a rect-to-rect transform)
// and (src/dst buffers size match in screen coordinates)
// and (src/dst corners align fractionally),
// then use nearest neighbor, otherwise use bilerp sampling.
// Skia TextureOp has the above logic build-in, but not NonAAFillRectOp. TextureOp works
// only for SrcOver blending and without color filter (readback uses Src blending).
SkSamplingOptions sampling(SkFilterMode::kNearest);
if (layer->getForceFilter() || shouldFilterRect(totalMatrix, skiaSrcRect, skiaDestRect)) {
sampling = SkSamplingOptions(SkFilterMode::kLinear);
}
const auto sourceDataspace = static_cast<ui::Dataspace>(
ColorSpaceToADataSpace(layerImage->colorSpace(), layerImage->colorType()));
const SkImageInfo& imageInfo = canvas->imageInfo();
const auto destinationDataspace = static_cast<ui::Dataspace>(
ColorSpaceToADataSpace(imageInfo.colorSpace(), imageInfo.colorType()));
if (isHdrDataspace(sourceDataspace) || isHdrDataspace(destinationDataspace)) {
const auto effect = shaders::LinearEffect{
.inputDataspace = sourceDataspace,
.outputDataspace = destinationDataspace,
.undoPremultipliedAlpha = layerImage->alphaType() == kPremul_SkAlphaType,
.fakeInputDataspace = destinationDataspace};
auto shader = layerImage->makeShader(sampling,
SkMatrix::RectToRect(skiaSrcRect, skiaDestRect));
constexpr float kMaxDisplayBrightess = 1000.f;
constexpr float kCurrentDisplayBrightness = 500.f;
shader = createLinearEffectShader(std::move(shader), effect, kMaxDisplayBrightess,
kCurrentDisplayBrightness,
layer->getMaxLuminanceNits());
paint.setShader(shader);
canvas->drawRect(skiaDestRect, paint);
} else {
canvas->drawImageRect(layerImage.get(), skiaSrcRect, skiaDestRect, sampling, &paint,
constraint);
}
canvas->restore();
// restore the original matrix
if (useLayerTransform) {
canvas->restore();
}
}
return layerImage != nullptr;
}
} // namespace skiapipeline
} // namespace uirenderer
} // namespace android
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