this is a huge refactor and cleanup of the gl shader building system in
Skia. The entire shader building pipeline is now part of
GrGLProgramCreator, which takes a gp, and some fps, and creates a
program. I added some subclasses of GrGLProgram to handle the
eccentricities of Nvpr/Nvpres. Outside of the builders folder
and GrGLPrograms, this change is basically just a rename
solo gp
BUG=skia:
Review URL: https://codereview.chromium.org/611653002
Reason for revert:
Changing some GMs
Original issue's description:
> Add isSingleComponent bool to getConstantColorComponent
>
> Initial step to allowing effects to use/output 1 or 4 color/coverage components. This cl doesn't change any current logic and all effects still assume they are working with 4 components.
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/3b8af078281a5a20f951b9fd84f38d92b8f6217bTBR=joshualitt@chromium.org,bsalomon@google.com,reed@google.com,egdaniel@google.com
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/617853003
Initial step to allowing effects to use/output 1 or 4 color/coverage components. This cl doesn't change any current logic and all effects still assume they are working with 4 components.
BUG=skia:
Review URL: https://codereview.chromium.org/608253002
Now that the old backend's not using BBHs, we can specialize them for
SkRecord's needs. The only thing we really want to store is op index, which
should always be small enough to fit into an unsigned (unsigned also helps keep
it straight from other ints floating around).
This means we'll need half (32-bit) or a quarter (64-bit) the bytes in SkTileGrid,
because we don't have to store an extra int for ordering.
BUG=skia:2834
Review URL: https://codereview.chromium.org/617393004
It makes no sense for the paint from a saveLayer to effect anything outside its saveLayer/restore block. But as currently written, we'll adjust the clip bounds just after a restore by that paint.
Turns out the test I wrote for the last CL (which caused this bug) actually had the bug baked into its expectations. I've updated them and added some notes to explain.
BUG=418417
Review URL: https://codereview.chromium.org/623563002
This removes:
1) ability to record old pictures with SkPictureRecorder;
2) a couple tests specific to the old backend.
The functionality of DEPRECATED_beginRecording() now lives in
(private) SkPicture::Backport(), which is the only place we
need it now.
BUG=skia:
TBR=reed@google.com
Review URL: https://codereview.chromium.org/618303002
Having hoisted layers from different pictures invalidates the assumptions of the old GrReplacements object. This is fixed by switching to a SkTDynamicHash-based back-end.
Sub-picture-layers also require that the replacement drawing occur for the sub-pictures too. The ReplaceDraw object is added to make this happen and limit the replacement lookup to saveLayer draw commands.
This is split out of (Fix sub-picture layer rendering bugs - https://codereview.chromium.org/597293002/).
BUG=skia:2315
Review URL: https://codereview.chromium.org/607763008
Feature-wise, this removes:
1) BBH support;
2) peephole optimizations;
3) record-time text op specializations;
4) the guarantee that SkPaints are flattened.
This deletes the optimizations GM, which only exists to test the peepholes of
the old backend. SkRecord optimizations are unit tested, and if that ever fails we
can think about adding another GM like this, but they're different enough we'd
want to start from scratch anyway.
We need to keep the code that plays back the specialized text ops around for
a while for compatibility with existing .SKPs that have those ops recorded.
BUG=skia:
CQ_EXTRA_TRYBOTS=tryserver.skia:Canary-Chrome-Ubuntu13.10-Ninja-x86_64-ToT-Trybot
R=robertphillips@google.com, reed@google.com, mtklein@google.com
Author: mtklein@chromium.org
Review URL: https://codereview.chromium.org/617953002
This CL reduces the amount of information used in the layer cache key:
- the stop value isn't needed since the start value uniquely identifies the layer in the picture.
- only the upper-left 2x2 portion of the CTM should be used as a key for looking up cached layers.
- individual layers can be redraw in different locations so the final offset cannot be a part of the key.
Since this data is no longer stored in the cached layer, but is still required to draw the cached layer, it is now stored in the per-layer information (i.e., HoistedLayer).
This is split out of (Fix sub-picture layer rendering bugs - https://codereview.chromium.org/597293002/).
BUG=skia:2315
R=egdaniel@google.com
Author: robertphillips@google.com
Review URL: https://codereview.chromium.org/609403003
fDirtyBits is only used by SkPaint::FlatteningTraits, which in turn was
only used as a smaller, faster format to flatten paints in-memory to dedup
them in the old picture backend.
SkRecord obsoleted all this. Neither flatten()/unflatten() (disk format)
nor FlatteningTraits is used anywhere performance or size matters.
Here I revert the deduping code back to using the disk format for flattened paints.
We stil do have to flatten and unflatten paints while coverting from SkRecord
backend to the old backend, so we can't just delete this all yet, but any
faithful round trip flatten()/unflatten() pair will be fine, however slow.
NOTRY=true
BUG=skia:
R=reed@google.com, mtklein@google.com
Author: mtklein@chromium.org
Review URL: https://codereview.chromium.org/604813003
Before this CL, SkRecord only adjusted the bounds of draw ops for SaveLayers' paints.
That worked fine, but as a final step we intersect the bounds of draw ops with the
bounds of the current clip, essentially undoing all that work.
I think the right fix here is to also adjust the bounds of the clip ops.
BUG=skia:2957, 415468
R=robertphillips@google.com
Review URL: https://codereview.chromium.org/595953002
Refactored text blob backend for improved performance: instead of using
separate buffers for runs/positions/glyphs, everything is now packed in
a consolidated slab (including the SkTextBlob object itself!).
Benefits:
* number of allocations per blob construction reduced from ~4 to 1
(also minimizes internal fragmentation)
* run record size reduced by 8 bytes
This takes the blob construction overhead down to negligible levels
(for the current Blink uncached textblob implementation).
Unfortunately, the code is much more finicky (run merging in
particular) -- hence the assert spree.
Multi-run blobs are vulnerable to realloc storms but this is not a
problem at the moment because Blink is using one-run blobs 99% of the
time. Will be addressed in the future.
R=mtklein@google.com, reed@google.com, robertphillips@google.com
Committed: https://skia.googlesource.com/skia/+/13645ea0ea87038ebd71be3bd6d53b313069a9e4
Author: fmalita@chromium.org
Review URL: https://codereview.chromium.org/581173003
Reason for revert:
Broke the new blobshader gm.
Original issue's description:
> Souped-up SkTextBlob.
>
> Refactored text blob backend for improved performance: instead of using
> separate buffers for runs/positions/glyphs, everything is now packed in
> a consolidated slab (including the SkTextBlob object itself!).
>
> Benefits:
>
> * number of allocations per blob construction reduced from ~4 to 1
> (also minimizes internal fragmentation)
> * run record size reduced by 8 bytes
>
> This takes the blob construction overhead down to negligible levels
> (for the current Blink uncached textblob implementation).
>
> Unfortunately, the code is much more finicky (run merging in
> particular) -- hence the assert spree.
>
> Multi-run blobs are vulnerable to realloc storms but this is not a
> problem at the moment because Blink is using one-run blobs 99% of the
> time. Will be addressed in the future.
>
>
> R=reed@google.com,mtklein@google.com,robertphillips@google.com
>
> Committed: https://skia.googlesource.com/skia/+/13645ea0ea87038ebd71be3bd6d53b313069a9e4R=mtklein@google.com, reed@google.com, robertphillips@google.comTBR=mtklein@google.com, reed@google.com, robertphillips@google.com
NOTREECHECKS=true
NOTRY=true
Author: fmalita@chromium.org
Review URL: https://codereview.chromium.org/588853002
Refactored text blob backend for improved performance: instead of using
separate buffers for runs/positions/glyphs, everything is now packed in
a consolidated slab (including the SkTextBlob object itself!).
Benefits:
* number of allocations per blob construction reduced from ~4 to 1
(also minimizes internal fragmentation)
* run record size reduced by 8 bytes
This takes the blob construction overhead down to negligible levels
(for the current Blink uncached textblob implementation).
Unfortunately, the code is much more finicky (run merging in
particular) -- hence the assert spree.
Multi-run blobs are vulnerable to realloc storms but this is not a
problem at the moment because Blink is using one-run blobs 99% of the
time. Will be addressed in the future.
R=mtklein@google.com, reed@google.com, robertphillips@google.com
Author: fmalita@chromium.org
Review URL: https://codereview.chromium.org/581173003
This is intended to disconnect the lifetimes of the optimization data, cached layers and replacement objects.
Note that the optimization data already makes a copy of the paint in the SkPicture. Additionally the replacement object will probably go away at some point.
R=bsalomon@google.com
Author: robertphillips@google.com
Review URL: https://codereview.chromium.org/579843002
This is a bit like a limited SkData, geared to store really tiny byte strings.
This is not hooked up anywhere beyond the new unit test. I did experimentally
plumb it into SkRecord for drawPosTextH: just over 40% of drawPosTextH calls in
our repo can fit into ShortData.
BUG=skia:
R=reed@google.com, mtklein@google.com
Author: mtklein@chromium.org
Review URL: https://codereview.chromium.org/573323002
blink skips all pending commands during picture recording if it is drawing an opaque full-frame
geometry or image. This may improve performance for some edge cases. To recognize an opaque
full-frame drawing should be cheap enough. Otherwise, the overhead will offset the improvement.
Unfortunately, data from perf for content_shell on Nexus7 shows that SkDeferredCanvas::isFullFrame
is far from cheap. Table below shows that how much isFullFrame() costs in the whole render process.
benchmark percentage
my local benchmark(draw 1000 sprites) 4.1%
speedReading 2.8%
FishIETank(1000 fishes) 1.5%
GUIMark3 Bitmap 2.0%
By contrast, real recording (SkGPipeCanvas::drawBitmapRectToRect) and real rasterization
(GrDrawTarget::drawRect) cost ~4% and ~6% in the whole render process respectively. Apparently,
SkDeferredCanvas::isFullFrame() is nontrivial.
getDeviceSize() is the main contributor to this hotspot. The change simply save the canvasSize and
reuse it among drawings if it is not a fresh frame. This change cut off ~65% (or improved ~2 times)
of isFullFrame().
telemetry smoothness canvas_tough_test didn't show obvious improvement or regression.
BUG=411166
Committed: https://skia.googlesource.com/skia/+/8e45c3777d886ba3fe239bb549d06b0693692152R=junov@chromium.org, tomhudson@google.com, reed@google.com
Author: yunchao.he@intel.com
Review URL: https://codereview.chromium.org/545813002
Reason for revert:
This is leaking memory:
http://108.170.220.120:10117/builders/Test-Ubuntu13.10-GCE-NoGPU-x86_64-Debug-ASAN/builds/2516/steps/RunDM/logs/stdio
Original issue's description:
> Picture Recording: fix the performance bottleneck in SkDeferredCanvas::isFullFrame
>
> blink skips all pending commands during picture recording if it is drawing an opaque full-frame
> geometry or image. This may improve performance for some edge cases. To recognize an opaque
> full-frame drawing should be cheap enough. Otherwise, the overhead will offset the improvement.
> Unfortunately, data from perf for content_shell on Nexus7 shows that SkDeferredCanvas::isFullFrame
> is far from cheap. Table below shows that how much isFullFrame() costs in the whole render process.
>
> benchmark percentage
> my local benchmark(draw 1000 sprites) 4.1%
> speedReading 2.8%
> FishIETank(1000 fishes) 1.5%
> GUIMark3 Bitmap 2.0%
>
> By contrast, real recording (SkGPipeCanvas::drawBitmapRectToRect) and real rasterization
> (GrDrawTarget::drawRect) cost ~4% and ~6% in the whole render process respectively. Apparently,
> SkDeferredCanvas::isFullFrame() is nontrivial.
>
> getDeviceSize() is the main contributor to this hotspot. The change simply save the canvasSize and
> reuse it among drawings if it is not a fresh frame. This change cut off ~65% (or improved ~2 times)
> of isFullFrame().
>
> telemetry smoothness canvas_tough_test didn't show obvious improvement or regression.
>
> BUG=411166
>
> Committed: https://skia.googlesource.com/skia/+/8e45c3777d886ba3fe239bb549d06b0693692152R=junov@chromium.org, tomhudson@google.com, reed@google.com, yunchao.he@intel.comTBR=junov@chromium.org, reed@google.com, tomhudson@google.com, yunchao.he@intel.com
NOTREECHECKS=true
NOTRY=true
BUG=411166
Author: mtklein@google.com
Review URL: https://codereview.chromium.org/571053002
blink skips all pending commands during picture recording if it is drawing an opaque full-frame
geometry or image. This may improve performance for some edge cases. To recognize an opaque
full-frame drawing should be cheap enough. Otherwise, the overhead will offset the improvement.
Unfortunately, data from perf for content_shell on Nexus7 shows that SkDeferredCanvas::isFullFrame
is far from cheap. Table below shows that how much isFullFrame() costs in the whole render process.
benchmark percentage
my local benchmark(draw 1000 sprites) 4.1%
speedReading 2.8%
FishIETank(1000 fishes) 1.5%
GUIMark3 Bitmap 2.0%
By contrast, real recording (SkGPipeCanvas::drawBitmapRectToRect) and real rasterization
(GrDrawTarget::drawRect) cost ~4% and ~6% in the whole render process respectively. Apparently,
SkDeferredCanvas::isFullFrame() is nontrivial.
getDeviceSize() is the main contributor to this hotspot. The change simply save the canvasSize and
reuse it among drawings if it is not a fresh frame. This change cut off ~65% (or improved ~2 times)
of isFullFrame().
telemetry smoothness canvas_tough_test didn't show obvious improvement or regression.
BUG=411166
R=junov@chromium.org, tomhudson@google.com, reed@google.com
Author: yunchao.he@intel.com
Review URL: https://codereview.chromium.org/545813002
This adds SkResourceCache::Remove() which will remove a resource from
its cache. The resource is required to be unlocked at the time Remove()
is called.
Then SkBitmapCache::Find() makes use of this to Remove() bitmaps from
the cache whose pixels have been evicted. This allows the bitmap to be
re-added to the cache with pixels again.
After this change, background a tab (and discarding all the bitmaps'
contents) no longer disables image caching for those discarded images
once the tab is visible again.
BUG=skia:2926
NOTRY=true
R=reed@android.com, tomhudson@google.com, reed@google.com
Author: danakj@chromium.org
Review URL: https://codereview.chromium.org/561953002
There are two ways negative sigma values may occur: in
the original filter parameters, or after multiplication
by a negative scaling CTM. The former case is
invalid according to the spec, so we continue to check
for it at validation time. In the latter case, we should
interpret it as a horizontal flip in the kernel pixel
access, and simply take the absolute value (since the
filter kernel is symmetric).
Also refactor all this logic into a single place for the
CPU, GPU and onFilterBounds() paths.
BUG=https://code.google.com/p/chromium/issues/detail?id=409602R=sugoi@google.com, reed@google.com, sugoi@chromium.org
Author: senorblanco@chromium.org
Review URL: https://codereview.chromium.org/555603002
This has the nice property of being able to double-check hashes after the fact.
mtklein@mtklein ~/skia (hash-png)> md5sum bad/8888/3x3bitmaprect.png
deede70ab2f34067d461fb4a93332d4c bad/8888/3x3bitmaprect.png
mtklein@mtklein ~/skia (hash-png)> grep 3x3bitmaprect_8888 bad/dm.json
"3x3bitmaprect_8888" : "deede70ab2f34067d461fb4a93332d4c",
I have checked that no two premultiplied colors map to the same unpremultiplied
color (math nerds: unpremultiplication is injective), so a change in
premultiplied SkBitmap will always imply a change in the encoded
unpremultiplied .png. This means, it's safe to hash .pngs; we won't miss
subtle changes.
BUG=skia:
R=jcgregorio@google.com, stephana@google.com, mtklein@google.com
Author: mtklein@chromium.org
Review URL: https://codereview.chromium.org/549203003
SkTaskGroup is like SkThreadPool except the threads stay in
one global pool. Each SkTaskGroup itself is tiny (4 bytes)
and its wait() method applies only to tasks add()ed to that
instance, not the whole thread pool.
This means we don't need to bring up new thread pools when
tests themselves want to use multithreading (e.g. pathops,
quilt). We just create a new SkTaskGroup and wait for that
to complete. This should be more efficient, and allow us
to expand where we use threads to really latency sensitive
places. E.g. we can probably now use these in nanobench
for CPU .skp rendering.
Now that all threads are sharing the same pool, I think we
can remove most of the custom mechanism pathops tests use
to control threading. They'll just ride on the global pool
with all other tests now.
This (temporarily?) removes the GPU multithreading feature
from DM, which we don't use.
On my desktop, DM runs a little faster (57s -> 55s) in
Debug, and a lot faster in Release (36s -> 24s). The bots
show speedups of similar proportions, cutting more than a
minute off the N4/Release and Win7/Debug runtimes.
BUG=skia:
Committed: https://skia.googlesource.com/skia/+/9c7207b5dc71dc5a96a2eb107d401133333d5b6fR=caryclark@google.com, bsalomon@google.com, bungeman@google.com, mtklein@google.com, reed@google.com
Author: mtklein@chromium.org
Review URL: https://codereview.chromium.org/531653002
Reason for revert:
Leaks, leaks, leaks.
Original issue's description:
> SkThreadPool ~~> SkTaskGroup
>
> SkTaskGroup is like SkThreadPool except the threads stay in
> one global pool. Each SkTaskGroup itself is tiny (4 bytes)
> and its wait() method applies only to tasks add()ed to that
> instance, not the whole thread pool.
>
> This means we don't need to bring up new thread pools when
> tests themselves want to use multithreading (e.g. pathops,
> quilt). We just create a new SkTaskGroup and wait for that
> to complete. This should be more efficient, and allow us
> to expand where we use threads to really latency sensitive
> places. E.g. we can probably now use these in nanobench
> for CPU .skp rendering.
>
> Now that all threads are sharing the same pool, I think we
> can remove most of the custom mechanism pathops tests use
> to control threading. They'll just ride on the global pool
> with all other tests now.
>
> This (temporarily?) removes the GPU multithreading feature
> from DM, which we don't use.
>
> On my desktop, DM runs a little faster (57s -> 55s) in
> Debug, and a lot faster in Release (36s -> 24s). The bots
> show speedups of similar proportions, cutting more than a
> minute off the N4/Release and Win7/Debug runtimes.
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/9c7207b5dc71dc5a96a2eb107d401133333d5b6fR=caryclark@google.com, bsalomon@google.com, bungeman@google.com, reed@google.com, mtklein@chromium.orgTBR=bsalomon@google.com, bungeman@google.com, caryclark@google.com, mtklein@chromium.org, reed@google.com
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Author: mtklein@google.com
Review URL: https://codereview.chromium.org/533393002
SkTaskGroup is like SkThreadPool except the threads stay in
one global pool. Each SkTaskGroup itself is tiny (4 bytes)
and its wait() method applies only to tasks add()ed to that
instance, not the whole thread pool.
This means we don't need to bring up new thread pools when
tests themselves want to use multithreading (e.g. pathops,
quilt). We just create a new SkTaskGroup and wait for that
to complete. This should be more efficient, and allow us
to expand where we use threads to really latency sensitive
places. E.g. we can probably now use these in nanobench
for CPU .skp rendering.
Now that all threads are sharing the same pool, I think we
can remove most of the custom mechanism pathops tests use
to control threading. They'll just ride on the global pool
with all other tests now.
This (temporarily?) removes the GPU multithreading feature
from DM, which we don't use.
On my desktop, DM runs a little faster (57s -> 55s) in
Debug, and a lot faster in Release (36s -> 24s). The bots
show speedups of similar proportions, cutting more than a
minute off the N4/Release and Win7/Debug runtimes.
BUG=skia:
R=caryclark@google.com, bsalomon@google.com, bungeman@google.com, mtklein@google.com, reed@google.com
Author: mtklein@chromium.org
Review URL: https://codereview.chromium.org/531653002
Scale all images to the nearest rounded integer, and if there's still
any scaling factor left over, pass it on to the subsequent bilerp code.
Should avoid artifacts when tiling scaled images.
Original CL received an LGTM from reed; new version disabled tiling
in the downsamplebitmap GM; I verified that this fixes the issue
we were seeing there on non-neon androids.
BUG=skia:2888
R=reed@android.com
TBR=reed
Author: humper@google.com
Review URL: https://codereview.chromium.org/514383003
When calling cubicTo(a, b, c) and if the distance between fPrevPt and a
is too small, b is used instead of a to calculate the first tangent,
even if the distance between fPrevPt and b is too small.
In debug mode, this is causing an assertion to fail in
SkPathStroker::preJoinTo() and, in Release, the use of an
unitialized value.
The first patch set is adding a failing test.
The second one add the fix to SkPathStroker::cubicTo()
BUG=skia:2820
R=bsalomon@chromium.org, junov@chromium.org, reed@google.com, caryclark@google.com, bsalomon@google.com
Author: piotaixr@chromium.org
Review URL: https://codereview.chromium.org/460813002