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Farzin Kazemzadeh
platform_frameworks_base-old
Commits
a83633a9
Commit
a83633a9
authored
1 year ago
by
Brian Osman
Committed by
Android (Google) Code Review
1 year ago
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Merge "Fix "fancy" characters in RuntimeShader Javadoc comments" into main
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9894454f
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graphics/java/android/graphics/RuntimeShader.java
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8 additions, 8 deletions
graphics/java/android/graphics/RuntimeShader.java
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8 deletions
graphics/java/android/graphics/RuntimeShader.java
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a83633a9
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@@ -49,11 +49,11 @@ import libcore.util.NativeAllocationRegistry;
* possible antialiasing logic for border pixels).</li>
* <li>Logic for the {@link Shader}, {@link ColorFilter}, and {@link BlendMode} on the
* {@link Paint}.</li>
* <li>Color space conversion code, as part of Android
’
s color management.</li>
* <li>Color space conversion code, as part of Android
'
s color management.</li>
* </ul>
*
* <p>A {@link RuntimeShader}, like other {@link Shader} types, effectively contributes a function
* to the GPU
’
s fragment shader.</p>
* to the GPU
'
s fragment shader.</p>
*
* <h3>AGSL Shader Execution</h3>
* <p>Just like a GLSL shader, an AGSL shader begins execution in a main function. Unlike GLSL, the
...
...
@@ -78,10 +78,10 @@ import libcore.util.NativeAllocationRegistry;
* {@link ColorSpace} for an AGSL shader is defined to be the color space of the destination, which
* in most cases is determined by {@link Window#setColorMode(int)}.</p>
*
* <p>When authoring an AGSL shader, you won
’
t know what the working color space is. For many
* <p>When authoring an AGSL shader, you won
'
t know what the working color space is. For many
* effects, this is fine because by default color inputs are automatically converted into the
* working color space. For certain effects, it may be important to do some math in a fixed, known
* color space. A common example is lighting
–
to get physically accurate lighting, math should be
* color space. A common example is lighting
-
to get physically accurate lighting, math should be
* done in a linear color space. To help with this, AGSL provides two intrinsic functions that
* convert colors between the working color space and the
* {@link ColorSpace.Named#LINEAR_EXTENDED_SRGB} color space:
...
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@@ -93,7 +93,7 @@ import libcore.util.NativeAllocationRegistry;
* <h3>AGSL and Premultiplied Alpha</h3>
* <p>When dealing with transparent colors, there are two (common) possible representations:
* straight (unassociated) alpha and premultiplied (associated) alpha. In ASGL the color returned
* by the main function is expected to be premultiplied. AGSL
’
s use of premultiplied alpha
* by the main function is expected to be premultiplied. AGSL
'
s use of premultiplied alpha
* implies:
* </p>
*
...
...
@@ -101,7 +101,7 @@ import libcore.util.NativeAllocationRegistry;
* <li>If your AGSL shader will return transparent colors, be sure to multiply the RGB by A. The
* resulting color should be [R*A, G*A, B*A, A], not [R, G, B, A].</li>
* <li>For more complex shaders, you must understand which of your colors are premultiplied vs.
* straight. Many operations don
’
t make sense if you mix both kinds of color together.</li>
* straight. Many operations don
'
t make sense if you mix both kinds of color together.</li>
* </ul>
*
* <h3>Uniforms</h3>
...
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@@ -224,7 +224,7 @@ import libcore.util.NativeAllocationRegistry;
* shader uniform is undefined if it is declared in the AGSL shader but not initialized.</p>
*
* <p>Although most {@link BitmapShader}s contain colors that should be color managed, some contain
* data that isn
’
t actually colors. This includes bitmaps storing normals, material properties
* data that isn
'
t actually colors. This includes bitmaps storing normals, material properties
* (e.g. roughness), heightmaps, or any other purely mathematical data that happens to be stored in
* a bitmap. When using these kinds of shaders in AGSL, you probably want to initialize them with
* {@link #setInputBuffer(String, BitmapShader)}. Shaders initialized this way work much like
...
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@@ -237,7 +237,7 @@ import libcore.util.NativeAllocationRegistry;
*
* <p>In addition, when sampling from a {@link BitmapShader} be aware that the shader does not use
* normalized coordinates (like a texture in GLSL). It uses (0, 0) in the upper-left corner, and
* (width, height) in the bottom-right corner. Normally, this is exactly what you want. If you
’
re
* (width, height) in the bottom-right corner. Normally, this is exactly what you want. If you
'
re
* evaluating the shader with coordinates based on the ones passed to your AGSL program, the scale
* is correct. However, if you want to adjust those coordinates (to do some kind of re-mapping of
* the bitmap), remember that the coordinates are local to the canvas.</p>
...
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