Support auto-dark for VectorDrawable
Also fixes a bug where non-animatable properties (colorfilter)
weren't captured at record-time
Test: poked around, quick settings doesn't look awful
Change-Id: I57312dd5eb70f477814a4d898963ee010153c243
diff --git a/libs/hwui/VectorDrawable.cpp b/libs/hwui/VectorDrawable.cpp
index 9f82d0f..dbbe9f3 100644
--- a/libs/hwui/VectorDrawable.cpp
+++ b/libs/hwui/VectorDrawable.cpp
@@ -458,29 +458,22 @@
mStagingCache.dirty = false;
}
- SkPaint tmpPaint;
- SkPaint* paint = updatePaint(&tmpPaint, &mStagingProperties);
+ SkPaint paint;
+ getPaintFor(&paint, mStagingProperties);
outCanvas->drawBitmap(*mStagingCache.bitmap, 0, 0, mStagingCache.bitmap->width(),
mStagingCache.bitmap->height(), mStagingProperties.getBounds().left(),
mStagingProperties.getBounds().top(),
mStagingProperties.getBounds().right(),
- mStagingProperties.getBounds().bottom(), paint);
+ mStagingProperties.getBounds().bottom(), &paint);
}
-SkPaint* Tree::getPaint() {
- return updatePaint(&mPaint, &mProperties);
-}
-
-// Update the given paint with alpha and color filter. Return nullptr if no color filter is
-// specified and root alpha is 1. Otherwise, return updated paint.
-SkPaint* Tree::updatePaint(SkPaint* outPaint, TreeProperties* prop) {
+void Tree::getPaintFor(SkPaint* outPaint, const TreeProperties &prop) const {
// HWUI always draws VD with bilinear filtering.
outPaint->setFilterQuality(kLow_SkFilterQuality);
- if (prop->getRootAlpha() < 1.0f || prop->getColorFilter() != nullptr) {
- outPaint->setColorFilter(sk_ref_sp(prop->getColorFilter()));
- outPaint->setAlpha(prop->getRootAlpha() * 255);
+ if (prop.getRootAlpha() < 1.0f || prop.getColorFilter() != nullptr) {
+ outPaint->setColorFilter(sk_ref_sp(prop.getColorFilter()));
+ outPaint->setAlpha(prop.getRootAlpha() * 255);
}
- return outPaint;
}
Bitmap& Tree::getBitmapUpdateIfDirty() {
@@ -553,11 +546,15 @@
mAtlasKey = INVALID_ATLAS_KEY;
}
-void Tree::draw(SkCanvas* canvas, const SkRect& bounds) {
+void Tree::draw(SkCanvas* canvas, const SkRect& bounds, const SkPaint& inPaint) {
+ // Update the paint for any animatable properties
+ SkPaint paint = inPaint;
+ paint.setAlpha(mProperties.getRootAlpha() * 255);
+
SkRect src;
sk_sp<SkSurface> vdSurface = mCache.getSurface(&src);
if (vdSurface) {
- canvas->drawImageRect(vdSurface->makeImageSnapshot().get(), src, bounds, getPaint(),
+ canvas->drawImageRect(vdSurface->makeImageSnapshot().get(), src, bounds, &paint,
SkCanvas::kFast_SrcRectConstraint);
} else {
// Handle the case when VectorDrawableAtlas has been destroyed, because of memory pressure.
@@ -570,7 +567,7 @@
int scaledWidth = SkScalarCeilToInt(mProperties.getScaledWidth());
int scaledHeight = SkScalarCeilToInt(mProperties.getScaledHeight());
canvas->drawBitmapRect(skiaBitmap, SkRect::MakeWH(scaledWidth, scaledHeight), bounds,
- getPaint(), SkCanvas::kFast_SrcRectConstraint);
+ &paint, SkCanvas::kFast_SrcRectConstraint);
mCache.clear();
markDirty();
}
@@ -620,6 +617,80 @@
}
}
+class MinMaxAverage {
+public:
+ void add(float sample) {
+ if (mCount == 0) {
+ mMin = sample;
+ mMax = sample;
+ } else {
+ mMin = std::min(mMin, sample);
+ mMax = std::max(mMax, sample);
+ }
+ mTotal += sample;
+ mCount++;
+ }
+
+ float average() { return mTotal / mCount; }
+
+ float min() { return mMin; }
+
+ float max() { return mMax; }
+
+ float delta() { return mMax - mMin; }
+
+private:
+ float mMin = 0.0f;
+ float mMax = 0.0f;
+ float mTotal = 0.0f;
+ int mCount = 0;
+};
+
+BitmapPalette Tree::computePalette() {
+ // TODO Cache this and share the code with Bitmap.cpp
+
+ ATRACE_CALL();
+
+ // TODO: This calculation of converting to HSV & tracking min/max is probably overkill
+ // Experiment with something simpler since we just want to figure out if it's "color-ful"
+ // and then the average perceptual lightness.
+
+ MinMaxAverage hue, saturation, value;
+ int sampledCount = 0;
+
+ // Sample a grid of 100 pixels to get an overall estimation of the colors in play
+ mRootNode->forEachFillColor([&](SkColor color) {
+ if (SkColorGetA(color) < 75) {
+ return;
+ }
+ sampledCount++;
+ float hsv[3];
+ SkColorToHSV(color, hsv);
+ hue.add(hsv[0]);
+ saturation.add(hsv[1]);
+ value.add(hsv[2]);
+ });
+
+ if (sampledCount == 0) {
+ ALOGV("VectorDrawable is mostly translucent");
+ return BitmapPalette::Unknown;
+ }
+
+ ALOGV("samples = %d, hue [min = %f, max = %f, avg = %f]; saturation [min = %f, max = %f, avg = "
+ "%f]; value [min = %f, max = %f, avg = %f]",
+ sampledCount, hue.min(), hue.max(), hue.average(), saturation.min(), saturation.max(),
+ saturation.average(), value.min(), value.max(), value.average());
+
+ if (hue.delta() <= 20 && saturation.delta() <= .1f) {
+ if (value.average() >= .5f) {
+ return BitmapPalette::Light;
+ } else {
+ return BitmapPalette::Dark;
+ }
+ }
+ return BitmapPalette::Unknown;
+}
+
}; // namespace VectorDrawable
}; // namespace uirenderer