Improve Stretch shader performance more
Refactor stretch shader to always work in
skia's coordinate system instead of normalizing
the input coordinates.
Improves performance on coral by approximately 10-20% across
various use cases on top of the branching refactoring
perf improvements
~1k fps to ~1.1k fps on non-surfaceview cases
~500 fps to ~600 fps o surfaceview cases
Bug: 187718492
Test: manual
Change-Id: I0b36f48699739979948bfec160a8aa64fc80b7a7
diff --git a/libs/hwui/effects/StretchEffect.cpp b/libs/hwui/effects/StretchEffect.cpp
index df480af..807fb75 100644
--- a/libs/hwui/effects/StretchEffect.cpp
+++ b/libs/hwui/effects/StretchEffect.cpp
@@ -94,13 +94,14 @@
float uStretchAffectedDist,
float uInverseStretchAffectedDist,
float distanceStretched,
- float interpolationStrength
+ float interpolationStrength,
+ float viewportDimension
) {
float offsetPos = inPos - reverseStretchDist;
float posBasedVariation = mix(
1. ,easeIn(offsetPos, uInverseStretchAffectedDist), interpolationStrength);
float stretchIntensity = (-overscroll) * posBasedVariation;
- return 1 - (distanceStretched - (offsetPos / (1. + stretchIntensity)));
+ return viewportDimension - (distanceStretched - (offsetPos / (1. + stretchIntensity)));
}
// Prefer usage of return values over out parameters as it enables
@@ -113,7 +114,8 @@
float uInverseStretchAffectedDist,
float distanceStretched,
float distanceDiff,
- float interpolationStrength
+ float interpolationStrength,
+ float viewportDimension
) {
if (overscroll > 0) {
if (inPos <= uStretchAffectedDist) {
@@ -129,7 +131,7 @@
return distanceDiff + inPos;
}
} else if (overscroll < 0) {
- float stretchAffectedDist = 1. - uStretchAffectedDist;
+ float stretchAffectedDist = viewportDimension - uStretchAffectedDist;
if (inPos >= stretchAffectedDist) {
return computeOverscrollEnd(
inPos,
@@ -138,7 +140,8 @@
uStretchAffectedDist,
uInverseStretchAffectedDist,
distanceStretched,
- interpolationStrength
+ interpolationStrength,
+ viewportDimension
);
} else {
return -distanceDiff + inPos;
@@ -149,12 +152,11 @@
}
vec4 main(vec2 coord) {
- // Normalize SKSL pixel coordinate into a unit vector
- float inU = coord.x / viewportWidth;
- float inV = coord.y / viewportHeight;
+ float inU = coord.x;
+ float inV = coord.y;
float outU;
float outV;
- // Add the normalized scroll position within scrolling list
+
inU += uScrollX;
inV += uScrollY;
outU = computeOverscroll(
@@ -164,7 +166,8 @@
uInverseDistanceStretchedX,
uDistanceStretchedX,
uDistDiffX,
- uInterpolationStrength
+ uInterpolationStrength,
+ viewportWidth
);
outV = computeOverscroll(
inV,
@@ -173,15 +176,15 @@
uInverseDistanceStretchedY,
uDistanceStretchedY,
uDistDiffY,
- uInterpolationStrength
+ uInterpolationStrength,
+ viewportHeight
);
- coord.x = outU * viewportWidth;
- coord.y = outV * viewportHeight;
+ coord.x = outU;
+ coord.y = outV;
return sample(uContentTexture, coord);
})");
static const float ZERO = 0.f;
-static const float CONTENT_DISTANCE_STRETCHED = 1.f;
static const float INTERPOLATION_STRENGTH_VALUE = 0.7f;
sk_sp<SkShader> StretchEffect::getShader(float width, float height,
@@ -192,12 +195,12 @@
float normOverScrollDistX = mStretchDirection.x();
float normOverScrollDistY = mStretchDirection.y();
- float distanceStretchedX = CONTENT_DISTANCE_STRETCHED / (1 + abs(normOverScrollDistX));
- float distanceStretchedY = CONTENT_DISTANCE_STRETCHED / (1 + abs(normOverScrollDistY));
- float inverseDistanceStretchedX = 1.f / CONTENT_DISTANCE_STRETCHED;
- float inverseDistanceStretchedY = 1.f / CONTENT_DISTANCE_STRETCHED;
- float diffX = distanceStretchedX - CONTENT_DISTANCE_STRETCHED;
- float diffY = distanceStretchedY - CONTENT_DISTANCE_STRETCHED;
+ float distanceStretchedX = width / (1 + abs(normOverScrollDistX));
+ float distanceStretchedY = height / (1 + abs(normOverScrollDistY));
+ float inverseDistanceStretchedX = 1.f / width;
+ float inverseDistanceStretchedY = 1.f / height;
+ float diffX = distanceStretchedX - width;
+ float diffY = distanceStretchedY - height;
if (mBuilder == nullptr) {
mBuilder = std::make_unique<SkRuntimeShaderBuilder>(getStretchEffect());
@@ -206,8 +209,8 @@
mBuilder->child("uContentTexture") = snapshotImage->makeShader(
SkTileMode::kClamp, SkTileMode::kClamp, SkSamplingOptions(SkFilterMode::kLinear));
mBuilder->uniform("uInterpolationStrength").set(&INTERPOLATION_STRENGTH_VALUE, 1);
- mBuilder->uniform("uStretchAffectedDistX").set(&CONTENT_DISTANCE_STRETCHED, 1);
- mBuilder->uniform("uStretchAffectedDistY").set(&CONTENT_DISTANCE_STRETCHED, 1);
+ mBuilder->uniform("uStretchAffectedDistX").set(&width, 1);
+ mBuilder->uniform("uStretchAffectedDistY").set(&height, 1);
mBuilder->uniform("uDistanceStretchedX").set(&distanceStretchedX, 1);
mBuilder->uniform("uDistanceStretchedY").set(&distanceStretchedY, 1);
mBuilder->uniform("uInverseDistanceStretchedX").set(&inverseDistanceStretchedX, 1);