-
Notifications
You must be signed in to change notification settings - Fork 3.5k
Adds documentation for antialiasing with impeller #13370
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: main
Are you sure you want to change the base?
Changes from all commits
File filter
Filter by extension
Conversations
Jump to
Diff view
Diff view
There are no files selected for viewing
| Original file line number | Diff line number | Diff line change |
|---|---|---|
| @@ -0,0 +1,79 @@ | ||
| --- | ||
| title: Impeller anti-aliasing | ||
| description: How does Impeller perform anti-aliasing? | ||
| --- | ||
|
|
||
| Aliasing is the visual artifacts that result from drawing geometry to a grid of | ||
| pixels (rasterization). The artifacts show up as jagged or rough edges on | ||
| shapes. Impeller employs a couple techniques to smooth out the mapping to raster | ||
| graphics (anti-aliasing). | ||
|
|
||
| ## Techniques | ||
|
|
||
| ### Multisample anti-aliasing (MSAA) | ||
|
|
||
| [MSAA][] is a global anti-aliasing technique that operates on the whole contents | ||
| of the screen. It is an optimization over rendering the whole screen at a larger | ||
|
sfshaza2 marked this conversation as resolved.
|
||
| scale and shrinking it down ([SSAA][]). Instead of doing the fragment operation | ||
| for each fragment in a region, if it is determined they have the same coverage, | ||
| only one fragment operation is calculated. This limits smoothing to edges. | ||
| Mobile phone GPUs have special hardware to optimize this process ( | ||
| [Tiled rendering][]). It comes in varying degrees of how many samples to | ||
| consider. | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Not sure how you are defining "fragment operation". If it is "execution of a fragment program" then I don't think this is correct. For any given pixel I believe it only performs one fragment shader operation on the center of a pixel for any pixel, whether it has all the same MSAA coverage or not. The only thing that MSAA adds is which of the sub-samples it propagates that single result to. The text above implies that it only runs the fragment shader once for wholly enclosed interior pixels - and??? runs it multiple times for edge pixles? (I don't think it works that way). |
||
|
|
||
| On desktop and mobile 4x MSAA is used for all rendering calls. | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Perhaps mention the consequences of the MSAA #, such as "the quantization of the coverage for edge pixels is limited to the number of MSAA samples" (so edge pixels are always only one of 0%, 25%, 50%, 75%, or 100% covered with MSAA 4). |
||
|
|
||
| ### Signed distance fields ([SDFs][]) | ||
|
|
||
| Typically, hardware accelerated computer graphics define a series of points and | ||
| edges (a [mesh][]) and [shaders][]. Instead, SDF renders shapes in the fragment | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "... and the color sample for pixels is either 0% or 100% the result of the fragment shader (color source?) for each pixel depending on whether it falls in the mesh or not"...? |
||
| shader program as signed distance fields. Since the shape is defined in the | ||
| fragment shader the edges can be smoothed at the fragment level instead of | ||
| relying on the rasterization of a mesh. | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "smoothed ... by computing the coverage of the shape over each individual pixel at a high resolution (or precision?) and used to proportionally apply the color sample to that pixel"...? |
||
|
|
||
| On desktop, rendering with SDFs is enabled. On mobile platforms, SDFs are an | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. "... enabled by default"? |
||
| option that defaults to false. | ||
|
|
||
| This technique is prioritized on desktop because SDF rendering puts more demand | ||
| on the GPU and Flutter supports older mobile phones. Also, the physical pixel | ||
| sizes on desktop computers are typically bigger than those of mobile phones. So | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Desktop computers don't have pixels. ;) "desktop displays"? Perhaps provide some example statistics?
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Also, bigger in terms of field of view. Mobile phones are viewed closer than desktop displays, but their much higher pixel count still wins out in terms of pixel angular viewing angle thingy bopper... |
||
| any imperfection will be more evident there. | ||
|
|
||
| ### Examples | ||
|
|
||
| | No AA | MSAA 4x | MSAA 4x + SDF | | ||
| | ------------------------------------------- | ---------------------------------------------- | ------------------------------------------------------- | | ||
| |  |  |  | | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The images are subtle. One other option is to show a very slightly rotated line where the stepping is far more abrupt with MSAA and it is easy to see more steps with SDF. |
||
|
|
||
| ## Working with anti-aliasing | ||
|
|
||
| ### SDFs with the FragmentShader API | ||
|
|
||
| Standard primitive shapes in Flutter are drawn automatically with SDFs. If a | ||
|
Contributor
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. automatically -> by default unless the developer changes the "?antialiased?" setting in the Paint object...? |
||
| Flutter developer wants to define their own custom graphics with SDFs they can | ||
| do so with the [FragmentShader API][]. Using the [drawPath()][] is sufficient | ||
| for most use cases without resorting to high quality SDF rendering. Not all | ||
| drawn paths are guaranteed to result in SDF rendering though. | ||
|
sfshaza2 marked this conversation as resolved.
|
||
|
|
||
| An example of rendering SDFs with the FragmentShader API can be found at | ||
| [`simple_sdf`][]. | ||
|
|
||
| ### Enabling SDFs on iOS | ||
|
|
||
| SDFs can be enabled on iOS by adding a new field to the `Info.plist` for the | ||
| project. | ||
|
|
||
| ```xml | ||
| <key>FLTEnableSDFs</key> | ||
| <true/> | ||
| ``` | ||
|
|
||
| [MSAA]: https://en.wikipedia.org/wiki/Multisample_anti-aliasing | ||
| [SSAA]: https://en.wikipedia.org/wiki/Supersampling | ||
| [Tiled rendering]: https://en.wikipedia.org/wiki/Tiled_rendering | ||
| [SDFs]: https://en.wikipedia.org/wiki/Signed_distance_function | ||
| [mesh]: https://en.wikipedia.org/wiki/Polygon_mesh | ||
| [shaders]: https://en.wikipedia.org/wiki/Shader | ||
| [FragmentShader API]: /ui/design/graphics/fragment-shaders | ||
| [drawPath()]: {{site.api}}/flutter/dart-ui/Canvas/drawPath.html | ||
| [`simple_sdf`]: {{site.github}}/flutter/samples/tree/main/simple_sdf | ||
Uh oh!
There was an error while loading. Please reload this page.