I'm aware that colour banding is an old chestnut of a problem that has been discussed many times before with various solutions provided (which essentially boil down to use 32-bit throughout, or use dithering). In fact not so long ago I asked and subsequently answered my own SO question regarding this. Back then, I thought that the solution I put in the answer to that question (which is to apply setFormat(PixelFormat.RGBA_8888)
to the Window
and also to the Holder
in the case of a SurfaceView
) had solved the problem in my application for good. At least the solution made the gradient look very nice on the devices I was developing on back then (most probably Android 2.2).
I'm now developing with a HTC One X (Android 4.0) and an Asus Nexus 7 (Android 4.1). What I tried to do was apply a grey gradient to the entire area of a SurfaceView
. Even though I supposedly ensured that the containing Window
and the Holder
are configured for 32-bit colour, I get horrible banding artifacts. In fact, on the Nexus 7, I even see the artifacts move about. This occurs not only on the SurfaceView
which is of course continuously drawing, but also in a normal View
I added alongside to draw exactly the same gradient for test purposes, which would have drawn once. The way that these artifacts are there and also appear to move around of course looks absolutely awful, and it's actually like viewing an analogue TV with a poor signal. Both the View
and SurfaceView
exhibit exactly the same artifacts, which move around together.
My intention is to use 32-bit throughout, and not use dithering. I am under the impression that the Window
was 32-bit by default long before Android 4.0. By applying RGBA_8888
in the SurfaceView
I would have expected everything to have been 32-bit throughout, thus avoiding any artifacts.
I do note that there are some other questions on SO where people have observed that the RGBA_8888
no longer seems to be effective on the 4.0 / 4.1 platforms.
This is a screenshot from my Nexus 7, with a normal View
at the top and a SurfaceView
below, both applying the same gradient to the Canvas
. Of course, it does not show the artifacts as well as they do when looking at the display, and so it is probably fairly pointless showing this screen grab. I want to emphasise though that the banding really does look terrible on the screen of the Nexus. Edit: In fact, the screenshot really doesn't show the artifacts at all. The artifacts I'm seeing on the Nexus 7 aren't uniform banding; it looks random in nature.
The test Activity
used to create the above:
import android.app.Activity; import android.content.Context; import android.graphics.Canvas; import android.graphics.LinearGradient; import android.graphics.Paint; import android.graphics.PixelFormat; import android.graphics.Shader; import android.os.Bundle; import android.os.Handler; import android.view.SurfaceHolder; import android.view.SurfaceView; import android.view.View; import android.view.WindowManager; import android.view.SurfaceHolder.Callback; import android.widget.LinearLayout; public class GradientTest extends Activity { @Override public void onAttachedToWindow() { super.onAttachedToWindow(); getWindow().setFormat(PixelFormat.RGBA_8888); } @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); WindowManager.LayoutParams lp = new WindowManager.LayoutParams(); lp.copyFrom(getWindow().getAttributes()); lp.format = PixelFormat.RGBA_8888; getWindow().setAttributes(lp); LinearLayout ll = new LinearLayout(this); LinearLayout.LayoutParams params = new LinearLayout.LayoutParams(500,500); params.setMargins(20, 0, 0, 0); ll.addView(new GradientView(this), params); ll.addView(new GradientSurfaceView(this), params); ll.setOrientation(LinearLayout.VERTICAL); setContentView(ll); } public class GradientView extends View { public GradientView(Context context) { super(context); } @Override protected void onDraw(Canvas canvas) { Paint paint = new Paint(); paint.setStyle(Paint.Style.FILL); paint.setAntiAlias(false); paint.setFilterBitmap(false); paint.setDither(false); Shader shader = new LinearGradient( 0, 0, 0, 500, //new int[]{0xffafafaf, 0xff414141}, new int[]{0xff333333, 0xff555555}, null, Shader.TileMode.CLAMP ); paint.setShader(shader); canvas.drawRect(0,0,500,500, paint); } } public class GradientSurfaceView extends SurfaceView implements Callback { public GradientSurfaceView(Context context) { super(context); getHolder().setFormat(PixelFormat.RGBA_8888); // Ensure no banding on gradients SurfaceHolder holder = getHolder(); holder.addCallback(this); } Paint paint; private GraphThread thread; @Override public void surfaceCreated(SurfaceHolder holder) { holder.setFormat(PixelFormat.RGBA_8888); // Ensure no banding on gradients paint = new Paint(); paint.setStyle(Paint.Style.FILL); paint.setAntiAlias(false); paint.setFilterBitmap(false); paint.setDither(false); Shader shader = new LinearGradient( 0, 0, 0, 500, //new int[]{0xffafafaf, 0xff414141}, new int[]{0xff333333, 0xff555555}, null, Shader.TileMode.CLAMP ); paint.setShader(shader); thread = new GraphThread(holder, new Handler() ); thread.setName("GradientSurfaceView_thread"); thread.start(); } class GraphThread extends Thread { /** Handle to the surface manager object we interact with */ private SurfaceHolder mSurfaceHolder; public GraphThread(SurfaceHolder holder, Handler handler) { mSurfaceHolder = holder; holder.setFormat(PixelFormat.RGBA_8888); // Ensure no banding on gradients } @Override public void run() { Canvas c = null; while (true) { try { c = mSurfaceHolder.lockCanvas(); synchronized (mSurfaceHolder) { if (c != null){ c.drawRect(0,0,500,500, paint); } } } finally { if (c != null) { mSurfaceHolder.unlockCanvasAndPost(c); } } } } } @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { } @Override public void surfaceDestroyed(SurfaceHolder holder) { } } }
I have installed an application called Display Tester from Google Play. This application can be used to create test gradients on the screen. Although its gradients do not look perfect, they seem a bit better than what I have been able to achieve, which makes me wonder if there is a further measure I can do to prevent banding.
The other thing I note is that the Display Tester application reports that my Nexus' screen is 32-bit.
For information, I am explicitly enabling hardware acceleration. My SDK levels are:
<uses-sdk android:minSdkVersion="8" android:targetSdkVersion="15"></uses-sdk>
Another thing I notice is that the default gradient background for the Activity
, which I understand to be a feature of Holo, is also very banded. This also doesn't show at all in the screenshot. And, I also just noticed the banding of the background moves about briefly on my Nexus 7, in sympathy with the banding movement in my two Views
. If I create a completely new Android project with the default 'empty' Activity
, the Activity
shows a nasty banded gradient background on both my Nexus and HTC One X. Is this normal? I understand that this black / purple gradient default background is what an Activity
shall have if hardware acceleration is enabled. Well, regardless of whether hardware acceleration is enabled or not, I see the same nasty banded Activity
background gradient. This even happens in my empty test project, whose target SDK is 15. To clarify, the way I am enabling or disabling hardware acceleration is explicitly using android:hardwareAccelerated="true"
and android:hardwareAccelerated="false"
.
I'm not sure if my observation about the Holo black / purple Activity
gradient background has anything to do with my primary question, but it does seem oddly related. It's also odd that it looks such poor quality (i.e. banded) and looks the same regardless of whether hardware acceleration is turned on. So, a secondary question would be: When you have an Activity
with the default Holo gradient background, and for each case of hardware acceleration being explicity enabled and then disabled, should this gradient background (a) be present and (b) look perfectly smooth? I would ask this in a separate question, but again, it seems related.
So, in summary: The basic problem I have is that applying a gradient background to a SurfaceView
simply cannot be done, it seems, on my Nexus 7. It's not just banding that's the problem (which I could happily put up with if it were just that); it's actually the fact that the banding is random in nature on each draw. This means that a SurfaceView
that constantly redraws ends up having a moving, fuzzy background.
Factors that set the stage for noticeable banding:Big differences in brightness across gradients. Strong adjustments in contrast or saturation made to high resolution files working in 8-bit image mode and/or sRGB color space.
Avoid banding by making a well-exposed photograph and saving it as an uncompressed RAW file. To fix color banding, make subtle edits and limit how much you compress the photo when exporting as a JPEG. If banding is harsh and distracting, try disguising it by adding a blur and some noise to the area.
This issue is called “color banding” and it happens when values within a gradient get pushed so much that there is no color/value in the file to actually represent the mathematical change you've applied with a tool in Photoshop. Basically, when this happens it means you are hitting the boundaries of your file.
Colour banding is a subtle form of posterization in digital images, caused by the color of each pixel being rounded to the nearest of the digital color levels. While posterization is often done for artistic effect, colour banding is an undesired artifact.
Just to wrap this up with an answer, the conclusion I have reached is that the Nexus 7 just has some hardware / firmware issue which means that it is utterly pants at rendering gradients.
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