Commit Graph

6 Commits

Author SHA1 Message Date
Byunghun Jeon 987034b563 SurfaceFlinger: Native changes to add blur effect
Native changes to add blur-behind and blur mask effect

Change-Id: I54faf82d750e8299de6d261f6a893ab26d08df84

SurfaceFlinger: Adding template for LayerBlur files

Change-Id: I444009113b7bdd6c5284863fd1f56358e67d9fe6

SurfaceFlinger: Featurize libuiblur module for OSS build

Change-Id: Ifdc176e699434125d17b111c044b8ba954cf717c
2015-11-08 01:07:13 -08:00
Dan Stoza f008799d37 SF: Skip render-to-texture for color transforms
In cases where SurfaceFlinger is applying a color matrix (usually for
accessibility features), we previously would perform a render-to-
texture for the initial composition, and then apply the matrix during
a copy to the framebuffer. This changes that behavior to just apply the
matrix during composition without a render-to-texture pass.

This may result in a perceived change of the image in cases with alpha
blending, since the blending is performed at a different stage of the
pipeline and the system effectively performs non-linear blends.
However, neither this nor the prior render-to-texture pass is strictly
correct in that regard, and this approach is less error-prone and
likely faster.

Change-Id: I2110ff0374f61d76df7b087dde8a1ed98990440c
2015-05-27 13:32:51 -07:00
Mathias Agopian ff2ed70fa3 color blindness enhancement
This is an attempt at improving the experience of
users with color vision impairement.

At this time this feature can only be enabled for
debugging:

  adb shell service call SurfaceFlinger 1014 i32 PARAM

  with PARAM:
   0 : disabled
   1 : protanomaly/protanopia simulation
   2 : deuteranomaly/deuteranopia simulation
   3 : tritanopia/tritanomaly simulation
  11, 12, 13: same as above w/ attempted correction/enhancement

The enhancement algorithm tries to spread the "error"
such that tones that would otherwise appear similar can be
distinguished.

Bug: 9465644

Change-Id: I860f7eed0cb81f54ef9cf24ad78155b6395ade48
2013-09-04 22:11:15 -07:00
Mathias Agopian a8c386f1c3 switch to use mat4
Change-Id: I8283a989cfd2b74d53958150bc90298bc083fee7
2013-08-26 20:42:07 -07:00
Mathias Agopian 49457ac092 Encapsulate textures into their own Texture class
the main reason for doing this is so that we can have
access to informations about a texture (like its dimension)
close to where we generate and use shaders in ES 2.0.
Previously, there wasn't any way to get to a texture's size
from a RenderEngine implementation.

Bug: 8679321

Change-Id: I388b338a70d07e3e8177dde248710ea1e4c82dff
2013-08-16 16:29:02 -07:00
Mathias Agopian 3f84483382 SurfaceFlinger now uses GLES 2.x when available
Bug: 8679321

Change-Id: I2b152d01fb4e2de2ea9fe87f1ddbd6826d7520d7
2013-08-13 16:07:45 -07:00