replicant-frameworks_native/services/surfaceflinger/RenderEngine/Description.h
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

78 lines
2.1 KiB
C++

/*
* Copyright 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <GLES2/gl2.h>
#include "Texture.h"
#ifndef SF_RENDER_ENGINE_DESCRIPTION_H_
#define SF_RENDER_ENGINE_DESCRIPTION_H_
namespace android {
class Program;
/*
* This holds the state of the rendering engine. This class is used
* to generate a corresponding GLSL program and set the appropriate
* uniform.
*
* Program and ProgramCache are friends and access the state directly
*/
class Description {
friend class Program;
friend class ProgramCache;
// value of the plane-alpha, between 0 and 1
GLclampf mPlaneAlpha;
// whether textures are premultiplied
bool mPremultipliedAlpha;
// whether this layer is marked as opaque
bool mOpaque;
// Texture this layer uses
Texture mTexture;
bool mTextureEnabled;
// color used when texturing is disabled
GLclampf mColor[4];
// projection matrix
mat4 mProjectionMatrix;
bool mColorMatrixEnabled;
mat4 mColorMatrix;
public:
Description();
~Description();
void setPlaneAlpha(GLclampf planeAlpha);
void setPremultipliedAlpha(bool premultipliedAlpha);
void setOpaque(bool opaque);
void setTexture(const Texture& texture);
void disableTexture();
void setColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void setProjectionMatrix(const mat4& mtx);
void setColorMatrix(const mat4& mtx);
const mat4& getColorMatrix() const;
private:
bool mUniformsDirty;
};
} /* namespace android */
#endif /* SF_RENDER_ENGINE_DESCRIPTION_H_ */