8e8eba5091
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
(cherry picked from commit f008799d37
)
78 lines
2.1 KiB
C++
78 lines
2.1 KiB
C++
/*
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* Copyright 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <GLES2/gl2.h>
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#include "Texture.h"
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#ifndef SF_RENDER_ENGINE_DESCRIPTION_H_
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#define SF_RENDER_ENGINE_DESCRIPTION_H_
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namespace android {
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class Program;
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/*
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* This holds the state of the rendering engine. This class is used
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* to generate a corresponding GLSL program and set the appropriate
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* uniform.
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*
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* Program and ProgramCache are friends and access the state directly
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*/
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class Description {
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friend class Program;
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friend class ProgramCache;
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// value of the plane-alpha, between 0 and 1
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GLclampf mPlaneAlpha;
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// whether textures are premultiplied
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bool mPremultipliedAlpha;
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// whether this layer is marked as opaque
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bool mOpaque;
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// Texture this layer uses
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Texture mTexture;
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bool mTextureEnabled;
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// color used when texturing is disabled
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GLclampf mColor[4];
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// projection matrix
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mat4 mProjectionMatrix;
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bool mColorMatrixEnabled;
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mat4 mColorMatrix;
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public:
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Description();
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~Description();
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void setPlaneAlpha(GLclampf planeAlpha);
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void setPremultipliedAlpha(bool premultipliedAlpha);
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void setOpaque(bool opaque);
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void setTexture(const Texture& texture);
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void disableTexture();
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void setColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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void setProjectionMatrix(const mat4& mtx);
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void setColorMatrix(const mat4& mtx);
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const mat4& getColorMatrix() const;
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private:
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bool mUniformsDirty;
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};
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} /* namespace android */
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#endif /* SF_RENDER_ENGINE_DESCRIPTION_H_ */
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