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
)
90 lines
2.7 KiB
C++
90 lines
2.7 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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#ifndef SF_GLES20RENDERENGINE_H_
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#define SF_GLES20RENDERENGINE_H_
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#include <stdint.h>
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#include <sys/types.h>
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#include <GLES2/gl2.h>
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#include <Transform.h>
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#include "RenderEngine.h"
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#include "ProgramCache.h"
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#include "Description.h"
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// ---------------------------------------------------------------------------
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namespace android {
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// ---------------------------------------------------------------------------
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class String8;
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class Mesh;
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class Texture;
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class GLES20RenderEngine : public RenderEngine {
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GLuint mProtectedTexName;
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GLint mMaxViewportDims[2];
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GLint mMaxTextureSize;
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GLuint mVpWidth;
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GLuint mVpHeight;
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struct Group {
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GLuint texture;
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GLuint fbo;
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GLuint width;
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GLuint height;
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mat4 colorTransform;
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};
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Description mState;
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Vector<Group> mGroupStack;
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virtual void bindImageAsFramebuffer(EGLImageKHR image,
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uint32_t* texName, uint32_t* fbName, uint32_t* status);
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virtual void unbindFramebuffer(uint32_t texName, uint32_t fbName);
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public:
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GLES20RenderEngine();
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protected:
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virtual ~GLES20RenderEngine();
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virtual void dump(String8& result);
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virtual void setViewportAndProjection(size_t vpw, size_t vph,
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Rect sourceCrop, size_t hwh, bool yswap, Transform::orientation_flags rotation);
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virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, int alpha);
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virtual void setupDimLayerBlending(int alpha);
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virtual void setupLayerTexturing(const Texture& texture);
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virtual void setupLayerBlackedOut();
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virtual void setupFillWithColor(float r, float g, float b, float a);
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virtual mat4 setupColorTransform(const mat4& colorTransform);
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virtual void disableTexturing();
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virtual void disableBlending();
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virtual void drawMesh(const Mesh& mesh);
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virtual size_t getMaxTextureSize() const;
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virtual size_t getMaxViewportDims() const;
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};
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// ---------------------------------------------------------------------------
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}; // namespace android
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// ---------------------------------------------------------------------------
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#endif /* SF_GLES20RENDERENGINE_H_ */
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