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
)
125 lines
4.0 KiB
C++
125 lines
4.0 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_RENDERENGINE_H_
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#define SF_RENDERENGINE_H_
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#include <stdint.h>
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#include <sys/types.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include <ui/mat4.h>
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#include <Transform.h>
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#define EGL_NO_CONFIG ((EGLConfig)0)
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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 Rect;
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class Region;
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class Mesh;
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class Texture;
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class RenderEngine {
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enum GlesVersion {
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GLES_VERSION_1_0 = 0x10000,
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GLES_VERSION_1_1 = 0x10001,
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GLES_VERSION_2_0 = 0x20000,
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GLES_VERSION_3_0 = 0x30000,
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};
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static GlesVersion parseGlesVersion(const char* str);
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EGLConfig mEGLConfig;
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EGLContext mEGLContext;
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void setEGLHandles(EGLConfig config, EGLContext ctxt);
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virtual void bindImageAsFramebuffer(EGLImageKHR image, uint32_t* texName, uint32_t* fbName, uint32_t* status) = 0;
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virtual void unbindFramebuffer(uint32_t texName, uint32_t fbName) = 0;
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protected:
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RenderEngine();
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virtual ~RenderEngine() = 0;
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public:
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static RenderEngine* create(EGLDisplay display, int hwcFormat);
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static EGLConfig chooseEglConfig(EGLDisplay display, int format);
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// dump the extension strings. always call the base class.
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virtual void dump(String8& result);
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// helpers
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void flush();
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void clearWithColor(float red, float green, float blue, float alpha);
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void fillRegionWithColor(const Region& region, uint32_t height,
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float red, float green, float blue, float alpha);
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// common to all GL versions
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void setScissor(uint32_t left, uint32_t bottom, uint32_t right, uint32_t top);
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void disableScissor();
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void genTextures(size_t count, uint32_t* names);
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void deleteTextures(size_t count, uint32_t const* names);
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void readPixels(size_t l, size_t b, size_t w, size_t h, uint32_t* pixels);
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class BindImageAsFramebuffer {
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RenderEngine& mEngine;
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uint32_t mTexName, mFbName;
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uint32_t mStatus;
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public:
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BindImageAsFramebuffer(RenderEngine& engine, EGLImageKHR image);
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~BindImageAsFramebuffer();
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int getStatus() const;
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};
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// set-up
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virtual void checkErrors() const;
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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) = 0;
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virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, int alpha) = 0;
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virtual void setupDimLayerBlending(int alpha) = 0;
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virtual void setupLayerTexturing(const Texture& texture) = 0;
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virtual void setupLayerBlackedOut() = 0;
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virtual void setupFillWithColor(float r, float g, float b, float a) = 0;
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virtual mat4 setupColorTransform(const mat4& /* colorTransform */) {
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return mat4();
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}
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virtual void disableTexturing() = 0;
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virtual void disableBlending() = 0;
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// drawing
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virtual void drawMesh(const Mesh& mesh) = 0;
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// queries
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virtual size_t getMaxTextureSize() const = 0;
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virtual size_t getMaxViewportDims() const = 0;
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EGLConfig getEGLConfig() const;
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EGLContext getEGLContext() 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_RENDERENGINE_H_ */
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