replicant-frameworks_native/services/surfaceflinger/RenderEngine/RenderEngine.h
Dan Stoza 8e8eba5091 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
(cherry picked from commit f008799d37)
2015-05-28 13:35:39 -07:00

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