f008799d37
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 |
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Description.cpp | ||
Description.h | ||
GLES10RenderEngine.cpp | ||
GLES10RenderEngine.h | ||
GLES11RenderEngine.cpp | ||
GLES11RenderEngine.h | ||
GLES20RenderEngine.cpp | ||
GLES20RenderEngine.h | ||
GLExtensions.cpp | ||
GLExtensions.h | ||
Mesh.cpp | ||
Mesh.h | ||
Program.cpp | ||
Program.h | ||
ProgramCache.cpp | ||
ProgramCache.h | ||
RenderEngine.cpp | ||
RenderEngine.h | ||
Texture.cpp | ||
Texture.h |