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
97 lines
2.2 KiB
C++
97 lines
2.2 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 <stdint.h>
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#include <string.h>
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#include <utils/TypeHelpers.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.h>
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#include "Description.h"
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namespace android {
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Description::Description() :
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mUniformsDirty(true) {
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mPlaneAlpha = 1.0f;
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mPremultipliedAlpha = false;
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mOpaque = true;
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mTextureEnabled = false;
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mColorMatrixEnabled = false;
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memset(mColor, 0, sizeof(mColor));
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}
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Description::~Description() {
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}
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void Description::setPlaneAlpha(GLclampf planeAlpha) {
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if (planeAlpha != mPlaneAlpha) {
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mUniformsDirty = true;
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mPlaneAlpha = planeAlpha;
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}
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}
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void Description::setPremultipliedAlpha(bool premultipliedAlpha) {
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if (premultipliedAlpha != mPremultipliedAlpha) {
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mPremultipliedAlpha = premultipliedAlpha;
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}
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}
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void Description::setOpaque(bool opaque) {
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if (opaque != mOpaque) {
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mOpaque = opaque;
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}
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}
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void Description::setTexture(const Texture& texture) {
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mTexture = texture;
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mTextureEnabled = true;
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mUniformsDirty = true;
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}
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void Description::disableTexture() {
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mTextureEnabled = false;
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}
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void Description::setColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
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mColor[0] = red;
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mColor[1] = green;
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mColor[2] = blue;
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mColor[3] = alpha;
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mUniformsDirty = true;
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}
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void Description::setProjectionMatrix(const mat4& mtx) {
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mProjectionMatrix = mtx;
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mUniformsDirty = true;
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}
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void Description::setColorMatrix(const mat4& mtx) {
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const mat4 identity;
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mColorMatrix = mtx;
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mColorMatrixEnabled = (mtx != identity);
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}
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const mat4& Description::getColorMatrix() const {
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return mColorMatrix;
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}
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} /* namespace android */
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