replicant-frameworks_native/services/surfaceflinger/RenderEngine/Description.cpp
Dan Stoza f008799d37 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
2015-05-27 13:32:51 -07:00

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