replicant-frameworks_native/services/surfaceflinger/RenderEngine/GLES20RenderEngine.h
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

90 lines
2.7 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_GLES20RENDERENGINE_H_
#define SF_GLES20RENDERENGINE_H_
#include <stdint.h>
#include <sys/types.h>
#include <GLES2/gl2.h>
#include <Transform.h>
#include "RenderEngine.h"
#include "ProgramCache.h"
#include "Description.h"
// ---------------------------------------------------------------------------
namespace android {
// ---------------------------------------------------------------------------
class String8;
class Mesh;
class Texture;
class GLES20RenderEngine : public RenderEngine {
GLuint mProtectedTexName;
GLint mMaxViewportDims[2];
GLint mMaxTextureSize;
GLuint mVpWidth;
GLuint mVpHeight;
struct Group {
GLuint texture;
GLuint fbo;
GLuint width;
GLuint height;
mat4 colorTransform;
};
Description mState;
Vector<Group> mGroupStack;
virtual void bindImageAsFramebuffer(EGLImageKHR image,
uint32_t* texName, uint32_t* fbName, uint32_t* status);
virtual void unbindFramebuffer(uint32_t texName, uint32_t fbName);
public:
GLES20RenderEngine();
protected:
virtual ~GLES20RenderEngine();
virtual void dump(String8& result);
virtual void setViewportAndProjection(size_t vpw, size_t vph,
Rect sourceCrop, size_t hwh, bool yswap, Transform::orientation_flags rotation);
virtual void setupLayerBlending(bool premultipliedAlpha, bool opaque, int alpha);
virtual void setupDimLayerBlending(int alpha);
virtual void setupLayerTexturing(const Texture& texture);
virtual void setupLayerBlackedOut();
virtual void setupFillWithColor(float r, float g, float b, float a);
virtual mat4 setupColorTransform(const mat4& colorTransform);
virtual void disableTexturing();
virtual void disableBlending();
virtual void drawMesh(const Mesh& mesh);
virtual size_t getMaxTextureSize() const;
virtual size_t getMaxViewportDims() const;
};
// ---------------------------------------------------------------------------
}; // namespace android
// ---------------------------------------------------------------------------
#endif /* SF_GLES20RENDERENGINE_H_ */