replicant-frameworks_native/services/surfaceflinger/RenderEngine
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
..
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