Go to file
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
build Increase growth limit from 64m to 80m for 1024mb hdpi tablet 2014-12-11 13:40:37 -08:00
cmds Don't use TEMP_FAILURE_RETRY on close in frameworks/native. 2015-05-15 17:26:44 -07:00
data/etc Adding a configuration file to support hifi sensors feature. 2015-04-10 11:26:02 -07:00
include Merge "fix BufferItem flatten/unflatten alignment" into mnc-dev 2015-05-22 19:04:05 +00:00
libs libgui: Fix surface damage on rotated buffers 2015-05-26 13:22:27 -07:00
opengl Merge "Modify EGL to disconnect the window when the surface gets destroyed." into mnc-dev 2015-05-14 16:39:28 +00:00
services SF: Skip render-to-texture for color transforms 2015-05-27 13:32:51 -07:00
MODULE_LICENSE_APACHE2 auto import from //depot/cupcake/@135843 2009-03-03 19:31:44 -08:00
NOTICE resolved conflicts for merge of adee6b35 to honeycomb-plus-aosp 2011-01-17 14:17:12 -08:00