f008799d3753e52c10849824ff8146985ea66284 |
|
21-Oct-2014 |
Dan Stoza <stoza@google.com> |
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
/frameworks/native/services/surfaceflinger/RenderEngine/Description.h
|
ff2ed70fa30f04b90dd1a2c06ec2319e157152d7 |
|
02-Sep-2013 |
Mathias Agopian <mathias@google.com> |
color blindness enhancement This is an attempt at improving the experience of users with color vision impairement. At this time this feature can only be enabled for debugging: adb shell service call SurfaceFlinger 1014 i32 PARAM with PARAM: 0 : disabled 1 : protanomaly/protanopia simulation 2 : deuteranomaly/deuteranopia simulation 3 : tritanopia/tritanomaly simulation 11, 12, 13: same as above w/ attempted correction/enhancement The enhancement algorithm tries to spread the "error" such that tones that would otherwise appear similar can be distinguished. Bug: 9465644 Change-Id: I860f7eed0cb81f54ef9cf24ad78155b6395ade48
/frameworks/native/services/surfaceflinger/RenderEngine/Description.h
|
a8c386f1c36e916c1df18d41a22104d655a89817 |
|
27-Aug-2013 |
Mathias Agopian <mathias@google.com> |
switch to use mat4 Change-Id: I8283a989cfd2b74d53958150bc90298bc083fee7
/frameworks/native/services/surfaceflinger/RenderEngine/Description.h
|
49457ac092071a8f964f7f69156093657ccdc3d0 |
|
15-Aug-2013 |
Mathias Agopian <mathias@google.com> |
Encapsulate textures into their own Texture class the main reason for doing this is so that we can have access to informations about a texture (like its dimension) close to where we generate and use shaders in ES 2.0. Previously, there wasn't any way to get to a texture's size from a RenderEngine implementation. Bug: 8679321 Change-Id: I388b338a70d07e3e8177dde248710ea1e4c82dff
/frameworks/native/services/surfaceflinger/RenderEngine/Description.h
|
3f84483382be2d528918cc1a6fbc6a7d68e0b181 |
|
08-Aug-2013 |
Mathias Agopian <mathias@google.com> |
SurfaceFlinger now uses GLES 2.x when available Bug: 8679321 Change-Id: I2b152d01fb4e2de2ea9fe87f1ddbd6826d7520d7
/frameworks/native/services/surfaceflinger/RenderEngine/Description.h
|