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authorDan Stoza <stoza@google.com>2014-10-20 15:46:09 -0700
committerDan Stoza <stoza@google.com>2015-05-27 13:32:51 -0700
commitf008799d3753e52c10849824ff8146985ea66284 (patch)
tree86c5d7508d78a858456f81be283703f818e2f86b /opengl
parent7fc3ef0eb0077eedaa09a7b505b6ec067e814170 (diff)
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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
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