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author | Dan Stoza <stoza@google.com> | 2014-10-20 15:46:09 -0700 |
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committer | Dan Stoza <stoza@google.com> | 2015-05-27 13:32:51 -0700 |
commit | f008799d3753e52c10849824ff8146985ea66284 (patch) | |
tree | 86c5d7508d78a858456f81be283703f818e2f86b /opengl | |
parent | 7fc3ef0eb0077eedaa09a7b505b6ec067e814170 (diff) | |
download | frameworks_native-f008799d3753e52c10849824ff8146985ea66284.zip frameworks_native-f008799d3753e52c10849824ff8146985ea66284.tar.gz frameworks_native-f008799d3753e52c10849824ff8146985ea66284.tar.bz2 |
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
Diffstat (limited to 'opengl')
0 files changed, 0 insertions, 0 deletions