This reuses the HDR tonemapping curve that was used in RenderEngine, however display-level metadata may not be aligned. But because there are no composition changes that can cause flicker, e.g., switching rapidly between using a TextureView and a SurfaceView, then that should be okay. That means that the HDR tonemapping is not as high quality as it could be, but it is much better than before. Bug: 200309590 Test: builds, boots Test: Instagram video preview Change-Id: I4dd042333f383f383d568b6f2326ee14facd08ed
176 lines
4.1 KiB
C++
176 lines
4.1 KiB
C++
/*
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* Copyright (C) 2010 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include <utils/RefBase.h>
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#include <SkBlendMode.h>
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#include <SkColorFilter.h>
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#include <SkColorSpace.h>
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#include <SkCanvas.h>
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#include <SkPaint.h>
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#include <SkImage.h>
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#include <SkMatrix.h>
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#include <system/graphics.h>
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namespace android {
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namespace uirenderer {
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///////////////////////////////////////////////////////////////////////////////
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// Layers
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///////////////////////////////////////////////////////////////////////////////
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class RenderState;
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/**
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* A layer has dimensions and is backed by a backend specific texture or framebuffer.
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*/
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class Layer : public VirtualLightRefBase {
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public:
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Layer(RenderState& renderState, sk_sp<SkColorFilter>, int alpha, SkBlendMode mode);
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~Layer();
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uint32_t getWidth() const { return mWidth; }
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uint32_t getHeight() const { return mHeight; }
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void setSize(uint32_t width, uint32_t height) { mWidth = width; mHeight = height; }
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void setBlend(bool blend) { mBlend = blend; }
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bool isBlend() const { return mBlend; }
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inline void setForceFilter(bool forceFilter) { this->forceFilter = forceFilter; }
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inline bool getForceFilter() const { return forceFilter; }
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inline void setAlpha(int alpha) { this->alpha = alpha; }
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inline void setAlpha(int alpha, SkBlendMode mode) {
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this->alpha = alpha;
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this->mode = mode;
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}
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inline int getAlpha() const { return alpha; }
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SkBlendMode getMode() const;
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inline sk_sp<SkColorFilter> getColorFilter() const { return mColorFilter; }
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void setColorFilter(sk_sp<SkColorFilter> filter) { mColorFilter = filter; };
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inline SkMatrix& getTransform() { return transform; }
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inline SkRect getCurrentCropRect() { return mCurrentCropRect; }
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inline void setCurrentCropRect(const SkRect currentCropRect) {
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mCurrentCropRect = currentCropRect;
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}
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inline void setWindowTransform(uint32_t windowTransform) { mWindowTransform = windowTransform; }
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inline uint32_t getWindowTransform() { return mWindowTransform; }
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/**
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* Posts a decStrong call to the appropriate thread.
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* Thread-safe.
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*/
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void postDecStrong();
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inline void setImage(const sk_sp<SkImage>& image) { this->layerImage = image; }
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inline sk_sp<SkImage> getImage() const { return this->layerImage; }
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inline void setMaxLuminanceNits(float maxLuminanceNits) {
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mMaxLuminanceNits = maxLuminanceNits;
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}
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inline float getMaxLuminanceNits() { return mMaxLuminanceNits; }
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void draw(SkCanvas* canvas);
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protected:
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RenderState& mRenderState;
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private:
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/**
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* Color filter used to draw this layer. Optional.
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*/
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sk_sp<SkColorFilter> mColorFilter;
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/**
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* Indicates raster data backing the layer is scaled, requiring filtration.
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*/
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bool forceFilter = false;
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/**
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* Opacity of the layer.
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*/
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int alpha;
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/**
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* Blending mode of the layer.
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*/
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SkBlendMode mode;
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/**
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* Optional transform.
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*/
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SkMatrix transform;
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/**
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* Optional crop
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*/
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SkRect mCurrentCropRect;
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/**
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* Optional transform
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*/
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uint32_t mWindowTransform;
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/**
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* An image backing the layer.
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*/
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sk_sp<SkImage> layerImage;
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/**
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* layer width.
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*/
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uint32_t mWidth = 0;
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/**
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* layer height.
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*/
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uint32_t mHeight = 0;
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/**
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* enable blending
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*/
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bool mBlend = false;
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/**
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* Max input luminance if the layer is HDR
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*/
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float mMaxLuminanceNits = -1;
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}; // struct Layer
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} // namespace uirenderer
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} // namespace android
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