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1. add gui/DisplayLuts.h structure. Mimic DisplayLuts.java. 2. add Lut parameter into Layer side. When SurfaceControl#setLuts is called, in native code, the lut information is passed to SurfaceFlinger and RenderEngine side via LayerState::eLutsChanged. 3. in OutputLayer::updateCompositionState, we compare the Lut requested from the app and the Lut from the HWC to decide GPU composition or not. 4. DPU or GPU composition? If the Lut from the app exactly matches the Lut from the hwc, do DPU. Otherwise, GPU composition instead. Bug: 329472856 Test: libcompositionengine_test Flag: NONE HAL backend interface change Change-Id: I8295fe419c6237d90b7ff9f02f62bafd6cd2cecf