Implement blur region in RenderEngine
Blur regions should be be piped through SurfaceFlinger all the way down to the compositor, in order to render blurs. It's also necessary to cache them if multiple regions require the same blur radius. Test: manual Test: atest SurfaceInterceptor_test Test: atest OutputUpdateAndWriteCompositionStateTest Bug: 159712515 Change-Id: Id4759f65eb2522a80e9328062fe641fe29786a30
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