Support HDR tonemapping in TextureView
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
diff --git a/libs/hwui/Android.bp b/libs/hwui/Android.bp
index 491f5f5..a2d0103 100644
--- a/libs/hwui/Android.bp
+++ b/libs/hwui/Android.bp
@@ -107,6 +107,8 @@
target: {
android: {
shared_libs: [
+ "android.hardware.graphics.common-V3-ndk",
+ "android.hardware.graphics.common@1.2",
"liblog",
"libcutils",
"libutils",
@@ -126,9 +128,11 @@
static_libs: [
"libEGL_blobCache",
"libprotoutil",
+ "libshaders",
"libstatslog_hwui",
"libstatspull_lazy",
"libstatssocket_lazy",
+ "libtonemap",
],
},
host: {