Add support for background blurs
Bug: 141640413
Fixes: 146384234
Test: adb shell setprop debug.sf.disableBlurs 1
Test: adb shell setprop debug.sf.gaussianBlur 0
Test: adb shell setprop ro.surface_flinger.supports_background_blur 1
Test: ./SurfaceFlinger_test --gtest_filter=Layer*Tests/Layer*Test.SetBackgroundBlur*
Test: ./librenderengine_test --gtest_filter=*BlurBackground*"
Test: atest SurfaceFlinger_test:SurfaceInterceptorTest#InterceptBackgroundBlurRadiusUpdateWorks
Change-Id: I5194c910fe7062f33e70943867012539e6c6626a
diff --git a/services/surfaceflinger/CompositionEngine/src/Output.cpp b/services/surfaceflinger/CompositionEngine/src/Output.cpp
index 01413b9..650b5c1 100644
--- a/services/surfaceflinger/CompositionEngine/src/Output.cpp
+++ b/services/surfaceflinger/CompositionEngine/src/Output.cpp
@@ -578,15 +578,33 @@
return;
}
+ mLayerRequestingBackgroundBlur = findLayerRequestingBackgroundComposition();
+ bool forceClientComposition = mLayerRequestingBackgroundBlur != nullptr;
+
for (auto* layer : getOutputLayersOrderedByZ()) {
layer->updateCompositionState(refreshArgs.updatingGeometryThisFrame,
- refreshArgs.devOptForceClientComposition);
+ refreshArgs.devOptForceClientComposition ||
+ forceClientComposition);
+
+ if (mLayerRequestingBackgroundBlur == layer) {
+ forceClientComposition = false;
+ }
// Send the updated state to the HWC, if appropriate.
layer->writeStateToHWC(refreshArgs.updatingGeometryThisFrame);
}
}
+compositionengine::OutputLayer* Output::findLayerRequestingBackgroundComposition() const {
+ compositionengine::OutputLayer* layerRequestingBgComposition = nullptr;
+ for (auto* layer : getOutputLayersOrderedByZ()) {
+ if (layer->getLayer().getFEState().backgroundBlurRadius > 0) {
+ layerRequestingBgComposition = layer;
+ }
+ }
+ return layerRequestingBgComposition;
+}
+
void Output::updateColorProfile(const compositionengine::CompositionRefreshArgs& refreshArgs) {
setColorProfile(pickColorProfile(refreshArgs));
}
@@ -854,11 +872,12 @@
}
// We boost GPU frequency here because there will be color spaces conversion
- // and it's expensive. We boost the GPU frequency so that GPU composition can
- // finish in time. We must reset GPU frequency afterwards, because high frequency
- // consumes extra battery.
+ // or complex GPU shaders and it's expensive. We boost the GPU frequency so that
+ // GPU composition can finish in time. We must reset GPU frequency afterwards,
+ // because high frequency consumes extra battery.
const bool expensiveRenderingExpected =
- clientCompositionDisplay.outputDataspace == ui::Dataspace::DISPLAY_P3;
+ clientCompositionDisplay.outputDataspace == ui::Dataspace::DISPLAY_P3 ||
+ mLayerRequestingBackgroundBlur != nullptr;
if (expensiveRenderingExpected) {
setExpensiveRenderingExpected(true);
}