Ensure that blurRegions take into account the buffers rotation.
Some tranformations are applied to content rendered into a buffer that
are unknown to the UI (e.g. Android View) that drew it. That is the case
for blurRegions so we must provide a matrix that translates the contents
of the blurRegion into the same coordinate space used by the other
geometry in RenderEngine's LayerSettings.
Bug: 185228719
Test: atest librenderengine_test and SilkFX demo
Change-Id: I4e3144bac678ffff2f29f3270d589e9f3fe94634
diff --git a/libs/renderengine/include/renderengine/LayerSettings.h b/libs/renderengine/include/renderengine/LayerSettings.h
index c54c5ba..e976a5a 100644
--- a/libs/renderengine/include/renderengine/LayerSettings.h
+++ b/libs/renderengine/include/renderengine/LayerSettings.h
@@ -156,6 +156,10 @@
std::vector<BlurRegion> blurRegions;
+ // Transform matrix used to convert the blurRegions geometry into the same
+ // coordinate space as LayerSettings.geometry
+ mat4 blurRegionTransform = mat4();
+
StretchEffect stretchEffect;
// Name associated with the layer for debugging purposes.
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index 377b6f8..acdb78a 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -834,6 +834,8 @@
mBlurFilter->drawBlurRegion(canvas, getBlurRegion(layer), blurRect,
blurredImage, blurInput);
}
+ SkAutoCanvasRestore acr(canvas, true);
+ canvas->concat(getSkM44(layer->blurRegionTransform).asM33());
for (auto region : layer->blurRegions) {
if (cachedBlurs[region.blurRadius] == nullptr) {
ATRACE_NAME("BlurRegion");
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index 4461420..7707aaf 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -632,6 +632,8 @@
if (!targetSettings.disableBlurs) {
layerSettings.backgroundBlurRadius = getBackgroundBlurRadius();
layerSettings.blurRegions = getBlurRegions();
+ layerSettings.blurRegionTransform =
+ getActiveTransform(getDrawingState()).inverse().asMatrix4();
}
layerSettings.stretchEffect = getDrawingState().stretchEffect;
// Record the name of the layer for debugging further down the stack.