surfaceflinger: switch RE color matrices lazily
Client composition in doComposeSurfaces normally needs to handle
N sRGB layers, when in ColorMode::SRGB
N P3 layer and then M sRGB layers, when in ColorMode::DISPLAY_P3
Constantly switching and restoring RE color matrices when handling
sRGB layers is less efficient. Do the switches lazily.
We don't really care about the current RE color matrix when
doComposeSurfaces is called, and we already assume it to be
identity. Update RenderEngine::setupColorTransform not to return
the current color matrix.
Bug: 78891890
Test: night light under Boosted/Enhanced and sRGB/P3
Change-Id: I3b785c2a05f2e1679e486ab2497fc0e13993a791
diff --git a/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp b/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp
index 08cd5b0..64095dd 100644
--- a/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp
+++ b/services/surfaceflinger/RenderEngine/GLES20RenderEngine.cpp
@@ -259,10 +259,8 @@
mState.setTexture(texture);
}
-mat4 GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) {
- mat4 oldTransform = mState.getColorMatrix();
+void GLES20RenderEngine::setupColorTransform(const mat4& colorTransform) {
mState.setColorMatrix(colorTransform);
- return oldTransform;
}
void GLES20RenderEngine::disableTexturing() {