Do not blur when doing region sampling
The luma approximation will already be pretty good without the blurs.
Test: RegionSamplingTest
Test: libsurfacelfinger_test
Fixes: 154556259
Change-Id: I4010ac54aee2e23bd8cf155f591584eeec425702
Merged-In: I4010ac54aee2e23bd8cf155f591584eeec425702
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 2ed23de..d0e2668 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -5665,13 +5665,13 @@
usage, "screenshot");
return captureScreenCommon(renderArea, traverseLayers, *outBuffer, useIdentityTransform,
- outCapturedSecureLayers);
+ false /* regionSampling */, outCapturedSecureLayers);
}
status_t SurfaceFlinger::captureScreenCommon(RenderArea& renderArea,
TraverseLayersFunction traverseLayers,
const sp<GraphicBuffer>& buffer,
- bool useIdentityTransform,
+ bool useIdentityTransform, bool regionSampling,
bool& outCapturedSecureLayers) {
// This mutex protects syncFd and captureResult for communication of the return values from the
// main thread back to this Binder thread
@@ -5702,7 +5702,7 @@
renderArea.render([&] {
result = captureScreenImplLocked(renderArea, traverseLayers, buffer.get(),
useIdentityTransform, forSystem, &fd,
- outCapturedSecureLayers);
+ regionSampling, outCapturedSecureLayers);
});
}
@@ -5739,7 +5739,7 @@
void SurfaceFlinger::renderScreenImplLocked(const RenderArea& renderArea,
TraverseLayersFunction traverseLayers,
ANativeWindowBuffer* buffer, bool useIdentityTransform,
- int* outSyncFd) {
+ bool regionSampling, int* outSyncFd) {
ATRACE_CALL();
const auto reqWidth = renderArea.getReqWidth();
@@ -5795,6 +5795,12 @@
for (auto& settings : results) {
settings.geometry.positionTransform =
transform.asMatrix4() * settings.geometry.positionTransform;
+ // There's no need to process blurs when we're executing region sampling,
+ // we're just trying to understand what we're drawing, and doing so without
+ // blurs is already a pretty good approximation.
+ if (regionSampling) {
+ settings.backgroundBlurRadius = 0;
+ }
}
clientCompositionLayers.insert(clientCompositionLayers.end(),
std::make_move_iterator(results.begin()),
@@ -5832,7 +5838,8 @@
TraverseLayersFunction traverseLayers,
ANativeWindowBuffer* buffer,
bool useIdentityTransform, bool forSystem,
- int* outSyncFd, bool& outCapturedSecureLayers) {
+ int* outSyncFd, bool regionSampling,
+ bool& outCapturedSecureLayers) {
ATRACE_CALL();
traverseLayers([&](Layer* layer) {
@@ -5847,7 +5854,8 @@
ALOGW("FB is protected: PERMISSION_DENIED");
return PERMISSION_DENIED;
}
- renderScreenImplLocked(renderArea, traverseLayers, buffer, useIdentityTransform, outSyncFd);
+ renderScreenImplLocked(renderArea, traverseLayers, buffer, useIdentityTransform, regionSampling,
+ outSyncFd);
return NO_ERROR;
}