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.h b/services/surfaceflinger/SurfaceFlinger.h
index 484e3ed..c5e7d13 100644
--- a/services/surfaceflinger/SurfaceFlinger.h
+++ b/services/surfaceflinger/SurfaceFlinger.h
@@ -697,19 +697,20 @@
void renderScreenImplLocked(const RenderArea& renderArea, TraverseLayersFunction traverseLayers,
ANativeWindowBuffer* buffer, bool useIdentityTransform,
- int* outSyncFd);
+ bool regionSampling, int* outSyncFd);
status_t captureScreenCommon(RenderArea& renderArea, TraverseLayersFunction traverseLayers,
sp<GraphicBuffer>* outBuffer, const ui::PixelFormat reqPixelFormat,
bool useIdentityTransform, bool& outCapturedSecureLayers);
status_t captureScreenCommon(RenderArea& renderArea, TraverseLayersFunction traverseLayers,
const sp<GraphicBuffer>& buffer, bool useIdentityTransform,
- bool& outCapturedSecureLayers);
+ bool regionSampling, bool& outCapturedSecureLayers);
const sp<DisplayDevice> getDisplayByIdOrLayerStack(uint64_t displayOrLayerStack);
const sp<DisplayDevice> getDisplayByLayerStack(uint64_t layerStack);
status_t captureScreenImplLocked(const RenderArea& renderArea,
TraverseLayersFunction traverseLayers,
ANativeWindowBuffer* buffer, bool useIdentityTransform,
- bool forSystem, int* outSyncFd, bool& outCapturedSecureLayers);
+ bool forSystem, int* outSyncFd, bool regionSampling,
+ bool& outCapturedSecureLayers);
void traverseLayersInDisplay(const sp<const DisplayDevice>& display,
const LayerVector::Visitor& visitor);