Use EGL_EXT_gl_colorspace_scrgb instead of *_linear
Since hwui output non-linear scRGB data in wide-gamut, use
the scRGB-nl extension instead of scRGB.
Bug: 62951776
Test: Manual, CtsGraphicsTestCases
Change-Id: Ifdb288e777d12b790b93624ccea9b4f1f6966e52
diff --git a/libs/hwui/renderthread/EglManager.cpp b/libs/hwui/renderthread/EglManager.cpp
index cc791f6..16d7736 100644
--- a/libs/hwui/renderthread/EglManager.cpp
+++ b/libs/hwui/renderthread/EglManager.cpp
@@ -79,6 +79,7 @@
bool noConfigContext = false;
bool pixelFormatFloat = false;
bool glColorSpace = false;
+ bool scRGB = false;
} EglExtensions;
EglManager::EglManager(RenderThread& thread)
@@ -161,6 +162,11 @@
EglExtensions.glColorSpace = extensions.has("EGL_KHR_gl_colorspace");
EglExtensions.noConfigContext = extensions.has("EGL_KHR_no_config_context");
EglExtensions.pixelFormatFloat = extensions.has("EGL_EXT_pixel_format_float");
+#ifdef ANDROID_ENABLE_LINEAR_BLENDING
+ EglExtensions.scRGB = extensions.has("EGL_EXT_gl_colorspace_scrgb_linear");
+#else
+ EglExtensions.scRGB = extensions.has("EGL_EXT_gl_colorspace_scrgb");
+#endif
}
bool EglManager::hasEglContext() {
@@ -249,7 +255,7 @@
EGLSurface EglManager::createSurface(EGLNativeWindowType window, bool wideColorGamut) {
initialize();
- wideColorGamut = wideColorGamut && EglExtensions.glColorSpace
+ wideColorGamut = wideColorGamut && EglExtensions.glColorSpace && EglExtensions.scRGB
&& EglExtensions.pixelFormatFloat && EglExtensions.noConfigContext;
// The color space we want to use depends on whether linear blending is turned
@@ -289,9 +295,7 @@
}
#else
if (wideColorGamut) {
- // TODO: this should be using scRGB-nl, not scRGB, we need an extension for this
- // TODO: in the meantime SurfaceFlinger just assumes that scRGB is scRGB-nl
- attribs[1] = EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT;
+ attribs[1] = EGL_GL_COLORSPACE_SCRGB_EXT;
} else {
attribs[1] = EGL_GL_COLORSPACE_LINEAR_KHR;
}