Blur shader performance optimizations
- removed mipmap in favor of fbo approach
- bell curve computation outside of shade
- type casting optimizations
- pre-computation of shader variables
- increased UV precision to remove scaling artifacts
- move final copy operation to a blit
Test: visual
Test: systrace
Test: SurfaceFlinger_test
Fixes: 148292484
Change-Id: I2ad38cde837b090cadbadbb79b941dc0524948a4
diff --git a/services/surfaceflinger/CompositionEngine/src/Output.cpp b/services/surfaceflinger/CompositionEngine/src/Output.cpp
index 61dadfd..2c6eb5c 100644
--- a/services/surfaceflinger/CompositionEngine/src/Output.cpp
+++ b/services/surfaceflinger/CompositionEngine/src/Output.cpp
@@ -898,8 +898,7 @@
// GPU composition can finish in time. We must reset GPU frequency afterwards,
// because high frequency consumes extra battery.
const bool expensiveRenderingExpected =
- clientCompositionDisplay.outputDataspace == ui::Dataspace::DISPLAY_P3 ||
- mLayerRequestingBackgroundBlur != nullptr;
+ clientCompositionDisplay.outputDataspace == ui::Dataspace::DISPLAY_P3;
if (expensiveRenderingExpected) {
setExpensiveRenderingExpected(true);
}