From c897edb13f53f30f76cd3070fe04143f78419e74 Mon Sep 17 00:00:00 2001
From: "Priyanka Advani (xWF)"
Date: Thu, 13 Feb 2025 15:09:11 -0800
Subject: Revert "Add RuntimeShader#setWorkingColorSpace"
Revert submission 31528465-runtimeshader_workingcolorspace
Reason for revert: Droidmonitor created revert due to b/396463303 . Will be verifying through ABTD before submission.
Reverted changes: /q/submissionid:31528465-runtimeshader_workingcolorspace
Change-Id: I4a8d06704ab559ed735343bd9ee8d365815cb810
---
graphics/java/android/graphics/RuntimeShader.java | 39 ++---------------------
1 file changed, 2 insertions(+), 37 deletions(-)
(limited to 'graphics/java')
diff --git a/graphics/java/android/graphics/RuntimeShader.java b/graphics/java/android/graphics/RuntimeShader.java
index 9016724b765e..3543e991924e 100644
--- a/graphics/java/android/graphics/RuntimeShader.java
+++ b/graphics/java/android/graphics/RuntimeShader.java
@@ -20,7 +20,6 @@ import android.annotation.ColorInt;
import android.annotation.ColorLong;
import android.annotation.FlaggedApi;
import android.annotation.NonNull;
-import android.annotation.Nullable;
import android.util.ArrayMap;
import android.view.Window;
@@ -77,7 +76,6 @@ import libcore.util.NativeAllocationRegistry;
* Additionally, if the shader is invoked by another using {@link #setInputShader(String, Shader)},
* then that parent shader may modify the input coordinates arbitrarily.
*
- *
* AGSL and Color Spaces
* Android Graphics and by extension {@link RuntimeShader} are color managed. The working
* {@link ColorSpace} for an AGSL shader is defined to be the color space of the destination, which
@@ -269,8 +267,6 @@ public class RuntimeShader extends Shader {
private ArrayMap mColorFilterUniforms = new ArrayMap<>();
private ArrayMap mXfermodeUniforms = new ArrayMap<>();
- private ColorSpace mWorkingColorSpace = null;
-
/**
* Creates a new RuntimeShader.
@@ -289,35 +285,6 @@ public class RuntimeShader extends Shader {
this, mNativeInstanceRuntimeShaderBuilder);
}
- /**
- * Sets the working color space for this shader. That is, the shader will be evaluated
- * in the given colorspace before being converted to the output destination's colorspace.
- *
- * By default the RuntimeShader is evaluated in the context of the
- * destination colorspace. By calling this method
- * that can be overridden to force the shader to be evaluated in the given colorspace first
- * before then being color converted to the destination colorspace.
- *
- * @param colorSpace The ColorSpace to evaluate in. Must be an {@link ColorSpace#getModel() RGB}
- * ColorSpace. Passing null restores default behavior of working in the
- * destination colorspace.
- * @throws IllegalArgumentException If the colorspace is not RGB
- */
- @FlaggedApi(Flags.FLAG_SHADER_COLOR_SPACE)
- public void setWorkingColorSpace(@Nullable ColorSpace colorSpace) {
- if (colorSpace != null && colorSpace.getModel() != ColorSpace.Model.RGB) {
- throw new IllegalArgumentException("ColorSpace must be RGB, given " + colorSpace);
- }
- if (mWorkingColorSpace != colorSpace) {
- mWorkingColorSpace = colorSpace;
- if (mWorkingColorSpace != null) {
- // Just to enforce this can be resolved instead of erroring out later
- mWorkingColorSpace.getNativeInstance();
- }
- discardNativeInstance();
- }
- }
-
/**
* Sets the uniform color value corresponding to this shader. If the shader does not have a
* uniform with that name or if the uniform is declared with a type other than vec3 or vec4 and
@@ -611,8 +578,7 @@ public class RuntimeShader extends Shader {
/** @hide */
@Override
protected long createNativeInstance(long nativeMatrix, boolean filterFromPaint) {
- return nativeCreateShader(mNativeInstanceRuntimeShaderBuilder, nativeMatrix,
- mWorkingColorSpace != null ? mWorkingColorSpace.getNativeInstance() : 0);
+ return nativeCreateShader(mNativeInstanceRuntimeShaderBuilder, nativeMatrix);
}
/** @hide */
@@ -622,8 +588,7 @@ public class RuntimeShader extends Shader {
private static native long nativeGetFinalizer();
private static native long nativeCreateBuilder(String agsl);
- private static native long nativeCreateShader(long shaderBuilder, long matrix,
- long colorSpacePtr);
+ private static native long nativeCreateShader(long shaderBuilder, long matrix);
private static native void nativeUpdateUniforms(
long shaderBuilder, String uniformName, float[] uniforms, boolean isColor);
private static native void nativeUpdateUniforms(
--
cgit v1.2.3-59-g8ed1b