save/restore viewport properly when taking screenshot

Bug: 7241739
Change-Id: Iba8b9ffc75ab47fbc56169e65da26d96850a9297
This commit is contained in:
Mathias Agopian 2012-09-30 16:43:20 -07:00
parent bae92d0d60
commit 135e5899f7
2 changed files with 4 additions and 1 deletions

View File

@ -273,6 +273,7 @@ void DisplayDevice::setViewportAndProjection(const sp<const DisplayDevice>& hw)
glLoadIdentity();
// put the origin in the left-bottom corner
glOrthof(0, w, 0, h, 0, 1); // l=0, r=w ; b=0, t=h
glMatrixMode(GL_MODELVIEW);
}
// ----------------------------------------------------------------------------

View File

@ -2597,6 +2597,8 @@ status_t SurfaceFlinger::captureScreenImplLocked(const sp<IBinder>& display,
if (status == GL_FRAMEBUFFER_COMPLETE_OES) {
// invert everything, b/c glReadPixel() below will invert the FB
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glViewport(0, 0, sw, sh);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
@ -2645,7 +2647,7 @@ status_t SurfaceFlinger::captureScreenImplLocked(const sp<IBinder>& display,
result = NO_MEMORY;
}
}
glViewport(0, 0, hw_w, hw_h);
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);