From 1440963470cda68be762957e2efb7ecbe1570366 Mon Sep 17 00:00:00 2001 From: Michael Lentine Date: Tue, 19 Aug 2014 11:27:30 -0700 Subject: [PATCH] Fix camera orientation by swapping horizontal and vertical flips when needed. Bug: 16637957 Change-Id: I66de597546fdc19e0af9e6150ca20460ab36bf8b --- services/surfaceflinger/Layer.cpp | 19 ++++++++++++++++++- 1 file changed, 18 insertions(+), 1 deletion(-) diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp index cf4979809..2bbb223fc 100644 --- a/services/surfaceflinger/Layer.cpp +++ b/services/surfaceflinger/Layer.cpp @@ -332,6 +332,14 @@ FloatRect Layer::computeCrop(const sp& hw) const { if (invTransformOrient & NATIVE_WINDOW_TRANSFORM_ROT_90) { invTransformOrient ^= NATIVE_WINDOW_TRANSFORM_FLIP_V | NATIVE_WINDOW_TRANSFORM_FLIP_H; + // If the transform has been rotated the axis of flip has been swapped + // so we need to swap which flip operations we are performing + bool is_h_flipped = (invTransform & NATIVE_WINDOW_TRANSFORM_FLIP_H) != 0; + bool is_v_flipped = (invTransform & NATIVE_WINDOW_TRANSFORM_FLIP_V) != 0; + if (is_h_flipped != is_v_flipped) { + invTransform ^= NATIVE_WINDOW_TRANSFORM_FLIP_V | + NATIVE_WINDOW_TRANSFORM_FLIP_H; + } } // and apply to the current transform invTransform = (Transform(invTransform) * Transform(invTransformOrient)).getOrientation(); @@ -411,13 +419,22 @@ void Layer::setGeometry( * the code below applies the display's inverse transform to the buffer */ uint32_t invTransform = hw->getOrientationTransform(); + uint32_t t_orientation = transform.getOrientation(); // calculate the inverse transform if (invTransform & NATIVE_WINDOW_TRANSFORM_ROT_90) { invTransform ^= NATIVE_WINDOW_TRANSFORM_FLIP_V | NATIVE_WINDOW_TRANSFORM_FLIP_H; + // If the transform has been rotated the axis of flip has been swapped + // so we need to swap which flip operations we are performing + bool is_h_flipped = (t_orientation & NATIVE_WINDOW_TRANSFORM_FLIP_H) != 0; + bool is_v_flipped = (t_orientation & NATIVE_WINDOW_TRANSFORM_FLIP_V) != 0; + if (is_h_flipped != is_v_flipped) { + t_orientation ^= NATIVE_WINDOW_TRANSFORM_FLIP_V | + NATIVE_WINDOW_TRANSFORM_FLIP_H; + } } // and apply to the current transform - transform = transform * Transform(invTransform); + transform = Transform(t_orientation) * Transform(invTransform); } // this gives us only the "orientation" component of the transform