Added display initialization method

The primary display device was being configured to "blank" by
default, which prevented the boot animation from appearing
(unless you got lucky with the hardware composer state).

Bug 6975688

Change-Id: Idaa0d0b98ebb331a17d1b16774c6b05bfa1e8728
This commit is contained in:
Andy McFadden 2012-08-20 15:39:23 -07:00
parent a4cb35a286
commit 3f3956236a
2 changed files with 42 additions and 11 deletions

View File

@ -137,15 +137,8 @@ void SurfaceFlinger::binderDied(const wp<IBinder>& who)
{ {
// the window manager died on us. prepare its eulogy. // the window manager died on us. prepare its eulogy.
// reset screen orientation // restore initial conditions (default device unblank, etc)
Vector<ComposerState> state; initializeDisplays();
Vector<DisplayState> displays;
DisplayState d;
d.what = DisplayState::eOrientationChanged;
d.token = mDefaultDisplays[DisplayDevice::DISPLAY_ID_MAIN];
d.orientation = DisplayState::eOrientationDefault;
displays.add(d);
setTransactionState(state, displays, 0);
// restart the boot-animation // restart the boot-animation
startBootAnim(); startBootAnim();
@ -431,6 +424,9 @@ status_t SurfaceFlinger::readyToRun()
// We're now ready to accept clients... // We're now ready to accept clients...
mReadyToRunBarrier.open(); mReadyToRunBarrier.open();
// set initial conditions (e.g. unblank default device)
initializeDisplays();
// start boot animation // start boot animation
startBootAnim(); startBootAnim();
@ -1701,6 +1697,36 @@ status_t SurfaceFlinger::onLayerDestroyed(const wp<LayerBaseClient>& layer)
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
void SurfaceFlinger::onInitializeDisplays() {
// reset screen orientation
Vector<ComposerState> state;
Vector<DisplayState> displays;
DisplayState d;
d.what = DisplayState::eOrientationChanged;
d.token = mDefaultDisplays[DisplayDevice::DISPLAY_ID_MAIN];
d.orientation = DisplayState::eOrientationDefault;
displays.add(d);
setTransactionState(state, displays, 0);
// XXX: this should init default device to "unblank" and all other devices to "blank"
onScreenAcquired();
}
void SurfaceFlinger::initializeDisplays() {
class MessageScreenInitialized : public MessageBase {
SurfaceFlinger* flinger;
public:
MessageScreenInitialized(SurfaceFlinger* flinger) : flinger(flinger) { }
virtual bool handler() {
flinger->onInitializeDisplays();
return true;
}
};
sp<MessageBase> msg = new MessageScreenInitialized(this);
postMessageAsync(msg); // we may be called from main thread, use async message
}
void SurfaceFlinger::onScreenAcquired() { void SurfaceFlinger::onScreenAcquired() {
ALOGD("Screen about to return, flinger = %p", this); ALOGD("Screen about to return, flinger = %p", this);
sp<const DisplayDevice> hw(getDefaultDisplayDevice()); // XXX: this should be per DisplayDevice sp<const DisplayDevice> hw(getDefaultDisplayDevice()); // XXX: this should be per DisplayDevice

View File

@ -231,9 +231,11 @@ private:
void signalLayerUpdate(); void signalLayerUpdate();
void signalRefresh(); void signalRefresh();
// called on the main thread in response to screenReleased() // called on the main thread in response to initializeDisplays()
void onInitializeDisplays();
// called on the main thread in response to blank()
void onScreenReleased(); void onScreenReleased();
// called on the main thread in response to screenAcquired() // called on the main thread in response to unblank()
void onScreenAcquired(); void onScreenAcquired();
void handleMessageTransaction(); void handleMessageTransaction();
@ -321,6 +323,9 @@ private:
/* ------------------------------------------------------------------------ /* ------------------------------------------------------------------------
* Display and layer stack management * Display and layer stack management
*/ */
// called when starting, or restarting after system_server death
void initializeDisplays();
sp<const DisplayDevice> getDisplayDevice(DisplayID dpy) const { sp<const DisplayDevice> getDisplayDevice(DisplayID dpy) const {
return mDisplays.valueFor(dpy); return mDisplays.valueFor(dpy);
} }