better workaround for bug: 6020860
this prevents the GPU from running when composition is fully handled by overlays. this should improve animations a bit. Change-Id: If4ae584b7a3976e6bdd36e318686ac3940b6b075
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@ -1013,18 +1013,29 @@ void SurfaceFlinger::composeSurfaces(const Region& dirty)
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drawWormhole();
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}
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// FIXME: workaroud for b/6020860
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glEnable(GL_SCISSOR_TEST);
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glScissor(0,0,0,0);
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glClear(GL_COLOR_BUFFER_BIT);
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// end-workaround
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/*
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* and then, render the layers targeted at the framebuffer
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*/
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hwc_layer_t* const cur(hwc.getLayers());
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const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
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size_t count = layers.size();
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// FIXME: workaround for b/6020860
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if (hw.getFlags() & DisplayHardware::BUFFER_PRESERVED) {
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for (size_t i=0 ; i<count ; i++) {
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if (cur && (cur[i].compositionType == HWC_FRAMEBUFFER)) {
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glEnable(GL_SCISSOR_TEST);
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glScissor(0,0,0,0);
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glClear(GL_COLOR_BUFFER_BIT);
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break;
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}
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}
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}
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// FIXME: bug6020860 for b/6020860
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for (size_t i=0 ; i<count ; i++) {
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if (cur && (cur[i].compositionType != HWC_FRAMEBUFFER)) {
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continue;
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