we were not always clearing the screen properly
Change-Id: I269dd866e965aebd9b3c4667095818202982f4a3
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525705c88f
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@ -1288,7 +1288,7 @@ void SurfaceFlinger::doComposeSurfaces(const sp<const DisplayDevice>& hw, const
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// screen is already cleared here
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if (!region.isEmpty()) {
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// can happen with SurfaceView
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drawWormhole(region);
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drawWormhole(hw, region);
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}
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}
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@ -1328,27 +1328,26 @@ void SurfaceFlinger::doComposeSurfaces(const sp<const DisplayDevice>& hw, const
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}
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}
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void SurfaceFlinger::drawWormhole(const Region& region) const
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void SurfaceFlinger::drawWormhole(const sp<const DisplayDevice>& hw,
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const Region& region) const
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{
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glDisable(GL_TEXTURE_EXTERNAL_OES);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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glColor4f(0,0,0,0);
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GLfloat vertices[4][2];
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glVertexPointer(2, GL_FLOAT, 0, vertices);
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const int32_t height = hw->getHeight();
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Region::const_iterator it = region.begin();
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Region::const_iterator const end = region.end();
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while (it != end) {
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const Rect& r = *it++;
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vertices[0][0] = r.left;
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vertices[0][1] = r.top;
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vertices[1][0] = r.right;
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vertices[1][1] = r.top;
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vertices[2][0] = r.right;
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vertices[2][1] = r.bottom;
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vertices[3][0] = r.left;
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vertices[3][1] = r.bottom;
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GLfloat vertices[][2] = {
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{ r.left, height - r.top },
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{ r.left, height - r.bottom },
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{ r.right, height - r.bottom },
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{ r.right, height - r.top }
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};
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glVertexPointer(2, GL_FLOAT, 0, vertices);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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}
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}
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@ -367,7 +367,8 @@ private:
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const Region& dirty);
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void postFramebuffer();
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void drawWormhole(const Region& region) const;
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void drawWormhole(const sp<const DisplayDevice>& hw,
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const Region& region) const;
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GLuint getProtectedTexName() const {
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return mProtectedTexName;
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}
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