Fix display projection transforms
Bug: 7139798 Change-Id: I61aafe99180d85563c6880d16bc367fce80e6022
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1fc4f80fc3
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@ -309,7 +309,7 @@ void DisplayDevice::setProjection(int orientation,
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void DisplayDevice::updateGeometryTransform() {
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int w = mDisplayWidth;
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int h = mDisplayHeight;
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Transform R, S;
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Transform T, R, S;
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if (DisplayDevice::orientationToTransfrom(
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mOrientation, w, h, &R) == NO_ERROR) {
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dirtyRegion.set(bounds());
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@ -340,20 +340,23 @@ void DisplayDevice::updateGeometryTransform() {
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float src_height = viewport.height();
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float dst_width = frame.width();
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float dst_height = frame.height();
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if (src_width != src_height || dst_width != dst_height) {
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if (src_width != dst_width || src_height != dst_height) {
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float sx = dst_width / src_width;
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float sy = dst_height / src_height;
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S.set(sx, 0, 0, sy);
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}
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float src_x = viewport.left;
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float src_y = viewport.top;
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float dst_x = frame.left;
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float dst_y = frame.top;
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float tx = dst_x - src_x;
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float ty = dst_y - src_y;
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S.set(tx, ty);
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T.set(tx, ty);
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// rotate first, followed by scaling
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mGlobalTransform = S * R;
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// The viewport and frame are both in the logical orientation, so the
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// translation is also in that space. So translation must be applied
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// before rotating from logical to physical orientation.
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mGlobalTransform = S * R * T;
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}
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}
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