Merge "Fix an issue is SF that caused drawing artifacts when hwc changed mode"
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commit
6752a50516
@ -344,6 +344,14 @@ void LayerBase::setPerFrameData(hwc_layer_t* hwcl) {
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hwcl->handle = NULL;
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}
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void LayerBase::setOverlay(bool inOverlay) {
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mInOverlay = inOverlay;
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}
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bool LayerBase::isOverlay() const {
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return mInOverlay;
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}
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void LayerBase::setFiltering(bool filtering)
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{
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mFiltering = filtering;
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@ -109,8 +109,10 @@ public:
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virtual const char* getTypeId() const { return "LayerBase"; }
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virtual void setGeometry(hwc_layer_t* hwcl);
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virtual void setPerFrameData(hwc_layer_t* hwcl);
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void setOverlay(bool inOverlay);
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bool isOverlay() const;
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/**
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* draw - performs some global clipping optimizations
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@ -242,6 +244,11 @@ private:
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// Whether filtering is needed b/c of the drawingstate
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bool mNeedsFiltering;
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// this layer is currently handled by the hwc. this is
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// updated at composition time, always frmo the composition
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// thread.
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bool mInOverlay;
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protected:
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// cached during validateVisibility()
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int32_t mOrientation;
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@ -817,20 +817,6 @@ void SurfaceFlinger::handleWorkList()
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mHwWorkListDirty = false;
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HWComposer& hwc(graphicPlane(0).displayHardware().getHwComposer());
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if (hwc.initCheck() == NO_ERROR) {
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const DisplayHardware& hw(graphicPlane(0).displayHardware());
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uint32_t flags = hw.getFlags();
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if ((flags & DisplayHardware::SWAP_RECTANGLE) ||
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(flags & DisplayHardware::BUFFER_PRESERVED))
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{
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// we need to redraw everything (the whole screen)
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// NOTE: we could be more subtle here and redraw only
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// the area which will end-up in an overlay. But since this
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// shouldn't happen often, we invalidate everything.
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mDirtyRegion.set(hw.bounds());
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mInvalidRegion = mDirtyRegion;
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}
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const Vector< sp<LayerBase> >& currentLayers(mVisibleLayersSortedByZ);
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const size_t count = currentLayers.size();
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hwc.createWorkList(count);
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@ -891,29 +877,26 @@ void SurfaceFlinger::handleRepaint()
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}
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// compose all surfaces
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setupHardwareComposer(&mDirtyRegion);
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composeSurfaces(mDirtyRegion);
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// clear the dirty regions
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mDirtyRegion.clear();
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}
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void SurfaceFlinger::composeSurfaces(const Region& dirty)
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void SurfaceFlinger::setupHardwareComposer(Region* dirtyInOut)
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{
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if (UNLIKELY(!mWormholeRegion.isEmpty())) {
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// should never happen unless the window manager has a bug
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// draw something...
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drawWormhole();
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}
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status_t err = NO_ERROR;
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const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
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size_t count = layers.size();
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const DisplayHardware& hw(graphicPlane(0).displayHardware());
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HWComposer& hwc(hw.getHwComposer());
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hwc_layer_t* const cur(hwc.getLayers());
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if (!cur) {
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return;
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}
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LOGE_IF(cur && hwc.getNumLayers() != count,
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const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
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size_t count = layers.size();
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LOGE_IF(hwc.getNumLayers() != count,
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"HAL number of layers (%d) doesn't match surfaceflinger (%d)",
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hwc.getNumLayers(), count);
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@ -927,56 +910,82 @@ void SurfaceFlinger::composeSurfaces(const Region& dirty)
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* and build the transparent region of the FB
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*/
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Region transparent;
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if (cur) {
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for (size_t i=0 ; i<count ; i++) {
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const sp<LayerBase>& layer(layers[i]);
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layer->setPerFrameData(&cur[i]);
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}
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err = hwc.prepare();
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LOGE_IF(err, "HWComposer::prepare failed (%s)", strerror(-err));
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for (size_t i=0 ; i<count ; i++) {
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const sp<LayerBase>& layer(layers[i]);
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layer->setPerFrameData(&cur[i]);
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}
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status_t err = hwc.prepare();
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LOGE_IF(err, "HWComposer::prepare failed (%s)", strerror(-err));
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if (err == NO_ERROR) {
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for (size_t i=0 ; i<count ; i++) {
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if (cur[i].hints & HWC_HINT_CLEAR_FB) {
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const sp<LayerBase>& layer(layers[i]);
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if (layer->isOpaque()) {
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transparent.orSelf(layer->visibleRegionScreen);
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}
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}
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if (err == NO_ERROR) {
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Region transparentDirty(*dirtyInOut);
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for (size_t i=0 ; i<count ; i++) {
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// Calculate the new transparent region and dirty region
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// - the transparent region needs to always include the layers
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// that moved from FB to OVERLAY, regardless of the dirty region
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// - the dirty region needs to be expanded to include layers
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// that moved from OVERLAY to FB.
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const sp<LayerBase>& layer(layers[i]);
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if ((cur[i].hints & HWC_HINT_CLEAR_FB) && layer->isOpaque()) {
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transparent.orSelf(layer->visibleRegionScreen);
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}
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/*
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* clear the area of the FB that need to be transparent
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*/
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transparent.andSelf(dirty);
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if (!transparent.isEmpty()) {
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glClearColor(0,0,0,0);
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Region::const_iterator it = transparent.begin();
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Region::const_iterator const end = transparent.end();
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const int32_t height = hw.getHeight();
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while (it != end) {
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const Rect& r(*it++);
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const GLint sy = height - (r.top + r.height());
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glScissor(r.left, sy, r.width(), r.height());
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glClear(GL_COLOR_BUFFER_BIT);
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}
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bool isOverlay = (cur[i].compositionType != HWC_FRAMEBUFFER) &&
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!(cur[i].flags & HWC_SKIP_LAYER);
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if (!isOverlay && layer->isOverlay()) {
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dirtyInOut->orSelf(layer->visibleRegionScreen);
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}
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if (isOverlay && !layer->isOverlay()) {
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transparentDirty.orSelf(layer->visibleRegionScreen);
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}
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layer->setOverlay(isOverlay);
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}
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/*
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* clear the area of the FB that need to be transparent
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*/
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transparent.andSelf(transparentDirty);
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if (!transparent.isEmpty()) {
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glClearColor(0,0,0,0);
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Region::const_iterator it = transparent.begin();
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Region::const_iterator const end = transparent.end();
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const int32_t height = hw.getHeight();
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while (it != end) {
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const Rect& r(*it++);
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const GLint sy = height - (r.top + r.height());
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glScissor(r.left, sy, r.width(), r.height());
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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}
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}
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void SurfaceFlinger::composeSurfaces(const Region& dirty)
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{
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if (UNLIKELY(!mWormholeRegion.isEmpty())) {
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// should never happen unless the window manager has a bug
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// draw something...
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drawWormhole();
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}
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const DisplayHardware& hw(graphicPlane(0).displayHardware());
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HWComposer& hwc(hw.getHwComposer());
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hwc_layer_t* const cur(hwc.getLayers());
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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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const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
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size_t count = layers.size();
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for (size_t i=0 ; i<count ; i++) {
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if (cur) {
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if ((cur[i].compositionType != HWC_FRAMEBUFFER) &&
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if (cur && (cur[i].compositionType != HWC_FRAMEBUFFER) &&
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!(cur[i].flags & HWC_SKIP_LAYER)) {
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// skip layers handled by the HAL
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continue;
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}
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continue;
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}
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const sp<LayerBase>& layer(layers[i]);
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const Region clip(dirty.intersect(layer->visibleRegionScreen));
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if (!clip.isEmpty()) {
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@ -277,6 +277,7 @@ private:
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void handleWorkList();
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void handleRepaint();
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void postFramebuffer();
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void setupHardwareComposer(Region* dirtyInOut);
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void composeSurfaces(const Region& dirty);
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void repaintEverything();
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