am 9cc84950
: Merge "Don\'t check if this == NULL."
* commit '9cc849500df0bba42d3ed19b90c38ff1dffd2262': Don't check if this == NULL.
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commit
759115cd6d
@ -29,12 +29,12 @@ IInterface::~IInterface() {
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sp<IBinder> IInterface::asBinder()
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sp<IBinder> IInterface::asBinder()
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{
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{
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return this ? onAsBinder() : NULL;
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return onAsBinder();
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}
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}
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sp<const IBinder> IInterface::asBinder() const
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sp<const IBinder> IInterface::asBinder() const
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{
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{
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return this ? const_cast<IInterface*>(this)->onAsBinder() : NULL;
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return const_cast<IInterface*>(this)->onAsBinder();
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}
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}
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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@ -75,7 +75,7 @@ status_t ComposerState::read(const Parcel& input) {
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status_t DisplayState::write(Parcel& output) const {
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status_t DisplayState::write(Parcel& output) const {
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output.writeStrongBinder(token);
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output.writeStrongBinder(token);
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output.writeStrongBinder(surface->asBinder());
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output.writeStrongBinder(surface != NULL ? surface->asBinder() : NULL);
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output.writeInt32(what);
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output.writeInt32(what);
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output.writeInt32(layerStack);
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output.writeInt32(layerStack);
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output.writeInt32(orientation);
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output.writeInt32(orientation);
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@ -1274,7 +1274,11 @@ void SurfaceFlinger::handleTransactionLocked(uint32_t transactionFlags)
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// this display is in both lists. see if something changed.
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// this display is in both lists. see if something changed.
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const DisplayDeviceState& state(curr[j]);
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const DisplayDeviceState& state(curr[j]);
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const wp<IBinder>& display(curr.keyAt(j));
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const wp<IBinder>& display(curr.keyAt(j));
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if (state.surface->asBinder() != draw[i].surface->asBinder()) {
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const sp<IBinder> state_binder =
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state.surface != NULL ? state.surface->asBinder() : NULL;
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const sp<IBinder> draw_binder =
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draw[i].surface != NULL ? draw[i].surface->asBinder() : NULL;
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if (state_binder != draw_binder) {
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// changing the surface is like destroying and
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// changing the surface is like destroying and
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// recreating the DisplayDevice, so we just remove it
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// recreating the DisplayDevice, so we just remove it
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// from the drawing state, so that it get re-added
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// from the drawing state, so that it get re-added
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