rework a bit how we scissor the display

the scissor rect is now computed once by DisplayDevice
and is combined with the "undefined" region so that
the letter-boxed area of the screen get cleared in
drawWormhole.

Bug: 7149437
Change-Id: Id2f30516a5786f32eace7f876ff32028f954f357
This commit is contained in:
Mathias Agopian 2012-10-30 18:08:06 -07:00
parent 13990bb4ca
commit 766dc49c17
3 changed files with 29 additions and 9 deletions

View File

@ -426,6 +426,11 @@ void DisplayDevice::updateGeometryTransform() {
const uint8_t type = mGlobalTransform.getType();
mNeedsFiltering = (!mGlobalTransform.preserveRects() ||
(type >= Transform::SCALE));
mScissor = mGlobalTransform.transform(mViewport);
if (mScissor.isEmpty()) {
mScissor.set(getBounds());
}
}
}
@ -435,7 +440,7 @@ void DisplayDevice::dump(String8& result, char* buffer, size_t SIZE) const {
"+ DisplayDevice: %s\n"
" type=%x, layerStack=%u, (%4dx%4d), ANativeWindow=%p, orient=%2d (type=%08x), "
"flips=%u, isSecure=%d, secureVis=%d, acquired=%d, numLayers=%u\n"
" v:[%d,%d,%d,%d], f:[%d,%d,%d,%d], "
" v:[%d,%d,%d,%d], f:[%d,%d,%d,%d], s:[%d,%d,%d,%d],"
"transform:[[%0.3f,%0.3f,%0.3f][%0.3f,%0.3f,%0.3f][%0.3f,%0.3f,%0.3f]]\n",
mDisplayName.string(), mType,
mLayerStack, mDisplayWidth, mDisplayHeight, mNativeWindow.get(),
@ -443,6 +448,7 @@ void DisplayDevice::dump(String8& result, char* buffer, size_t SIZE) const {
mIsSecure, mSecureLayerVisible, mScreenAcquired, mVisibleLayersSortedByZ.size(),
mViewport.left, mViewport.top, mViewport.right, mViewport.bottom,
mFrame.left, mFrame.top, mFrame.right, mFrame.bottom,
mScissor.left, mScissor.top, mScissor.right, mScissor.bottom,
tr[0][0], tr[1][0], tr[2][0],
tr[0][1], tr[1][1], tr[2][1],
tr[0][2], tr[1][2], tr[2][2]);

View File

@ -107,6 +107,7 @@ public:
const Transform& getTransform() const { return mGlobalTransform; }
const Rect& getViewport() const { return mViewport; }
const Rect& getFrame() const { return mFrame; }
const Rect& getScissor() const { return mScissor; }
bool needsFiltering() const { return mNeedsFiltering; }
uint32_t getLayerStack() const { return mLayerStack; }
@ -200,8 +201,12 @@ private:
uint32_t mLayerStack;
int mOrientation;
// user-provided visible area of the layer stack
Rect mViewport;
// user-provided rectangle where mViewport gets mapped to
Rect mFrame;
// pre-computed scissor to apply to the display
Rect mScissor;
Transform mGlobalTransform;
bool mNeedsFiltering;
};

View File

@ -1493,7 +1493,20 @@ void SurfaceFlinger::doComposeSurfaces(const sp<const DisplayDevice>& hw, const
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
} else {
const Region region(hw->undefinedRegion.intersect(dirty));
// we start with the whole screen area
const Region bounds(hw->getBounds());
// we remove the scissor part
// we're left with the letterbox region
// (common case is that letterbox ends-up being empty)
const Region letterbox(bounds.subtract(hw->getScissor()));
// compute the area to clear
Region region(hw->undefinedRegion.merge(letterbox));
// but limit it to the dirty region
region.andSelf(dirty);
// screen is already cleared here
if (!region.isEmpty()) {
// can happen with SurfaceView
@ -1501,13 +1514,12 @@ void SurfaceFlinger::doComposeSurfaces(const sp<const DisplayDevice>& hw, const
}
}
if (hw->getDisplayType() >= DisplayDevice::DISPLAY_EXTERNAL) {
// TODO: just to be on the safe side, we don't set the
if (hw->getDisplayType() != DisplayDevice::DISPLAY_PRIMARY) {
// just to be on the safe side, we don't set the
// scissor on the main display. It should never be needed
// anyways (though in theory it could since the API allows it).
const Rect& bounds(hw->getBounds());
const Transform& tr(hw->getTransform());
const Rect scissor(tr.transform(hw->getViewport()));
const Rect& scissor(hw->getScissor());
if (scissor != bounds) {
// scissor doesn't match the screen's dimensions, so we
// need to clear everything outside of it and enable
@ -1515,9 +1527,6 @@ void SurfaceFlinger::doComposeSurfaces(const sp<const DisplayDevice>& hw, const
const GLint height = hw->getHeight();
glScissor(scissor.left, height - scissor.bottom,
scissor.getWidth(), scissor.getHeight());
// clear everything unscissored
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
// enable scissor for this frame
glEnable(GL_SCISSOR_TEST);
}