fix transition from full overlays to fb

we need to clear the whole framebuffer in that situation because
we can't trust the content of the FB when partial (fb preserving)
updates are used.

Bug: 5318492

Change-Id: I3f0e01b0fb665a34e44d88ad9f0f54a5d990060b
This commit is contained in:
Mathias Agopian 2011-09-20 17:21:56 -07:00
parent 56eb3fc695
commit 8bfdda9ab3
5 changed files with 90 additions and 48 deletions

View File

@ -84,9 +84,10 @@ public:
status_t compositionComplete() const;
Rect bounds() const {
Rect getBounds() const {
return Rect(mWidth, mHeight);
}
inline Rect bounds() const { return getBounds(); }
// only for debugging
int getCurrentBufferIndex() const;

View File

@ -40,6 +40,7 @@ namespace android {
HWComposer::HWComposer(const sp<SurfaceFlinger>& flinger)
: mFlinger(flinger),
mModule(0), mHwc(0), mList(0), mCapacity(0),
mNumOVLayers(0), mNumFBLayers(0),
mDpy(EGL_NO_DISPLAY), mSur(EGL_NO_SURFACE)
{
int err = hw_get_module(HWC_HARDWARE_MODULE_ID, &mModule);
@ -98,9 +99,40 @@ status_t HWComposer::createWorkList(size_t numLayers) {
status_t HWComposer::prepare() const {
int err = mHwc->prepare(mHwc, mList);
if (err == NO_ERROR) {
size_t numOVLayers = 0;
size_t numFBLayers = 0;
size_t count = mList->numHwLayers;
for (size_t i=0 ; i<count ; i++) {
hwc_layer& l(mList->hwLayers[i]);
if (l.flags & HWC_SKIP_LAYER) {
l.compositionType = HWC_FRAMEBUFFER;
}
switch (l.compositionType) {
case HWC_OVERLAY:
numOVLayers++;
break;
case HWC_FRAMEBUFFER:
numFBLayers++;
break;
}
}
mNumOVLayers = numOVLayers;
mNumFBLayers = numFBLayers;
}
return (status_t)err;
}
size_t HWComposer::getLayerCount(int type) const {
switch (type) {
case HWC_OVERLAY:
return mNumOVLayers;
case HWC_FRAMEBUFFER:
return mNumFBLayers;
}
return 0;
}
status_t HWComposer::commit() const {
int err = mHwc->set(mHwc, mDpy, mSur, mList);
if (mList) {

View File

@ -64,6 +64,9 @@ public:
size_t getNumLayers() const;
hwc_layer_t* getLayers() const;
// updated in preapre()
size_t getLayerCount(int type) const;
// for debugging
void dump(String8& out, char* scratch, size_t SIZE,
const Vector< sp<LayerBase> >& visibleLayersSortedByZ) const;
@ -81,6 +84,8 @@ private:
hwc_composer_device_t* mHwc;
hwc_layer_list_t* mList;
size_t mCapacity;
mutable size_t mNumOVLayers;
mutable size_t mNumFBLayers;
hwc_display_t mDpy;
hwc_surface_t mSur;
cb_context mCBContext;

View File

@ -876,24 +876,21 @@ void SurfaceFlinger::handleRepaint()
}
}
Region expandDirty = setupHardwareComposer(mDirtyRegion);
mDirtyRegion.orSelf(expandDirty);
mSwapRegion.orSelf(mDirtyRegion);
setupHardwareComposer(mDirtyRegion);
composeSurfaces(mDirtyRegion);
// clear the dirty regions
// update the swap region and clear the dirty region
mSwapRegion.orSelf(mDirtyRegion);
mDirtyRegion.clear();
}
Region SurfaceFlinger::setupHardwareComposer(const Region& dirty)
void SurfaceFlinger::setupHardwareComposer(Region& dirtyInOut)
{
Region dirtyOut(dirty);
const DisplayHardware& hw(graphicPlane(0).displayHardware());
HWComposer& hwc(hw.getHwComposer());
hwc_layer_t* const cur(hwc.getLayers());
if (!cur) {
return dirtyOut;
return;
}
const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
@ -916,53 +913,62 @@ Region SurfaceFlinger::setupHardwareComposer(const Region& dirty)
const sp<LayerBase>& layer(layers[i]);
layer->setPerFrameData(&cur[i]);
}
const size_t fbLayerCount = hwc.getLayerCount(HWC_FRAMEBUFFER);
status_t err = hwc.prepare();
LOGE_IF(err, "HWComposer::prepare failed (%s)", strerror(-err));
if (err == NO_ERROR) {
// what's happening here is tricky.
// we want to clear all the layers with the CLEAR_FB flags
// that are opaque.
// however, since some GPU are efficient at preserving
// the backbuffer, we want to take advantage of that so we do the
// clear only in the dirty region (other areas will be preserved
// on those GPUs).
// NOTE: on non backbuffer preserving GPU, the dirty region
// has already been expanded as needed, so the code is correct
// there too.
//
// However, the content of the framebuffer cannot be trusted when
// we switch to/from FB/OVERLAY, in which case we need to
// expand the dirty region to those areas too.
//
// Note also that there is a special case when switching from
// "no layers in FB" to "some layers in FB", where we need to redraw
// the entire FB, since some areas might contain uninitialized
// data.
//
// Also we want to make sure to not clear areas that belong to
// layers above that won't redraw (we would just erasing them),
// that is, we can't erase anything outside the dirty region.
Region transparent;
for (size_t i=0 ; i<count ; i++) {
// what's happening here is tricky.
// we want to clear all the layers with the CLEAR_FB flags
// that are opaque.
// however, since some GPU are efficient at preserving
// the backbuffer, we want to take advantage of that so we do the
// clear only in the dirty region (other areas will be preserved
// on those GPUs).
// NOTE: on non backbuffer preserving GPU, the dirty region
// has already been expanded as needed, so the code is correct
// there too.
// However, the content of the framebuffer cannot be trusted when
// we switch to/from FB/OVERLAY, in which case we need to
// expand the dirty region to those areas too.
//
// Also we want to make sure to not clear areas that belong to
// layers above that won't redraw (we would just erasing them),
// that is, we can't erase anything outside the dirty region.
const sp<LayerBase>& layer(layers[i]);
if ((cur[i].hints & HWC_HINT_CLEAR_FB) && layer->isOpaque()) {
transparent.orSelf(layer->visibleRegionScreen);
if (!fbLayerCount && hwc.getLayerCount(HWC_FRAMEBUFFER)) {
transparent.set(hw.getBounds());
dirtyInOut = transparent;
} else {
for (size_t i=0 ; i<count ; i++) {
const sp<LayerBase>& layer(layers[i]);
if ((cur[i].hints & HWC_HINT_CLEAR_FB) && layer->isOpaque()) {
transparent.orSelf(layer->visibleRegionScreen);
}
bool isOverlay = (cur[i].compositionType != HWC_FRAMEBUFFER);
if (isOverlay != layer->isOverlay()) {
// we transitioned to/from overlay, so add this layer
// to the dirty region so the framebuffer can be either
// cleared or redrawn.
dirtyInOut.orSelf(layer->visibleRegionScreen);
}
layer->setOverlay(isOverlay);
}
bool isOverlay = (cur[i].compositionType != HWC_FRAMEBUFFER) &&
!(cur[i].flags & HWC_SKIP_LAYER);
if (isOverlay != layer->isOverlay()) {
// we transitioned to/from overlay, so add this layer
// to the dirty region so the framebuffer can be either
// cleared or redrawn.
dirtyOut.orSelf(layer->visibleRegionScreen);
}
layer->setOverlay(isOverlay);
// don't erase stuff outside the dirty region
transparent.andSelf(dirtyInOut);
}
/*
* clear the area of the FB that need to be transparent
*/
// don't erase stuff outside the dirty region
transparent.andSelf(dirtyOut);
if (!transparent.isEmpty()) {
glClearColor(0,0,0,0);
Region::const_iterator it = transparent.begin();
@ -976,7 +982,6 @@ Region SurfaceFlinger::setupHardwareComposer(const Region& dirty)
}
}
}
return dirtyOut;
}
void SurfaceFlinger::composeSurfaces(const Region& dirty)
@ -997,8 +1002,7 @@ void SurfaceFlinger::composeSurfaces(const Region& dirty)
const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
size_t count = layers.size();
for (size_t i=0 ; i<count ; i++) {
if (cur && (cur[i].compositionType != HWC_FRAMEBUFFER) &&
!(cur[i].flags & HWC_SKIP_LAYER)) {
if (cur && (cur[i].compositionType != HWC_FRAMEBUFFER)) {
continue;
}
const sp<LayerBase>& layer(layers[i]);

View File

@ -277,7 +277,7 @@ private:
void handleWorkList();
void handleRepaint();
void postFramebuffer();
Region setupHardwareComposer(const Region& dirty);
void setupHardwareComposer(Region& dirtyInOut);
void composeSurfaces(const Region& dirty);
void repaintEverything();