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
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@ -84,9 +84,10 @@ public:
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status_t compositionComplete() const;
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Rect bounds() const {
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Rect getBounds() const {
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return Rect(mWidth, mHeight);
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}
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inline Rect bounds() const { return getBounds(); }
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// only for debugging
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int getCurrentBufferIndex() const;
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@ -40,6 +40,7 @@ namespace android {
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HWComposer::HWComposer(const sp<SurfaceFlinger>& flinger)
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: mFlinger(flinger),
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mModule(0), mHwc(0), mList(0), mCapacity(0),
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mNumOVLayers(0), mNumFBLayers(0),
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mDpy(EGL_NO_DISPLAY), mSur(EGL_NO_SURFACE)
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{
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int err = hw_get_module(HWC_HARDWARE_MODULE_ID, &mModule);
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@ -98,9 +99,40 @@ status_t HWComposer::createWorkList(size_t numLayers) {
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status_t HWComposer::prepare() const {
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int err = mHwc->prepare(mHwc, mList);
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if (err == NO_ERROR) {
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size_t numOVLayers = 0;
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size_t numFBLayers = 0;
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size_t count = mList->numHwLayers;
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for (size_t i=0 ; i<count ; i++) {
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hwc_layer& l(mList->hwLayers[i]);
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if (l.flags & HWC_SKIP_LAYER) {
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l.compositionType = HWC_FRAMEBUFFER;
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}
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switch (l.compositionType) {
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case HWC_OVERLAY:
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numOVLayers++;
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break;
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case HWC_FRAMEBUFFER:
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numFBLayers++;
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break;
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}
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}
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mNumOVLayers = numOVLayers;
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mNumFBLayers = numFBLayers;
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}
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return (status_t)err;
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}
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size_t HWComposer::getLayerCount(int type) const {
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switch (type) {
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case HWC_OVERLAY:
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return mNumOVLayers;
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case HWC_FRAMEBUFFER:
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return mNumFBLayers;
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}
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return 0;
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}
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status_t HWComposer::commit() const {
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int err = mHwc->set(mHwc, mDpy, mSur, mList);
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if (mList) {
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@ -64,6 +64,9 @@ public:
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size_t getNumLayers() const;
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hwc_layer_t* getLayers() const;
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// updated in preapre()
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size_t getLayerCount(int type) const;
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// for debugging
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void dump(String8& out, char* scratch, size_t SIZE,
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const Vector< sp<LayerBase> >& visibleLayersSortedByZ) const;
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@ -81,6 +84,8 @@ private:
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hwc_composer_device_t* mHwc;
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hwc_layer_list_t* mList;
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size_t mCapacity;
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mutable size_t mNumOVLayers;
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mutable size_t mNumFBLayers;
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hwc_display_t mDpy;
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hwc_surface_t mSur;
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cb_context mCBContext;
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@ -876,24 +876,21 @@ void SurfaceFlinger::handleRepaint()
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}
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}
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Region expandDirty = setupHardwareComposer(mDirtyRegion);
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mDirtyRegion.orSelf(expandDirty);
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mSwapRegion.orSelf(mDirtyRegion);
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setupHardwareComposer(mDirtyRegion);
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composeSurfaces(mDirtyRegion);
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// clear the dirty regions
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// update the swap region and clear the dirty region
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mSwapRegion.orSelf(mDirtyRegion);
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mDirtyRegion.clear();
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}
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Region SurfaceFlinger::setupHardwareComposer(const Region& dirty)
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void SurfaceFlinger::setupHardwareComposer(Region& dirtyInOut)
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{
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Region dirtyOut(dirty);
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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 dirtyOut;
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return;
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}
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const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
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@ -916,53 +913,62 @@ Region SurfaceFlinger::setupHardwareComposer(const Region& dirty)
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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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const size_t fbLayerCount = hwc.getLayerCount(HWC_FRAMEBUFFER);
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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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// what's happening here is tricky.
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// we want to clear all the layers with the CLEAR_FB flags
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// that are opaque.
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// however, since some GPU are efficient at preserving
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// the backbuffer, we want to take advantage of that so we do the
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// clear only in the dirty region (other areas will be preserved
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// on those GPUs).
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// NOTE: on non backbuffer preserving GPU, the dirty region
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// has already been expanded as needed, so the code is correct
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// there too.
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//
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// However, the content of the framebuffer cannot be trusted when
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// we switch to/from FB/OVERLAY, in which case we need to
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// expand the dirty region to those areas too.
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//
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// Note also that there is a special case when switching from
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// "no layers in FB" to "some layers in FB", where we need to redraw
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// the entire FB, since some areas might contain uninitialized
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// data.
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//
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// Also we want to make sure to not clear areas that belong to
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// layers above that won't redraw (we would just erasing them),
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// that is, we can't erase anything outside the dirty region.
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Region transparent;
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for (size_t i=0 ; i<count ; i++) {
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// what's happening here is tricky.
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// we want to clear all the layers with the CLEAR_FB flags
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// that are opaque.
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// however, since some GPU are efficient at preserving
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// the backbuffer, we want to take advantage of that so we do the
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// clear only in the dirty region (other areas will be preserved
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// on those GPUs).
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// NOTE: on non backbuffer preserving GPU, the dirty region
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// has already been expanded as needed, so the code is correct
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// there too.
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// However, the content of the framebuffer cannot be trusted when
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// we switch to/from FB/OVERLAY, in which case we need to
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// expand the dirty region to those areas too.
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//
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// Also we want to make sure to not clear areas that belong to
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// layers above that won't redraw (we would just erasing them),
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// that is, we can't erase anything outside the dirty region.
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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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if (!fbLayerCount && hwc.getLayerCount(HWC_FRAMEBUFFER)) {
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transparent.set(hw.getBounds());
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dirtyInOut = transparent;
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} else {
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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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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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bool isOverlay = (cur[i].compositionType != HWC_FRAMEBUFFER);
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if (isOverlay != layer->isOverlay()) {
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// we transitioned to/from overlay, so add this layer
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// to the dirty region so the framebuffer can be either
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// cleared or redrawn.
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dirtyInOut.orSelf(layer->visibleRegionScreen);
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}
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layer->setOverlay(isOverlay);
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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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// we transitioned to/from overlay, so add this layer
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// to the dirty region so the framebuffer can be either
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// cleared or redrawn.
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dirtyOut.orSelf(layer->visibleRegionScreen);
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}
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layer->setOverlay(isOverlay);
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// don't erase stuff outside the dirty region
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transparent.andSelf(dirtyInOut);
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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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// don't erase stuff outside the dirty region
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transparent.andSelf(dirtyOut);
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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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@ -976,7 +982,6 @@ Region SurfaceFlinger::setupHardwareComposer(const Region& dirty)
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}
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}
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}
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return dirtyOut;
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}
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void SurfaceFlinger::composeSurfaces(const Region& dirty)
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@ -997,8 +1002,7 @@ void SurfaceFlinger::composeSurfaces(const Region& dirty)
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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 && (cur[i].compositionType != HWC_FRAMEBUFFER) &&
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!(cur[i].flags & HWC_SKIP_LAYER)) {
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if (cur && (cur[i].compositionType != HWC_FRAMEBUFFER)) {
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continue;
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}
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const sp<LayerBase>& layer(layers[i]);
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@ -277,7 +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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Region setupHardwareComposer(const Region& dirty);
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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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