sf : Fix vertices & texture coordinates computation.

Compute crop and display frame for GPU composition also
in the same way it's done for HWC and compute vertices
and texture coordinates for GPU composition. This avoids
pixel shifts in output of GPU composition & overlays.

Change-Id: I0d31b1e4a81049fff72109d1a210e7cbd945cfe9
This commit is contained in:
Ramakant Singh 2015-09-08 18:57:25 +05:30 committed by Steve Kondik
parent 7cacf26abb
commit bea57f312d
2 changed files with 55 additions and 8 deletions

View File

@ -84,7 +84,8 @@ Layer::Layer(SurfaceFlinger* flinger, const sp<Client>& client,
mQueueItemCondition(),
mQueueItems(),
mLastFrameNumberReceived(0),
mUpdateTexImageFailed(false)
mUpdateTexImageFailed(false),
mTransformHint(0)
{
mCurrentCrop.makeInvalid();
mFlinger->getRenderEngine().genTextures(1, &mTextureName);
@ -753,8 +754,19 @@ void Layer::drawWithOpenGL(const sp<const DisplayDevice>& hw,
* minimal value)? Or, we could make GL behave like HWC -- but this feel
* like more of a hack.
*/
const Rect win(computeBounds());
Rect win(s.active.w, s.active.h);
if(!s.active.crop.isEmpty()) {
win = s.active.crop;
}
#ifdef QTI_BSP
win = s.transform.transform(win);
win.intersect(hw->getViewport(), &win);
win = s.transform.inverse().transform(win);
win.intersect(Rect(s.active.w, s.active.h), &win);
win = reduce(win, s.activeTransparentRegion);
#else
win = reduce(win, s.activeTransparentRegion);
#endif
float left = float(win.left) / float(s.active.w);
float top = float(win.top) / float(s.active.h);
float right = float(win.right) / float(s.active.w);
@ -821,16 +833,49 @@ void Layer::computeGeometry(const sp<const DisplayDevice>& hw, Mesh& mesh,
bool useIdentityTransform) const
{
const Layer::State& s(getDrawingState());
const Transform tr(useIdentityTransform ?
Transform tr(useIdentityTransform ?
hw->getTransform() : hw->getTransform() * s.transform);
const uint32_t hw_h = hw->getHeight();
Rect win(s.active.w, s.active.h);
if (!s.active.crop.isEmpty()) {
win.intersect(s.active.crop, &win);
}
// subtract the transparent region and snap to the bounds
#ifdef QTI_BSP
win = s.transform.transform(win);
win.intersect(hw->getViewport(), &win);
win = s.transform.inverse().transform(win);
win.intersect(Rect(s.active.w, s.active.h), &win);
win = reduce(win, s.activeTransparentRegion);
const Transform bufferOrientation(mCurrentTransform);
Transform transform(tr * s.transform * bufferOrientation);
if (mSurfaceFlingerConsumer->getTransformToDisplayInverse()) {
uint32_t invTransform = hw->getOrientationTransform();
uint32_t t_orientation = transform.getOrientation();
if (invTransform & NATIVE_WINDOW_TRANSFORM_ROT_90) {
invTransform ^= NATIVE_WINDOW_TRANSFORM_FLIP_V |
NATIVE_WINDOW_TRANSFORM_FLIP_H;
bool is_h_flipped = (t_orientation &
NATIVE_WINDOW_TRANSFORM_FLIP_H) != 0;
bool is_v_flipped = (t_orientation &
NATIVE_WINDOW_TRANSFORM_FLIP_V) != 0;
if (is_h_flipped != is_v_flipped) {
t_orientation ^= NATIVE_WINDOW_TRANSFORM_FLIP_V |
NATIVE_WINDOW_TRANSFORM_FLIP_H;
}
transform = Transform(t_orientation) * Transform(invTransform);
}
}
const uint32_t orientation = transform.getOrientation();
if (!(mTransformHint | mCurrentTransform | orientation)) {
tr = hw->getTransform();
if (!useIdentityTransform) {
win = s.transform.transform(win);
win.intersect(hw->getViewport(), &win);
}
}
#else
win = reduce(win, s.activeTransparentRegion);
#endif
Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
position[0] = tr.transform(win.left, win.top);
position[1] = tr.transform(win.left, win.bottom);
@ -1451,7 +1496,7 @@ uint32_t Layer::getEffectiveUsage(uint32_t usage) const
return usage;
}
void Layer::updateTransformHint(const sp<const DisplayDevice>& hw) const {
void Layer::updateTransformHint(const sp<const DisplayDevice>& hw) {
uint32_t orientation = 0;
if (!mFlinger->mDebugDisableTransformHint) {
// The transform hint is used to improve performance, but we can
@ -1464,6 +1509,7 @@ void Layer::updateTransformHint(const sp<const DisplayDevice>& hw) const {
}
}
mSurfaceFlingerConsumer->setTransformHint(orientation);
mTransformHint = orientation;
}
// ----------------------------------------------------------------------------

View File

@ -299,7 +299,7 @@ public:
// Updates the transform hint in our SurfaceFlingerConsumer to match
// the current orientation of the display device.
void updateTransformHint(const sp<const DisplayDevice>& hw) const;
void updateTransformHint(const sp<const DisplayDevice>& hw) ;
/* ------------------------------------------------------------------------
* Extensions
@ -451,6 +451,7 @@ private:
Vector<BufferItem> mQueueItems;
uint64_t mLastFrameNumberReceived;
bool mUpdateTexImageFailed; // This is only modified from the main thread
uint32_t mTransformHint;
};
// ---------------------------------------------------------------------------