am bae92d0d
: reset GL viewport and project when caputring the screen
* commit 'bae92d0d605e99a14731add4f11b72413b2835e5': reset GL viewport and project when caputring the screen
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commit
f00c34babb
@ -259,18 +259,22 @@ EGLBoolean DisplayDevice::makeCurrent(EGLDisplay dpy,
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if (sur != hw->mSurface) {
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result = eglMakeCurrent(dpy, hw->mSurface, hw->mSurface, ctx);
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if (result == EGL_TRUE) {
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GLsizei w = hw->mDisplayWidth;
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GLsizei h = hw->mDisplayHeight;
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// put the origin in the left-bottom corner
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glOrthof(0, w, 0, h, 0, 1); // l=0, r=w ; b=0, t=h
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setViewportAndProjection(hw);
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}
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}
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return result;
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}
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void DisplayDevice::setViewportAndProjection(const sp<const DisplayDevice>& hw) {
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GLsizei w = hw->mDisplayWidth;
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GLsizei h = hw->mDisplayHeight;
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// put the origin in the left-bottom corner
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glOrthof(0, w, 0, h, 0, 1); // l=0, r=w ; b=0, t=h
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}
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// ----------------------------------------------------------------------------
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void DisplayDevice::setVisibleLayersSortedByZ(const Vector< sp<LayerBase> >& layers) {
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@ -125,6 +125,8 @@ public:
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static EGLBoolean makeCurrent(EGLDisplay dpy,
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const sp<const DisplayDevice>& hw, EGLContext ctx);
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static void setViewportAndProjection(const sp<const DisplayDevice>& hw);
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/* ------------------------------------------------------------------------
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* blank / unblank management
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*/
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@ -2510,6 +2510,8 @@ status_t SurfaceFlinger::renderScreenToTextureLocked(uint32_t layerStack,
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glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES,
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GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, tname, 0);
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DisplayDevice::setViewportAndProjection(hw);
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// redraw the screen entirely...
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glDisable(GL_TEXTURE_EXTERNAL_OES);
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glDisable(GL_TEXTURE_2D);
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