db5230f444
This change fixes a bug where the window visibility would be computed before any buffers were available, causing the window to be treated as non-opaque. When the first buffer arrived, if both mCurrentOpacity and the opacity determined by the buffer's format were 'opaque', a recomputation of the opacity would not be done, and the window would continue to be treated as non-opaque. SurfaceFlinger could then unnecessarily draw fully occluded layers. Change-Id: I2b95da2f4b50e68d50fc5afd8b772e26e62f58d6 Bug: 5057122 |
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.. | ||
DisplayHardware | ||
tests | ||
Android.mk | ||
Barrier.h | ||
clz.cpp | ||
clz.h | ||
GLExtensions.cpp | ||
GLExtensions.h | ||
Layer.cpp | ||
Layer.h | ||
LayerBase.cpp | ||
LayerBase.h | ||
LayerDim.cpp | ||
LayerDim.h | ||
MessageQueue.cpp | ||
MessageQueue.h | ||
MODULE_LICENSE_APACHE2 | ||
SurfaceFlinger.cpp | ||
SurfaceFlinger.h | ||
SurfaceTextureLayer.cpp | ||
SurfaceTextureLayer.h | ||
TextureManager.cpp | ||
TextureManager.h | ||
Transform.cpp | ||
Transform.h |