Merge "Unify the types of two NumFrame variables and Code Optimization" into main
diff --git a/cmds/installd/otapreopt_script.sh b/cmds/installd/otapreopt_script.sh
index b7ad331..5690e2f 100644
--- a/cmds/installd/otapreopt_script.sh
+++ b/cmds/installd/otapreopt_script.sh
@@ -23,6 +23,9 @@
 TARGET_SLOT="$1"
 STATUS_FD="$2"
 
+# "1" if the script is triggered by the `UpdateEngine.triggerPostinstall` API. Empty otherwise.
+TRIGGERED_BY_API="$3"
+
 # Maximum number of packages/steps.
 MAXIMUM_PACKAGES=1000
 
@@ -53,25 +56,43 @@
 # A source that infinitely emits arbitrary lines.
 # When connected to STDIN of another process, this source keeps STDIN open until
 # the consumer process closes STDIN or this script dies.
+# In practice, the pm command keeps consuming STDIN, so we don't need to worry
+# about running out of buffer space.
 function infinite_source {
   while echo .; do
     sleep 1
   done
 }
 
+if [[ "$TRIGGERED_BY_API" = "1" ]]; then
+  # During OTA installation, the script is called the first time, and
+  # `TRIGGERED_BY_API` can never be "1". `TRIGGERED_BY_API` being "1" means this
+  # is the second call to this script, through the
+  # `UpdateEngine.triggerPostinstall` API.
+  # When we reach here, it means Pre-reboot Dexopt is enabled in asynchronous
+  # mode and the job scheduler determined that it's the time to run the job.
+  # Start Pre-reboot Dexopt now and wait for it to finish.
+  infinite_source | pm art on-ota-staged --start
+  exit $?
+fi
+
 PR_DEXOPT_JOB_VERSION="$(pm art pr-dexopt-job --version)"
 if (( $? == 0 )) && (( $PR_DEXOPT_JOB_VERSION >= 3 )); then
   # Delegate to Pre-reboot Dexopt, a feature of ART Service.
   # ART Service decides what to do with this request:
   # - If Pre-reboot Dexopt is disabled or unsupported, the command returns
-  #   non-zero. This is always the case if the current system is Android 14 or
-  #   earlier.
+  #   non-zero.
+  #   This is always the case if the current system is Android 14 or earlier.
   # - If Pre-reboot Dexopt is enabled in synchronous mode, the command blocks
-  #   until Pre-reboot Dexopt finishes, and returns zero no matter it succeeds or
-  #   not. This is the default behavior if the current system is Android 15.
-  # - If Pre-reboot Dexopt is enabled in asynchronous mode, the command schedules
-  #   an asynchronous job and returns 0 immediately. The job will then run by the
-  #   job scheduler when the device is idle and charging.
+  #   until Pre-reboot Dexopt finishes, and returns zero no matter it succeeds
+  #   or not.
+  #   This is the default behavior if the current system is Android 15.
+  # - If Pre-reboot Dexopt is enabled in asynchronous mode, the command
+  #   schedules an asynchronous job and returns 0 immediately.
+  #   Later, when the device is idle and charging, the job will be run by the
+  #   job scheduler. It will call this script again through the
+  #   `UpdateEngine.triggerPostinstall` API, with `TRIGGERED_BY_API` being "1".
+  #   This is always the case if the current system is Android 16 or later.
   if infinite_source | pm art on-ota-staged --slot "$TARGET_SLOT_SUFFIX"; then
     # Handled by Pre-reboot Dexopt.
     exit 0
diff --git a/libs/binder/ndk/include_platform/android/binder_stability.h b/libs/binder/ndk/include_platform/android/binder_stability.h
index 089c775..8050205 100644
--- a/libs/binder/ndk/include_platform/android/binder_stability.h
+++ b/libs/binder/ndk/include_platform/android/binder_stability.h
@@ -27,6 +27,10 @@
 
 #if defined(__ANDROID_VENDOR__)
 
+#if defined(__ANDROID_PRODUCT__)
+#error "build bug: product is not part of the vendor half of the Treble system/vendor split"
+#endif
+
 /**
  * Private addition to binder_flag_t.
  */
diff --git a/libs/renderengine/skia/Cache.cpp b/libs/renderengine/skia/Cache.cpp
index 57041ee..3b0f036 100644
--- a/libs/renderengine/skia/Cache.cpp
+++ b/libs/renderengine/skia/Cache.cpp
@@ -337,17 +337,17 @@
     LayerSettings layer{
             .geometry =
                     Geometry{
+                            .boundaries = rect,
                             // The position transform doesn't matter when the reduced shader mode
                             // in in effect. A matrix transform stage is always included.
                             .positionTransform = mat4(),
-                            .boundaries = rect,
-                            .roundedCornersCrop = rect,
                             .roundedCornersRadius = {0.f, 0.f},
+                            .roundedCornersCrop = rect,
                     },
             .source = PixelSource{.buffer = Buffer{.buffer = srcTexture,
-                                                   .maxLuminanceNits = 1000.f,
                                                    .usePremultipliedAlpha = true,
-                                                   .isOpaque = true}},
+                                                   .isOpaque = true,
+                                                   .maxLuminanceNits = 1000.f}},
             .alpha = 1.f,
             .sourceDataspace = kDestDataSpace,
     };
@@ -370,16 +370,16 @@
     LayerSettings layer{
             .geometry =
                     Geometry{
-                            .positionTransform = mat4(),
                             .boundaries = rect,
+                            .positionTransform = mat4(),
                             .roundedCornersCrop = rect,
                     },
             .source = PixelSource{.buffer =
                                           Buffer{
                                                   .buffer = srcTexture,
-                                                  .maxLuminanceNits = 1000.f,
                                                   .usePremultipliedAlpha = true,
                                                   .isOpaque = false,
+                                                  .maxLuminanceNits = 1000.f,
                                           }},
             .sourceDataspace = kDestDataSpace,
     };
@@ -421,17 +421,17 @@
     LayerSettings layer{
             .geometry =
                     Geometry{
-                            .positionTransform = mat4(),
                             .boundaries = boundary,
-                            .roundedCornersCrop = rect,
+                            .positionTransform = mat4(),
                             .roundedCornersRadius = {27.f, 27.f},
+                            .roundedCornersCrop = rect,
                     },
             .source = PixelSource{.buffer =
                                           Buffer{
                                                   .buffer = srcTexture,
-                                                  .maxLuminanceNits = 1000.f,
                                                   .usePremultipliedAlpha = true,
                                                   .isOpaque = false,
+                                                  .maxLuminanceNits = 1000.f,
                                           }},
             .alpha = 1.f,
             .sourceDataspace = kDestDataSpace,
@@ -489,17 +489,17 @@
     LayerSettings layer{
             .geometry =
                     Geometry{
+                            .boundaries = rect,
                             // The position transform doesn't matter when the reduced shader mode
                             // in in effect. A matrix transform stage is always included.
                             .positionTransform = mat4(),
-                            .boundaries = rect,
-                            .roundedCornersCrop = rect,
                             .roundedCornersRadius = {0.f, 0.f},
+                            .roundedCornersCrop = rect,
                     },
             .source = PixelSource{.buffer = Buffer{.buffer = srcTexture,
-                                                   .maxLuminanceNits = 1000.f,
                                                    .usePremultipliedAlpha = true,
-                                                   .isOpaque = true}},
+                                                   .isOpaque = true,
+                                                   .maxLuminanceNits = 1000.f}},
             .alpha = 1.f,
             .sourceDataspace = kBT2020DataSpace,
     };
@@ -527,17 +527,17 @@
     LayerSettings layer{
             .geometry =
                     Geometry{
-                            .positionTransform = kScaleAsymmetric,
                             .boundaries = boundary,
-                            .roundedCornersCrop = rect,
+                            .positionTransform = kScaleAsymmetric,
                             .roundedCornersRadius = {64.1f, 64.1f},
+                            .roundedCornersCrop = rect,
                     },
             .source = PixelSource{.buffer =
                                           Buffer{
                                                   .buffer = srcTexture,
-                                                  .maxLuminanceNits = 1000.f,
                                                   .usePremultipliedAlpha = true,
                                                   .isOpaque = true,
+                                                  .maxLuminanceNits = 1000.f,
                                           }},
             .alpha = 0.5f,
             .sourceDataspace = kBT2020DataSpace,
@@ -556,17 +556,17 @@
     LayerSettings layer{
             .geometry =
                     Geometry{
+                            .boundaries = rect,
                             // The position transform doesn't matter when the reduced shader mode
                             // in in effect. A matrix transform stage is always included.
                             .positionTransform = mat4(),
-                            .boundaries = rect,
-                            .roundedCornersCrop = rect,
                             .roundedCornersRadius = {50.f, 50.f},
+                            .roundedCornersCrop = rect,
                     },
             .source = PixelSource{.buffer = Buffer{.buffer = srcTexture,
-                                                   .maxLuminanceNits = 1000.f,
                                                    .usePremultipliedAlpha = true,
-                                                   .isOpaque = true}},
+                                                   .isOpaque = true,
+                                                   .maxLuminanceNits = 1000.f}},
             .alpha = 0.5f,
             .sourceDataspace = kExtendedHdrDataSpce,
     };
@@ -594,17 +594,17 @@
     LayerSettings layer{
             .geometry =
                     Geometry{
+                            .boundaries = rect,
                             // The position transform doesn't matter when the reduced shader mode
                             // in in effect. A matrix transform stage is always included.
                             .positionTransform = mat4(),
-                            .boundaries = rect,
-                            .roundedCornersCrop = rect,
                             .roundedCornersRadius = {50.f, 50.f},
+                            .roundedCornersCrop = rect,
                     },
             .source = PixelSource{.buffer = Buffer{.buffer = srcTexture,
-                                                   .maxLuminanceNits = 1000.f,
                                                    .usePremultipliedAlpha = true,
-                                                   .isOpaque = false}},
+                                                   .isOpaque = false,
+                                                   .maxLuminanceNits = 1000.f}},
             .alpha = 0.5f,
             .sourceDataspace = kOtherDataSpace,
     };
diff --git a/libs/renderengine/skia/debug/CaptureTimer.cpp b/libs/renderengine/skia/debug/CaptureTimer.cpp
index 11bcdb8..1c1ee0a 100644
--- a/libs/renderengine/skia/debug/CaptureTimer.cpp
+++ b/libs/renderengine/skia/debug/CaptureTimer.cpp
@@ -30,7 +30,7 @@
 
 void CaptureTimer::setTimeout(TimeoutCallback function, std::chrono::milliseconds delay) {
     this->clear = false;
-    CommonPool::post([=]() {
+    CommonPool::post([=,this]() {
         if (this->clear) return;
         std::this_thread::sleep_for(delay);
         if (this->clear) return;