Merge "Add nullptr check for captureListener in captureScreenCommon" into tm-qpr-dev
diff --git a/libs/gui/BLASTBufferQueue.cpp b/libs/gui/BLASTBufferQueue.cpp
index a51bbb1..24a5295 100644
--- a/libs/gui/BLASTBufferQueue.cpp
+++ b/libs/gui/BLASTBufferQueue.cpp
@@ -357,11 +357,12 @@
                     }
                 }
                 for (const auto& staleRelease : staleReleases) {
-                    BQA_LOGE("Faking releaseBufferCallback from transactionCompleteCallback");
-                    BBQ_TRACE("FakeReleaseCallback");
                     releaseBufferCallbackLocked(staleRelease,
-                        stat.previousReleaseFence ? stat.previousReleaseFence : Fence::NO_FENCE,
-                        stat.currentMaxAcquiredBufferCount);
+                                                stat.previousReleaseFence
+                                                        ? stat.previousReleaseFence
+                                                        : Fence::NO_FENCE,
+                                                stat.currentMaxAcquiredBufferCount,
+                                                true /* fakeRelease */);
                 }
             } else {
                 BQA_LOGE("Failed to find matching SurfaceControl in transactionCallback");
@@ -405,11 +406,13 @@
     BBQ_TRACE();
 
     std::unique_lock _lock{mMutex};
-    releaseBufferCallbackLocked(id, releaseFence, currentMaxAcquiredBufferCount);
+    releaseBufferCallbackLocked(id, releaseFence, currentMaxAcquiredBufferCount,
+                                false /* fakeRelease */);
 }
 
-void BLASTBufferQueue::releaseBufferCallbackLocked(const ReleaseCallbackId& id,
-        const sp<Fence>& releaseFence, std::optional<uint32_t> currentMaxAcquiredBufferCount) {
+void BLASTBufferQueue::releaseBufferCallbackLocked(
+        const ReleaseCallbackId& id, const sp<Fence>& releaseFence,
+        std::optional<uint32_t> currentMaxAcquiredBufferCount, bool fakeRelease) {
     ATRACE_CALL();
     BQA_LOGV("releaseBufferCallback %s", id.to_string().c_str());
 
@@ -432,6 +435,11 @@
     auto rb = ReleasedBuffer{id, releaseFence};
     if (std::find(mPendingRelease.begin(), mPendingRelease.end(), rb) == mPendingRelease.end()) {
         mPendingRelease.emplace_back(rb);
+        if (fakeRelease) {
+            BQA_LOGE("Faking releaseBufferCallback from transactionCompleteCallback %" PRIu64,
+                     id.framenumber);
+            BBQ_TRACE("FakeReleaseCallback");
+        }
     }
 
     // Release all buffers that are beyond the ones that we need to hold
diff --git a/libs/gui/include/gui/BLASTBufferQueue.h b/libs/gui/include/gui/BLASTBufferQueue.h
index f5898d2..48226b9 100644
--- a/libs/gui/include/gui/BLASTBufferQueue.h
+++ b/libs/gui/include/gui/BLASTBufferQueue.h
@@ -96,7 +96,8 @@
     void releaseBufferCallback(const ReleaseCallbackId& id, const sp<Fence>& releaseFence,
                                std::optional<uint32_t> currentMaxAcquiredBufferCount);
     void releaseBufferCallbackLocked(const ReleaseCallbackId& id, const sp<Fence>& releaseFence,
-                               std::optional<uint32_t> currentMaxAcquiredBufferCount);
+                                     std::optional<uint32_t> currentMaxAcquiredBufferCount,
+                                     bool fakeRelease);
     void syncNextTransaction(std::function<void(SurfaceComposerClient::Transaction*)> callback,
                              bool acquireSingleBuffer = true);
     void stopContinuousSyncTransaction();
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index d8120fc..5c47be9 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -2276,6 +2276,20 @@
                 tempTouchState.addOrUpdateWindow(newTouchedWindowHandle, targetFlags, pointerIds);
             }
         }
+
+        // Update the pointerIds for non-splittable when it received pointer down.
+        if (!isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN) {
+            // If no split, we suppose all touched windows should receive pointer down.
+            const int32_t pointerIndex = getMotionEventActionPointerIndex(action);
+            for (size_t i = 0; i < tempTouchState.windows.size(); i++) {
+                TouchedWindow& touchedWindow = tempTouchState.windows[i];
+                // Ignore drag window for it should just track one pointer.
+                if (mDragState && mDragState->dragWindow == touchedWindow.windowHandle) {
+                    continue;
+                }
+                touchedWindow.pointerIds.markBit(entry.pointerProperties[pointerIndex].id);
+            }
+        }
     }
 
     // Update dispatching for hover enter and exit.
@@ -2384,13 +2398,15 @@
                 if (info->displayId == displayId &&
                     windowHandle->getInfo()->inputConfig.test(
                             WindowInfo::InputConfig::IS_WALLPAPER)) {
+                    BitSet32 pointerIds;
+                    pointerIds.markBit(entry.pointerProperties[0].id);
                     tempTouchState
                             .addOrUpdateWindow(windowHandle,
                                                InputTarget::FLAG_WINDOW_IS_OBSCURED |
                                                        InputTarget::
                                                                FLAG_WINDOW_IS_PARTIALLY_OBSCURED |
                                                        InputTarget::FLAG_DISPATCH_AS_IS,
-                                               BitSet32(0));
+                                               pointerIds);
                 }
             }
         }
@@ -2460,17 +2476,6 @@
                 }
                 i += 1;
             }
-        } else if (!isSplit && maskedAction == AMOTION_EVENT_ACTION_POINTER_DOWN) {
-            // If no split, we suppose all touched windows should receive pointer down.
-            const int32_t pointerIndex = getMotionEventActionPointerIndex(action);
-            for (size_t i = 0; i < tempTouchState.windows.size(); i++) {
-                TouchedWindow& touchedWindow = tempTouchState.windows[i];
-                // Ignore drag window for it should just track one pointer.
-                if (mDragState && mDragState->dragWindow == touchedWindow.windowHandle) {
-                    continue;
-                }
-                touchedWindow.pointerIds.markBit(entry.pointerProperties[pointerIndex].id);
-            }
         }
 
         // Save changes unless the action was scroll in which case the temporary touch
diff --git a/services/inputflinger/tests/InputDispatcher_test.cpp b/services/inputflinger/tests/InputDispatcher_test.cpp
index df1a230..58617f7 100644
--- a/services/inputflinger/tests/InputDispatcher_test.cpp
+++ b/services/inputflinger/tests/InputDispatcher_test.cpp
@@ -1887,6 +1887,64 @@
     wallpaperWindow->assertNoEvents();
 }
 
+TEST_F(InputDispatcherTest, WallpaperWindowReceivesMultiTouch) {
+    std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+    sp<FakeWindowHandle> window =
+            sp<FakeWindowHandle>::make(application, mDispatcher, "Top", ADISPLAY_ID_DEFAULT);
+    window->setDupTouchToWallpaper(true);
+
+    sp<FakeWindowHandle> wallpaperWindow =
+            sp<FakeWindowHandle>::make(application, mDispatcher, "Wallpaper", ADISPLAY_ID_DEFAULT);
+    wallpaperWindow->setIsWallpaper(true);
+    constexpr int expectedWallpaperFlags =
+            AMOTION_EVENT_FLAG_WINDOW_IS_OBSCURED | AMOTION_EVENT_FLAG_WINDOW_IS_PARTIALLY_OBSCURED;
+    wallpaperWindow->setPreventSplitting(true);
+
+    mDispatcher->setInputWindows({{ADISPLAY_ID_DEFAULT, {window, wallpaperWindow}}});
+
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+                               {50, 50}))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+    window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+    wallpaperWindow->consumeMotionDown(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+    const MotionEvent secondFingerDownEvent =
+            MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+                    .displayId(ADISPLAY_ID_DEFAULT)
+                    .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+                    .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+                    .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(10).y(10))
+                    .build();
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
+                                InputEventInjectionSync::WAIT_FOR_RESULT))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+
+    window->consumeMotionPointerDown(1);
+    wallpaperWindow->consumeMotionPointerDown(1, ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+    const MotionEvent secondFingerUpEvent =
+            MotionEventBuilder(POINTER_1_UP, AINPUT_SOURCE_TOUCHSCREEN)
+                    .displayId(ADISPLAY_ID_DEFAULT)
+                    .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+                    .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+                    .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER).x(10).y(10))
+                    .build();
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionEvent(mDispatcher, secondFingerUpEvent, INJECT_EVENT_TIMEOUT,
+                                InputEventInjectionSync::WAIT_FOR_RESULT))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+    window->consumeMotionPointerUp(1);
+    wallpaperWindow->consumeMotionPointerUp(1, ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionUp(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT, {50, 50}))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+    window->consumeMotionUp(ADISPLAY_ID_DEFAULT);
+    wallpaperWindow->consumeMotionUp(ADISPLAY_ID_DEFAULT, expectedWallpaperFlags);
+}
+
 /**
  * On the display, have a single window, and also an area where there's no window.
  * First pointer touches the "no window" area of the screen. Second pointer touches the window.
@@ -2322,6 +2380,43 @@
     window->assertNoEvents();
 }
 
+TEST_F(InputDispatcherTest, NonSplitTouchableWindowReceivesMultiTouch) {
+    std::shared_ptr<FakeApplicationHandle> application = std::make_shared<FakeApplicationHandle>();
+    sp<FakeWindowHandle> window = sp<FakeWindowHandle>::make(application, mDispatcher,
+                                                             "Fake Window", ADISPLAY_ID_DEFAULT);
+    // Ensure window is non-split and have some transform.
+    window->setPreventSplitting(true);
+    window->setWindowOffset(20, 40);
+    mDispatcher->onWindowInfosChanged({*window->getInfo()}, {});
+
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionDown(mDispatcher, AINPUT_SOURCE_TOUCHSCREEN, ADISPLAY_ID_DEFAULT,
+                               {50, 50}))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+    window->consumeMotionDown(ADISPLAY_ID_DEFAULT);
+
+    const MotionEvent secondFingerDownEvent =
+            MotionEventBuilder(POINTER_1_DOWN, AINPUT_SOURCE_TOUCHSCREEN)
+                    .displayId(ADISPLAY_ID_DEFAULT)
+                    .eventTime(systemTime(SYSTEM_TIME_MONOTONIC))
+                    .pointer(PointerBuilder(/* id */ 0, AMOTION_EVENT_TOOL_TYPE_FINGER).x(50).y(50))
+                    .pointer(PointerBuilder(/* id */ 1, AMOTION_EVENT_TOOL_TYPE_FINGER)
+                                     .x(-30)
+                                     .y(-50))
+                    .build();
+    ASSERT_EQ(InputEventInjectionResult::SUCCEEDED,
+              injectMotionEvent(mDispatcher, secondFingerDownEvent, INJECT_EVENT_TIMEOUT,
+                                InputEventInjectionSync::WAIT_FOR_RESULT))
+            << "Inject motion event should return InputEventInjectionResult::SUCCEEDED";
+
+    const MotionEvent* event = window->consumeMotion();
+    EXPECT_EQ(POINTER_1_DOWN, event->getAction());
+    EXPECT_EQ(70, event->getX(0));  // 50 + 20
+    EXPECT_EQ(90, event->getY(0));  // 50 + 40
+    EXPECT_EQ(-10, event->getX(1)); // -30 + 20
+    EXPECT_EQ(-10, event->getY(1)); // -50 + 40
+}
+
 /**
  * Ensure the correct coordinate spaces are used by InputDispatcher.
  *