SF: add a solid background when hole punching a cached set
When we punch a hole to round the corners on a PIP window we need
to make sure that the cached set is opaque to prevent blending of the
rounded corner edges with random opaque buffers.
Bug: 194307461
Test: PIP window on solid color wallpaper
Change-Id: I5ab80103dc5b43db85c4f12c9efd5ba2a1dfd076
diff --git a/services/surfaceflinger/CompositionEngine/src/planner/CachedSet.cpp b/services/surfaceflinger/CompositionEngine/src/planner/CachedSet.cpp
index b24274e..835f6bf 100644
--- a/services/surfaceflinger/CompositionEngine/src/planner/CachedSet.cpp
+++ b/services/surfaceflinger/CompositionEngine/src/planner/CachedSet.cpp
@@ -218,6 +218,7 @@
}
renderengine::LayerSettings holePunchSettings;
+ renderengine::LayerSettings holePunchBackgroundSettings;
if (mHolePunchLayer) {
auto clientCompositionList =
mHolePunchLayer->getOutputLayer()->getLayerFE().prepareClientCompositionList(
@@ -232,6 +233,15 @@
holePunchSettings.alpha = 0.0f;
holePunchSettings.name = std::string("hole punch layer");
layerSettingsPointers.push_back(&holePunchSettings);
+
+ // Add a solid background as the first layer in case there is no opaque
+ // buffer behind the punch hole
+ holePunchBackgroundSettings.alpha = 1.0f;
+ holePunchBackgroundSettings.name = std::string("holePunchBackground");
+ holePunchBackgroundSettings.geometry.boundaries = holePunchSettings.geometry.boundaries;
+ holePunchBackgroundSettings.geometry.positionTransform =
+ holePunchSettings.geometry.positionTransform;
+ layerSettingsPointers.insert(layerSettingsPointers.begin(), &holePunchBackgroundSettings);
}
if (sDebugHighlighLayers) {
diff --git a/services/surfaceflinger/CompositionEngine/tests/planner/CachedSetTest.cpp b/services/surfaceflinger/CompositionEngine/tests/planner/CachedSetTest.cpp
index b05a594..5db27fa 100644
--- a/services/surfaceflinger/CompositionEngine/tests/planner/CachedSetTest.cpp
+++ b/services/surfaceflinger/CompositionEngine/tests/planner/CachedSetTest.cpp
@@ -590,12 +590,22 @@
base::unique_fd&&, base::unique_fd*) -> size_t {
// If the highlight layer is enabled, it will increase the size by 1.
// We're interested in the third layer either way.
- EXPECT_GE(layers.size(), 3u);
- const auto* holePunchSettings = layers[2];
- EXPECT_EQ(nullptr, holePunchSettings->source.buffer.buffer);
- EXPECT_EQ(half3(0.0f, 0.0f, 0.0f), holePunchSettings->source.solidColor);
- EXPECT_TRUE(holePunchSettings->disableBlending);
- EXPECT_EQ(0.0f, holePunchSettings->alpha);
+ EXPECT_GE(layers.size(), 4u);
+ {
+ const auto* holePunchSettings = layers[3];
+ EXPECT_EQ(nullptr, holePunchSettings->source.buffer.buffer);
+ EXPECT_EQ(half3(0.0f, 0.0f, 0.0f), holePunchSettings->source.solidColor);
+ EXPECT_TRUE(holePunchSettings->disableBlending);
+ EXPECT_EQ(0.0f, holePunchSettings->alpha);
+ }
+
+ {
+ const auto* holePunchBackgroundSettings = layers[0];
+ EXPECT_EQ(nullptr, holePunchBackgroundSettings->source.buffer.buffer);
+ EXPECT_EQ(half3(0.0f, 0.0f, 0.0f), holePunchBackgroundSettings->source.solidColor);
+ EXPECT_FALSE(holePunchBackgroundSettings->disableBlending);
+ EXPECT_EQ(1.0f, holePunchBackgroundSettings->alpha);
+ }
return NO_ERROR;
};
@@ -640,12 +650,23 @@
base::unique_fd&&, base::unique_fd*) -> size_t {
// If the highlight layer is enabled, it will increase the size by 1.
// We're interested in the third layer either way.
- EXPECT_GE(layers.size(), 3u);
- const auto* holePunchSettings = layers[2];
- EXPECT_EQ(nullptr, holePunchSettings->source.buffer.buffer);
- EXPECT_EQ(half3(0.0f, 0.0f, 0.0f), holePunchSettings->source.solidColor);
- EXPECT_TRUE(holePunchSettings->disableBlending);
- EXPECT_EQ(0.0f, holePunchSettings->alpha);
+ EXPECT_GE(layers.size(), 4u);
+
+ {
+ const auto* holePunchSettings = layers[3];
+ EXPECT_EQ(nullptr, holePunchSettings->source.buffer.buffer);
+ EXPECT_EQ(half3(0.0f, 0.0f, 0.0f), holePunchSettings->source.solidColor);
+ EXPECT_TRUE(holePunchSettings->disableBlending);
+ EXPECT_EQ(0.0f, holePunchSettings->alpha);
+ }
+
+ {
+ const auto* holePunchBackgroundSettings = layers[0];
+ EXPECT_EQ(nullptr, holePunchBackgroundSettings->source.buffer.buffer);
+ EXPECT_EQ(half3(0.0f, 0.0f, 0.0f), holePunchBackgroundSettings->source.solidColor);
+ EXPECT_FALSE(holePunchBackgroundSettings->disableBlending);
+ EXPECT_EQ(1.0f, holePunchBackgroundSettings->alpha);
+ }
return NO_ERROR;
};