SF: User buffer size instead of layer size when calculating size
- Change the remaining references to layer size with buffer size
- Fail SurfaceFlinger::createLayer if the caller provides a buffer size and the layer is a color or
container layer
- Update Transation_test to explicitly set crop for buffer-less layers
Bug:114413815
Test: go/wm-smoke
Test: mmma frameworks/native/services/surfaceflinger/tests/ && \
mmma frameworks/native/libs/gui/tests/ && adb sync data && \
adb shell /data/nativetest64/libgui_test/libgui_test && \
adb shell /data/nativetest64/libsurfaceflinger_unittest/libsurfaceflinger_unittest && \
adb shell /data/nativetest64/SurfaceFlinger_test/SurfaceFlinger_test && \
adb shell /data/nativetest64/SurfaceParcelable_test/SurfaceParcelable_test && \
echo "ALL TESTS PASSED"
Change-Id: Ic40a2ea3e629ce774891075afaf9a4d05e95ca4d
diff --git a/services/surfaceflinger/BufferLayer.cpp b/services/surfaceflinger/BufferLayer.cpp
index ade62bf..7caae98 100644
--- a/services/surfaceflinger/BufferLayer.cpp
+++ b/services/surfaceflinger/BufferLayer.cpp
@@ -501,7 +501,7 @@
// FIXME: postedRegion should be dirty & bounds
// transform the dirty region to window-manager space
- return getTransform().transform(Region(Rect(getActiveWidth(s), getActiveHeight(s))));
+ return getTransform().transform(Region(getBufferSize(s)));
}
// transaction
@@ -624,11 +624,13 @@
ui::Transform t = getTransform();
Rect win = bounds;
+ const int bufferWidth = getBufferSize(s).getWidth();
+ const int bufferHeight = getBufferSize(s).getHeight();
- float left = float(win.left) / float(getActiveWidth(s));
- float top = float(win.top) / float(getActiveHeight(s));
- float right = float(win.right) / float(getActiveWidth(s));
- float bottom = float(win.bottom) / float(getActiveHeight(s));
+ const float left = float(win.left) / float(bufferWidth);
+ const float top = float(win.top) / float(bufferHeight);
+ const float right = float(win.right) / float(bufferWidth);
+ const float bottom = float(win.bottom) / float(bufferHeight);
// TODO: we probably want to generate the texture coords with the mesh
// here we assume that we only have 4 vertices