Clean up after enabling per-window-input-rotation
The input feature of per-window-input-rotation is now enabled by
default. Since we don't want to maintain two pipelines for input
rotation, we remove the old code path and clean up accordingly.
Bug: 188939842
Test: presubmit
Test: manual, test that touch and mouse works with display rotated
Change-Id: I0478bb4933c739b2975cbd170cc5dfdaeea0fd57
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index c2dcd70..4770feb 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -3041,32 +3041,24 @@
mInputWindowCommands.clear();
}
-bool enablePerWindowInputRotation() {
- static bool value =
- android::base::GetBoolProperty("persist.debug.per_window_input_rotation", true);
- return value;
-}
-
void SurfaceFlinger::notifyWindowInfos() {
std::vector<WindowInfo> windowInfos;
std::vector<DisplayInfo> displayInfos;
std::unordered_map<uint32_t /*layerStackId*/, const ui::Transform> displayTransforms;
- if (enablePerWindowInputRotation()) {
- for (const auto& [_, display] : ON_MAIN_THREAD(mDisplays)) {
- if (!display->receivesInput()) {
- continue;
- }
- const uint32_t layerStackId = display->getLayerStack().id;
- const auto& [info, transform] = display->getInputInfo();
- const auto& [it, emplaced] = displayTransforms.try_emplace(layerStackId, transform);
- if (!emplaced) {
- ALOGE("Multiple displays claim to accept input for the same layer stack: %u",
- layerStackId);
- continue;
- }
- displayInfos.emplace_back(info);
+ for (const auto& [_, display] : ON_MAIN_THREAD(mDisplays)) {
+ if (!display->receivesInput()) {
+ continue;
}
+ const uint32_t layerStackId = display->getLayerStack().id;
+ const auto& [info, transform] = display->getInputInfo();
+ const auto& [it, emplaced] = displayTransforms.try_emplace(layerStackId, transform);
+ if (!emplaced) {
+ ALOGE("Multiple displays claim to accept input for the same layer stack: %u",
+ layerStackId);
+ continue;
+ }
+ displayInfos.emplace_back(info);
}
mDrawingState.traverseInReverseZOrder([&](Layer* layer) {
@@ -3075,7 +3067,7 @@
const DisplayDevice* display = ON_MAIN_THREAD(getDisplayWithInputByLayer(layer)).get();
ui::Transform displayTransform = ui::Transform();
- if (enablePerWindowInputRotation() && display != nullptr) {
+ if (display != nullptr) {
// When calculating the screen bounds we ignore the transparent region since it may
// result in an unwanted offset.
const auto it = displayTransforms.find(display->getLayerStack().id);