SF: Clean up forced refresh and repaint
Remove the misleading repaintEverything flag from CE, as it only affects
debug flashes (and the fullscreen strobe during refresh rate transitions
is of dubious utility). It also causes GPU virtual displays to recompose
despite not being dirty, but forcing repaint can be done by invalidating
geometry instead.
Clean up the Scheduler/SF interface to schedule invalidate, refresh, and
repaint. Fix atomicity of a few debug variables.
Bug: 182939859
Test: Toggle "Show surface updates" in dev settings.
Test: libcompositionengine_test
Change-Id: I176d01cab43e5ab4697b762fe3172b09f4f3d202
diff --git a/services/surfaceflinger/CompositionEngine/src/Output.cpp b/services/surfaceflinger/CompositionEngine/src/Output.cpp
index 5e40802..0ff5eca 100644
--- a/services/surfaceflinger/CompositionEngine/src/Output.cpp
+++ b/services/surfaceflinger/CompositionEngine/src/Output.cpp
@@ -368,13 +368,9 @@
mRenderSurface = std::move(surface);
}
-Region Output::getDirtyRegion(bool repaintEverything) const {
+Region Output::getDirtyRegion() const {
const auto& outputState = getState();
- Region dirty(outputState.layerStackSpace.content);
- if (!repaintEverything) {
- dirty.andSelf(outputState.dirtyRegion);
- }
- return dirty;
+ return outputState.dirtyRegion.intersect(outputState.layerStackSpace.content);
}
bool Output::includesLayer(ui::LayerFilter filter) const {
@@ -901,7 +897,7 @@
void Output::beginFrame() {
auto& outputState = editState();
- const bool dirty = !getDirtyRegion(false).isEmpty();
+ const bool dirty = !getDirtyRegion().isEmpty();
const bool empty = getOutputLayerCount() == 0;
const bool wasEmpty = !outputState.lastCompositionHadVisibleLayers;
@@ -953,14 +949,9 @@
}
if (getState().isEnabled) {
- // transform the dirty region into this screen's coordinate space
- const Region dirtyRegion = getDirtyRegion(refreshArgs.repaintEverything);
- if (!dirtyRegion.isEmpty()) {
- base::unique_fd readyFence;
- // redraw the whole screen
+ if (const auto dirtyRegion = getDirtyRegion(); !dirtyRegion.isEmpty()) {
static_cast<void>(composeSurfaces(dirtyRegion, refreshArgs));
-
- mRenderSurface->queueBuffer(std::move(readyFence));
+ mRenderSurface->queueBuffer(base::unique_fd());
}
}