Skip client composition requests
Keep track of client compositions requests in CompositionEngine and
the buffer used to render the request. If the requests do not change
and the buffer matches, reuse the buffer instead of going
to client composition.
Certain layers properties (buffer format, rounded corner or shadows)
will force the device to go into GPU or mixed composition. In mixed
composition scenarios, we can avoid redundant client composition
requests by reusing the RenderSurface buffers. If the device goes
into GPU composition then all the layers will be composited and there
will be no performance benefit.
Bug: b/136561771, b/144690120
Test: dump SurfaceFlinger --timestats -dump
Test: manual testing with mixed and gpu composition scenarios
Test: atest libcompositionengine_test libsurfaceflinger_unittest SurfaceFlinger_test
Change-Id: I466d5dcded0c9fcfa64bc72fd91dfaddd795f315
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
index 09659fe..e257704 100644
--- a/libs/renderengine/gl/GLESRenderEngine.cpp
+++ b/libs/renderengine/gl/GLESRenderEngine.cpp
@@ -960,7 +960,7 @@
}
status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
- const std::vector<LayerSettings>& layers,
+ const std::vector<const LayerSettings*>& layers,
ANativeWindowBuffer* const buffer,
const bool useFramebufferCache, base::unique_fd&& bufferFence,
base::unique_fd* drawFence) {
@@ -985,9 +985,9 @@
// Blurs in multiple layers are not supported, given the cost of the shader.
const LayerSettings* blurLayer = nullptr;
if (CC_LIKELY(mBlurFilter != nullptr)) {
- for (auto const& layer : layers) {
- if (layer.backgroundBlurRadius > 0) {
- blurLayer = &layer;
+ for (auto const layer : layers) {
+ if (layer->backgroundBlurRadius > 0) {
+ blurLayer = layer;
}
}
}
@@ -1035,9 +1035,9 @@
.setTexCoords(2 /* size */)
.setCropCoords(2 /* size */)
.build();
- for (auto const& layer : layers) {
- if (blurLayer == &layer) {
- auto status = mBlurFilter->prepare(layer.backgroundBlurRadius);
+ for (auto const layer : layers) {
+ if (blurLayer == layer) {
+ auto status = mBlurFilter->prepare(layer->backgroundBlurRadius);
if (status != NO_ERROR) {
ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
buffer->handle);
@@ -1065,40 +1065,40 @@
}
}
- mState.maxMasteringLuminance = layer.source.buffer.maxMasteringLuminance;
- mState.maxContentLuminance = layer.source.buffer.maxContentLuminance;
- mState.projectionMatrix = projectionMatrix * layer.geometry.positionTransform;
+ mState.maxMasteringLuminance = layer->source.buffer.maxMasteringLuminance;
+ mState.maxContentLuminance = layer->source.buffer.maxContentLuminance;
+ mState.projectionMatrix = projectionMatrix * layer->geometry.positionTransform;
- const FloatRect bounds = layer.geometry.boundaries;
+ const FloatRect bounds = layer->geometry.boundaries;
Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
position[0] = vec2(bounds.left, bounds.top);
position[1] = vec2(bounds.left, bounds.bottom);
position[2] = vec2(bounds.right, bounds.bottom);
position[3] = vec2(bounds.right, bounds.top);
- setupLayerCropping(layer, mesh);
- setColorTransform(display.colorTransform * layer.colorTransform);
+ setupLayerCropping(*layer, mesh);
+ setColorTransform(display.colorTransform * layer->colorTransform);
bool usePremultipliedAlpha = true;
bool disableTexture = true;
bool isOpaque = false;
- if (layer.source.buffer.buffer != nullptr) {
+ if (layer->source.buffer.buffer != nullptr) {
disableTexture = false;
- isOpaque = layer.source.buffer.isOpaque;
+ isOpaque = layer->source.buffer.isOpaque;
- sp<GraphicBuffer> gBuf = layer.source.buffer.buffer;
- bindExternalTextureBuffer(layer.source.buffer.textureName, gBuf,
- layer.source.buffer.fence);
+ sp<GraphicBuffer> gBuf = layer->source.buffer.buffer;
+ bindExternalTextureBuffer(layer->source.buffer.textureName, gBuf,
+ layer->source.buffer.fence);
- usePremultipliedAlpha = layer.source.buffer.usePremultipliedAlpha;
- Texture texture(Texture::TEXTURE_EXTERNAL, layer.source.buffer.textureName);
- mat4 texMatrix = layer.source.buffer.textureTransform;
+ usePremultipliedAlpha = layer->source.buffer.usePremultipliedAlpha;
+ Texture texture(Texture::TEXTURE_EXTERNAL, layer->source.buffer.textureName);
+ mat4 texMatrix = layer->source.buffer.textureTransform;
texture.setMatrix(texMatrix.asArray());
- texture.setFiltering(layer.source.buffer.useTextureFiltering);
+ texture.setFiltering(layer->source.buffer.useTextureFiltering);
texture.setDimensions(gBuf->getWidth(), gBuf->getHeight());
- setSourceY410BT2020(layer.source.buffer.isY410BT2020);
+ setSourceY410BT2020(layer->source.buffer.isY410BT2020);
renderengine::Mesh::VertexArray<vec2> texCoords(mesh.getTexCoordArray<vec2>());
texCoords[0] = vec2(0.0, 0.0);
@@ -1108,32 +1108,32 @@
setupLayerTexturing(texture);
}
- const half3 solidColor = layer.source.solidColor;
- const half4 color = half4(solidColor.r, solidColor.g, solidColor.b, layer.alpha);
+ const half3 solidColor = layer->source.solidColor;
+ const half4 color = half4(solidColor.r, solidColor.g, solidColor.b, layer->alpha);
// Buffer sources will have a black solid color ignored in the shader,
// so in that scenario the solid color passed here is arbitrary.
setupLayerBlending(usePremultipliedAlpha, isOpaque, disableTexture, color,
- layer.geometry.roundedCornersRadius);
- if (layer.disableBlending) {
+ layer->geometry.roundedCornersRadius);
+ if (layer->disableBlending) {
glDisable(GL_BLEND);
}
- setSourceDataSpace(layer.sourceDataspace);
+ setSourceDataSpace(layer->sourceDataspace);
- if (layer.shadow.length > 0.0f) {
- handleShadow(layer.geometry.boundaries, layer.geometry.roundedCornersRadius,
- layer.shadow);
+ if (layer->shadow.length > 0.0f) {
+ handleShadow(layer->geometry.boundaries, layer->geometry.roundedCornersRadius,
+ layer->shadow);
}
// We only want to do a special handling for rounded corners when having rounded corners
// is the only reason it needs to turn on blending, otherwise, we handle it like the
// usual way since it needs to turn on blending anyway.
- else if (layer.geometry.roundedCornersRadius > 0.0 && color.a >= 1.0f && isOpaque) {
- handleRoundedCorners(display, layer, mesh);
+ else if (layer->geometry.roundedCornersRadius > 0.0 && color.a >= 1.0f && isOpaque) {
+ handleRoundedCorners(display, *layer, mesh);
} else {
drawMesh(mesh);
}
// Cleanup if there's a buffer source
- if (layer.source.buffer.buffer != nullptr) {
+ if (layer->source.buffer.buffer != nullptr) {
disableBlending();
setSourceY410BT2020(false);
disableTexturing();
diff --git a/libs/renderengine/gl/GLESRenderEngine.h b/libs/renderengine/gl/GLESRenderEngine.h
index 547235a..45c85de 100644
--- a/libs/renderengine/gl/GLESRenderEngine.h
+++ b/libs/renderengine/gl/GLESRenderEngine.h
@@ -71,7 +71,8 @@
bool isProtected() const override { return mInProtectedContext; }
bool supportsProtectedContent() const override;
bool useProtectedContext(bool useProtectedContext) override;
- status_t drawLayers(const DisplaySettings& display, const std::vector<LayerSettings>& layers,
+ status_t drawLayers(const DisplaySettings& display,
+ const std::vector<const LayerSettings*>& layers,
ANativeWindowBuffer* buffer, const bool useFramebufferCache,
base::unique_fd&& bufferFence, base::unique_fd* drawFence) override;
diff --git a/libs/renderengine/include/renderengine/LayerSettings.h b/libs/renderengine/include/renderengine/LayerSettings.h
index 3dc198f..95e9367 100644
--- a/libs/renderengine/include/renderengine/LayerSettings.h
+++ b/libs/renderengine/include/renderengine/LayerSettings.h
@@ -52,7 +52,7 @@
// Transform matrix to apply to texture coordinates.
mat4 textureTransform = mat4();
- // Wheteher to use pre-multiplied alpha
+ // Whether to use pre-multiplied alpha.
bool usePremultipliedAlpha = true;
// Override flag that alpha for each pixel in the buffer *must* be 1.0.
@@ -153,6 +153,8 @@
int backgroundBlurRadius = 0;
};
+// Keep in sync with custom comparison function in
+// compositionengine/impl/ClientCompositionRequestCache.cpp
static inline bool operator==(const Buffer& lhs, const Buffer& rhs) {
return lhs.buffer == rhs.buffer && lhs.fence == rhs.fence &&
lhs.textureName == rhs.textureName &&
diff --git a/libs/renderengine/include/renderengine/RenderEngine.h b/libs/renderengine/include/renderengine/RenderEngine.h
index e3c2d84..46f3fc6 100644
--- a/libs/renderengine/include/renderengine/RenderEngine.h
+++ b/libs/renderengine/include/renderengine/RenderEngine.h
@@ -154,7 +154,7 @@
// @return An error code indicating whether drawing was successful. For
// now, this always returns NO_ERROR.
virtual status_t drawLayers(const DisplaySettings& display,
- const std::vector<LayerSettings>& layers,
+ const std::vector<const LayerSettings*>& layers,
ANativeWindowBuffer* buffer, const bool useFramebufferCache,
base::unique_fd&& bufferFence, base::unique_fd* drawFence) = 0;
diff --git a/libs/renderengine/include/renderengine/mock/RenderEngine.h b/libs/renderengine/include/renderengine/mock/RenderEngine.h
index 0750e86..3358c69 100644
--- a/libs/renderengine/include/renderengine/mock/RenderEngine.h
+++ b/libs/renderengine/include/renderengine/mock/RenderEngine.h
@@ -56,7 +56,7 @@
MOCK_CONST_METHOD0(supportsProtectedContent, bool());
MOCK_METHOD1(useProtectedContext, bool(bool));
MOCK_METHOD6(drawLayers,
- status_t(const DisplaySettings&, const std::vector<LayerSettings>&,
+ status_t(const DisplaySettings&, const std::vector<const LayerSettings*>&,
ANativeWindowBuffer*, const bool, base::unique_fd&&, base::unique_fd*));
};
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index e676740..afcbc50 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -249,7 +249,8 @@
}
void invokeDraw(renderengine::DisplaySettings settings,
- std::vector<renderengine::LayerSettings> layers, sp<GraphicBuffer> buffer) {
+ std::vector<const renderengine::LayerSettings*> layers,
+ sp<GraphicBuffer> buffer) {
base::unique_fd fence;
status_t status = sRE->drawLayers(settings, layers, buffer->getNativeBuffer(), true,
base::unique_fd(), &fence);
@@ -269,7 +270,7 @@
void drawEmptyLayers() {
renderengine::DisplaySettings settings;
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
// Meaningless buffer since we don't do any drawing
sp<GraphicBuffer> buffer = new GraphicBuffer();
invokeDraw(settings, layers, buffer);
@@ -440,14 +441,14 @@
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
SourceVariant::fillColor(layer, r, g, b, this);
layer.alpha = a;
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -482,14 +483,14 @@
settings.physicalDisplay = offsetRect();
settings.clip = offsetRectAtZero();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = offsetRectAtZero().toFloatRect();
SourceVariant::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0f;
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -515,7 +516,7 @@
settings.clip = Rect(2, 2);
settings.globalTransform = transform;
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layerOne;
Rect rectOne(0, 0, 1, 1);
@@ -535,9 +536,9 @@
SourceVariant::fillColor(layerThree, 0.0f, 0.0f, 1.0f, this);
layerThree.alpha = 1.0f;
- layers.push_back(layerOne);
- layers.push_back(layerTwo);
- layers.push_back(layerThree);
+ layers.push_back(&layerOne);
+ layers.push_back(&layerTwo);
+ layers.push_back(&layerThree);
invokeDraw(settings, layers, mBuffer);
}
@@ -616,7 +617,7 @@
// Here logical space is 2x2
settings.clip = Rect(2, 2);
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
@@ -626,7 +627,7 @@
layer.source.solidColor = half3(1.0f, 0.0f, 0.0f);
layer.alpha = 1.0f;
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -647,7 +648,7 @@
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
@@ -663,7 +664,7 @@
layer.alpha = 1.0f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -680,7 +681,7 @@
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
@@ -689,7 +690,7 @@
SourceVariant::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0f;
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -726,26 +727,26 @@
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings backgroundLayer;
backgroundLayer.geometry.boundaries = fullscreenRect().toFloatRect();
SourceVariant::fillColor(backgroundLayer, 0.0f, 1.0f, 0.0f, this);
backgroundLayer.alpha = 1.0f;
- layers.push_back(backgroundLayer);
+ layers.push_back(&backgroundLayer);
renderengine::LayerSettings leftLayer;
leftLayer.geometry.boundaries =
Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT).toFloatRect();
SourceVariant::fillColor(leftLayer, 1.0f, 0.0f, 0.0f, this);
leftLayer.alpha = 1.0f;
- layers.push_back(leftLayer);
+ layers.push_back(&leftLayer);
renderengine::LayerSettings blurLayer;
blurLayer.geometry.boundaries = fullscreenRect().toFloatRect();
blurLayer.backgroundBlurRadius = blurRadius;
blurLayer.alpha = 0;
- layers.push_back(blurLayer);
+ layers.push_back(&blurLayer);
invokeDraw(settings, layers, mBuffer);
@@ -761,7 +762,7 @@
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layersFirst;
+ std::vector<const renderengine::LayerSettings*> layersFirst;
renderengine::LayerSettings layerOne;
layerOne.geometry.boundaries =
@@ -769,14 +770,14 @@
SourceVariant::fillColor(layerOne, 1.0f, 0.0f, 0.0f, this);
layerOne.alpha = 0.2;
- layersFirst.push_back(layerOne);
+ layersFirst.push_back(&layerOne);
invokeDraw(settings, layersFirst, mBuffer);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 3, DEFAULT_DISPLAY_HEIGHT / 3), 51, 0, 0, 51);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 3 + 1, DEFAULT_DISPLAY_HEIGHT / 3 + 1,
DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
0, 0, 0, 0);
- std::vector<renderengine::LayerSettings> layersSecond;
+ std::vector<const renderengine::LayerSettings*> layersSecond;
renderengine::LayerSettings layerTwo;
layerTwo.geometry.boundaries =
FloatRect(DEFAULT_DISPLAY_WIDTH / 3.0, DEFAULT_DISPLAY_HEIGHT / 3.0,
@@ -784,7 +785,7 @@
SourceVariant::fillColor(layerTwo, 0.0f, 1.0f, 0.0f, this);
layerTwo.alpha = 1.0f;
- layersSecond.push_back(layerTwo);
+ layersSecond.push_back(&layerTwo);
invokeDraw(settings, layersSecond, mBuffer);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 3, DEFAULT_DISPLAY_HEIGHT / 3), 0, 0, 0, 0);
@@ -798,7 +799,7 @@
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
// Here will allocate a checker board texture, but transform texture
@@ -833,7 +834,7 @@
layer.alpha = 1.0f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -849,7 +850,7 @@
// Here logical space is 1x1
settings.clip = Rect(1, 1);
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
@@ -872,7 +873,7 @@
layer.alpha = 0.5f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -888,7 +889,7 @@
// Here logical space is 1x1
settings.clip = Rect(1, 1);
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
@@ -911,7 +912,7 @@
layer.alpha = 0.5f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -928,10 +929,10 @@
settings.clip = Rect(4, 4);
settings.globalTransform = mat4::scale(vec4(2, 4, 0, 1));
settings.clearRegion = Region(Rect(1, 1));
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
// dummy layer, without bounds should not render anything
renderengine::LayerSettings layer;
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -952,7 +953,7 @@
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
// add background layer
renderengine::LayerSettings bgLayer;
@@ -960,20 +961,20 @@
ColorSourceVariant::fillColor(bgLayer, backgroundColor.r / 255.0f, backgroundColor.g / 255.0f,
backgroundColor.b / 255.0f, this);
bgLayer.alpha = backgroundColor.a / 255.0f;
- layers.push_back(bgLayer);
+ layers.push_back(&bgLayer);
// add shadow layer
renderengine::LayerSettings shadowLayer;
shadowLayer.geometry.boundaries = castingLayer.geometry.boundaries;
shadowLayer.alpha = castingLayer.alpha;
shadowLayer.shadow = shadow;
- layers.push_back(shadowLayer);
+ layers.push_back(&shadowLayer);
// add layer casting the shadow
renderengine::LayerSettings layer = castingLayer;
SourceVariant::fillColor(layer, casterColor.r / 255.0f, casterColor.g / 255.0f,
casterColor.b / 255.0f, this);
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -984,11 +985,11 @@
TEST_F(RenderEngineTest, drawLayers_nullOutputBuffer) {
renderengine::DisplaySettings settings;
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
- layers.push_back(layer);
+ layers.push_back(&layer);
base::unique_fd fence;
status_t status = sRE->drawLayers(settings, layers, nullptr, true, base::unique_fd(), &fence);
@@ -1000,12 +1001,12 @@
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0;
- layers.push_back(layer);
+ layers.push_back(&layer);
status_t status = sRE->drawLayers(settings, layers, mBuffer->getNativeBuffer(), true,
base::unique_fd(), nullptr);
@@ -1019,12 +1020,12 @@
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0;
- layers.push_back(layer);
+ layers.push_back(&layer);
status_t status = sRE->drawLayers(settings, layers, mBuffer->getNativeBuffer(), false,
base::unique_fd(), nullptr);
@@ -1223,13 +1224,13 @@
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
uint64_t bufferId = layer.source.buffer.buffer->getId();
EXPECT_TRUE(sRE->isImageCachedForTesting(bufferId));