Clear region before drawing layers.
Bug: 118461793
Change-Id: I3c0e4efb10475121c9d8d41692dc360c0d727f12
Test: librenderengine_test
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
index d0a0ac8..c5c4cc4 100644
--- a/libs/renderengine/gl/GLESRenderEngine.cpp
+++ b/libs/renderengine/gl/GLESRenderEngine.cpp
@@ -714,6 +714,10 @@
setDisplayMaxLuminance(display.maxLuminance);
mat4 projectionMatrix = mState.projectionMatrix * display.globalTransform;
+ mState.projectionMatrix = projectionMatrix;
+ if (!display.clearRegion.isEmpty()) {
+ fillRegionWithColor(display.clearRegion, 0.0, 0.0, 0.0, 1.0);
+ }
Mesh mesh(Mesh::TRIANGLE_FAN, 4, 2, 2);
for (auto layer : layers) {
diff --git a/libs/renderengine/include/renderengine/DisplaySettings.h b/libs/renderengine/include/renderengine/DisplaySettings.h
index 0c92353..af8de23 100644
--- a/libs/renderengine/include/renderengine/DisplaySettings.h
+++ b/libs/renderengine/include/renderengine/DisplaySettings.h
@@ -51,9 +51,10 @@
// to the output dataspace.
mat4 colorTransform = mat4();
- // Region that will be cleared to (0, 0, 0, 0) prior to rendering.
- // clearRegion will first be transformed by globalTransform so that it will
- // be in the same coordinate space as the rendered layers.
+ // Region that will be cleared to (0, 0, 0, 1) prior to rendering.
+ // RenderEngine will transform the clearRegion passed in here, by
+ // globalTransform, so that it will be in the same coordinate space as the
+ // rendered layers.
Region clearRegion = Region::INVALID_REGION;
};
diff --git a/libs/renderengine/include/renderengine/LayerSettings.h b/libs/renderengine/include/renderengine/LayerSettings.h
index a37a163..a1ee37d 100644
--- a/libs/renderengine/include/renderengine/LayerSettings.h
+++ b/libs/renderengine/include/renderengine/LayerSettings.h
@@ -94,11 +94,11 @@
half alpha = half(0.0);
// Color space describing how the source pixels should be interpreted.
- ui::Dataspace sourceDataspace;
+ ui::Dataspace sourceDataspace = ui::Dataspace::UNKNOWN;
// Additional layer-specific color transform to be applied before the global
// transform.
- mat4 colorTransform;
+ mat4 colorTransform = mat4();
};
} // namespace renderengine
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index e43ee37..b6e4edb 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -184,6 +184,12 @@
void fillBufferWithoutPremultiplyAlpha();
+ void fillGreenColorBufferThenClearRegion();
+
+ void clearLeftRegion();
+
+ void fillBufferThenClearRegion();
+
// Dumb hack to get aroud the fact that tear-down for renderengine isn't
// well defined right now, so we can't create multiple instances
static std::unique_ptr<renderengine::RenderEngine> sRE;
@@ -623,6 +629,30 @@
expectBufferColor(fullscreenRect(), 128, 0, 0, 64, 1);
}
+void RenderEngineTest::clearLeftRegion() {
+ renderengine::DisplaySettings settings;
+ settings.physicalDisplay = fullscreenRect();
+ // Here logical space is 4x4
+ 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;
+ // dummy layer, without bounds should not render anything
+ renderengine::LayerSettings layer;
+ layers.push_back(layer);
+ invokeDraw(settings, layers, mBuffer);
+}
+
+void RenderEngineTest::fillBufferThenClearRegion() {
+ fillGreenBuffer<ColorSourceVariant>();
+ // Reuse mBuffer
+ clearLeftRegion();
+ expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT), 0, 0, 0, 255);
+ expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 2, 0, DEFAULT_DISPLAY_WIDTH,
+ DEFAULT_DISPLAY_HEIGHT),
+ 0, 255, 0, 255);
+}
+
TEST_F(RenderEngineTest, drawLayers_noLayersToDraw) {
drawEmptyLayers();
}
@@ -771,4 +801,8 @@
fillBufferWithoutPremultiplyAlpha();
}
+TEST_F(RenderEngineTest, drawLayers_fillBufferThenClearRegion) {
+ fillBufferThenClearRegion();
+}
+
} // namespace android