Make sure set GL state properly
when taking a screenshot, in particular, we could end up
with stale GL state when drawing LayerDim which resulted
in incortect rendering.
Bug: 5467587
Change-Id: Id9fbed2843481d31063620f3662b364c7e3ac781
diff --git a/services/surfaceflinger/LayerDim.cpp b/services/surfaceflinger/LayerDim.cpp
index 654817d..e665d7a 100644
--- a/services/surfaceflinger/LayerDim.cpp
+++ b/services/surfaceflinger/LayerDim.cpp
@@ -49,7 +49,8 @@
const DisplayHardware& hw(graphicPlane(0).displayHardware());
const GLfloat alpha = s.alpha/255.0f;
const uint32_t fbHeight = hw.getHeight();
- glDisable(GL_DITHER);
+ glDisable(GL_TEXTURE_EXTERNAL_OES);
+ glDisable(GL_TEXTURE_2D);
if (s.alpha == 0xFF) {
glDisable(GL_BLEND);
@@ -60,11 +61,6 @@
glColor4f(0, 0, 0, alpha);
-#if defined(GL_OES_EGL_image_external)
- if (GLExtensions::getInstance().haveTextureExternal()) {
- glDisable(GL_TEXTURE_EXTERNAL_OES);
- }
-#endif
glVertexPointer(2, GL_FLOAT, 0, mVertices);
while (it != end) {
@@ -73,8 +69,9 @@
glScissor(r.left, sy, r.width(), r.height());
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
+ glDisable(GL_BLEND);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
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