Add a better getLastQueuedBuffer

Avoid obfuscation via a matrix that's not necessarily useful or in
the desired origin of the caller. Instead return the source data,
which is also a lot smaller than the matrix is...

Bug: 183553027
Test: atest android.view.cts.PixelCopyTest (+new testBufferQueueCrop)
Change-Id: I1f7b5981405b2f20293bce9119414fc7780b8eb6
Merged-In: I1f7b5981405b2f20293bce9119414fc7780b8eb6
diff --git a/libs/gui/Surface.cpp b/libs/gui/Surface.cpp
index d6f9e63..8a64a4f 100644
--- a/libs/gui/Surface.cpp
+++ b/libs/gui/Surface.cpp
@@ -1207,6 +1207,9 @@
     case NATIVE_WINDOW_GET_LAST_QUEUED_BUFFER:
         res = dispatchGetLastQueuedBuffer(args);
         break;
+    case NATIVE_WINDOW_GET_LAST_QUEUED_BUFFER2:
+        res = dispatchGetLastQueuedBuffer2(args);
+        break;
     default:
         res = NAME_NOT_FOUND;
         break;
@@ -1513,6 +1516,39 @@
     return result;
 }
 
+int Surface::dispatchGetLastQueuedBuffer2(va_list args) {
+    AHardwareBuffer** buffer = va_arg(args, AHardwareBuffer**);
+    int* fence = va_arg(args, int*);
+    ARect* crop = va_arg(args, ARect*);
+    uint32_t* transform = va_arg(args, uint32_t*);
+    sp<GraphicBuffer> graphicBuffer;
+    sp<Fence> spFence;
+
+    Rect r;
+    int result =
+            mGraphicBufferProducer->getLastQueuedBuffer(&graphicBuffer, &spFence, &r, transform);
+
+    if (graphicBuffer != nullptr) {
+        *buffer = graphicBuffer->toAHardwareBuffer();
+        AHardwareBuffer_acquire(*buffer);
+
+        // Avoid setting crop* unless buffer is valid (matches IGBP behavior)
+        crop->left = r.left;
+        crop->top = r.top;
+        crop->right = r.right;
+        crop->bottom = r.bottom;
+    } else {
+        *buffer = nullptr;
+    }
+
+    if (spFence != nullptr) {
+        *fence = spFence->dup();
+    } else {
+        *fence = -1;
+    }
+    return result;
+}
+
 bool Surface::transformToDisplayInverse() {
     return (mTransform & NATIVE_WINDOW_TRANSFORM_INVERSE_DISPLAY) ==
             NATIVE_WINDOW_TRANSFORM_INVERSE_DISPLAY;