diff options
| author | 2018-11-29 16:14:19 +0000 | |
|---|---|---|
| committer | 2018-11-29 16:14:19 +0000 | |
| commit | d2d06d7a076dabc2a860452f667bdd3bfadf37e4 (patch) | |
| tree | 2b91b6704d239631f4b001a4794bcf1c442770ef /services/surfaceflinger/BufferLayer.cpp | |
| parent | 2df5735422298b212be08d2a146a4fed73d642c1 (diff) | |
| parent | 88a11f2640cffb3fdfc3d0c7081f118a59507d0f (diff) | |
Merge changes from topic "remove_surface_size"
* changes:
SF: User buffer size instead of layer size when calculating size
SF: User buffer size to compute crop, set geometry and update cursor pos
Diffstat (limited to 'services/surfaceflinger/BufferLayer.cpp')
| -rw-r--r-- | services/surfaceflinger/BufferLayer.cpp | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/services/surfaceflinger/BufferLayer.cpp b/services/surfaceflinger/BufferLayer.cpp index ade62bf68f..7caae989cd 100644 --- a/services/surfaceflinger/BufferLayer.cpp +++ b/services/surfaceflinger/BufferLayer.cpp @@ -501,7 +501,7 @@ Region BufferLayer::latchBuffer(bool& recomputeVisibleRegions, nsecs_t latchTime // FIXME: postedRegion should be dirty & bounds // transform the dirty region to window-manager space - return getTransform().transform(Region(Rect(getActiveWidth(s), getActiveHeight(s)))); + return getTransform().transform(Region(getBufferSize(s))); } // transaction @@ -624,11 +624,13 @@ void BufferLayer::drawWithOpenGL(const RenderArea& renderArea, bool useIdentityT ui::Transform t = getTransform(); Rect win = bounds; + const int bufferWidth = getBufferSize(s).getWidth(); + const int bufferHeight = getBufferSize(s).getHeight(); - float left = float(win.left) / float(getActiveWidth(s)); - float top = float(win.top) / float(getActiveHeight(s)); - float right = float(win.right) / float(getActiveWidth(s)); - float bottom = float(win.bottom) / float(getActiveHeight(s)); + const float left = float(win.left) / float(bufferWidth); + const float top = float(win.top) / float(bufferHeight); + const float right = float(win.right) / float(bufferWidth); + const float bottom = float(win.bottom) / float(bufferHeight); // TODO: we probably want to generate the texture coords with the mesh // here we assume that we only have 4 vertices |