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author Leon Scroggins III <scroggo@google.com> 2023-05-09 13:58:18 -0400
committer Leon Scroggins III <scroggo@google.com> 2023-05-11 10:07:46 -0400
commit85d4b228a98982c8beb9eb8b1787f38fdf06a02b (patch)
tree1b05e5973a2a6f12b3da4dea9f9db86f84376695 /services/surfaceflinger/LayerFE.cpp
parentca7b3dc793cfb1a9f251e411b1a23b503c5a6c29 (diff)
Move rotation flags to SF
The rotation flags are typically only used for a camera preview, which wants to avoid changing its orientation and flicker during rotation. Prior to this CL, the rotation flags were tied to the primary display, meaning that if the camera preview was on another display, the rotation flags may not be up to date. For example, if the primary display is off, its flags will not be updated on rotation. Ideally, the flags should be based on the display where the preview will be shown, but this is a much larger architectural change, tracked in b/259407931. As a temporary workaround, associate the flags with the active display. Store the flags in SurfaceFlinger, which knows when the active display changes. Update when the active display switches to a different display or when the active display rotates, matching the behavior of mActiveDisplayTransformHint, which seems similar but is different. Store the flags as a static variable so that LayerFE can access it. LayerFE does not have a way to access the actual SurfaceFlinger object, and it should not. Access to the new flags is safe because it is only read or written from the main thread. Bug: 269685949 Bug: 259407931 Test: ActiveDisplayRotationFlagsTest Change-Id: I5532e140a603be222cb3ea1ae563638317c1d745
Diffstat (limited to 'services/surfaceflinger/LayerFE.cpp')
-rw-r--r--services/surfaceflinger/LayerFE.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/services/surfaceflinger/LayerFE.cpp b/services/surfaceflinger/LayerFE.cpp
index e713263433..f855f278c3 100644
--- a/services/surfaceflinger/LayerFE.cpp
+++ b/services/surfaceflinger/LayerFE.cpp
@@ -25,8 +25,8 @@
#include <system/window.h>
#include <utils/Log.h>
-#include "DisplayDevice.h"
#include "LayerFE.h"
+#include "SurfaceFlinger.h"
namespace android {
@@ -260,7 +260,7 @@ void LayerFE::prepareBufferStateClientComposition(
* the code below applies the primary display's inverse transform to
* the texture transform
*/
- uint32_t transform = DisplayDevice::getPrimaryDisplayRotationFlags();
+ uint32_t transform = SurfaceFlinger::getActiveDisplayRotationFlags();
mat4 tr = inverseOrientation(transform);
/**