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-rw-r--r--libs/renderengine/gl/GLESRenderEngine.cpp68
-rw-r--r--libs/renderengine/gl/GLESRenderEngine.h3
-rw-r--r--libs/renderengine/include/renderengine/LayerSettings.h4
-rw-r--r--libs/renderengine/include/renderengine/RenderEngine.h2
-rw-r--r--libs/renderengine/include/renderengine/mock/RenderEngine.h2
-rw-r--r--libs/renderengine/tests/RenderEngineTest.cpp89
6 files changed, 86 insertions, 82 deletions
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
index 09659fe209..e257704750 100644
--- a/libs/renderengine/gl/GLESRenderEngine.cpp
+++ b/libs/renderengine/gl/GLESRenderEngine.cpp
@@ -960,7 +960,7 @@ EGLImageKHR GLESRenderEngine::createFramebufferImageIfNeeded(ANativeWindowBuffer
}
status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
- const std::vector<LayerSettings>& layers,
+ const std::vector<const LayerSettings*>& layers,
ANativeWindowBuffer* const buffer,
const bool useFramebufferCache, base::unique_fd&& bufferFence,
base::unique_fd* drawFence) {
@@ -985,9 +985,9 @@ status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
// Blurs in multiple layers are not supported, given the cost of the shader.
const LayerSettings* blurLayer = nullptr;
if (CC_LIKELY(mBlurFilter != nullptr)) {
- for (auto const& layer : layers) {
- if (layer.backgroundBlurRadius > 0) {
- blurLayer = &layer;
+ for (auto const layer : layers) {
+ if (layer->backgroundBlurRadius > 0) {
+ blurLayer = layer;
}
}
}
@@ -1035,9 +1035,9 @@ status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
.setTexCoords(2 /* size */)
.setCropCoords(2 /* size */)
.build();
- for (auto const& layer : layers) {
- if (blurLayer == &layer) {
- auto status = mBlurFilter->prepare(layer.backgroundBlurRadius);
+ for (auto const layer : layers) {
+ if (blurLayer == layer) {
+ auto status = mBlurFilter->prepare(layer->backgroundBlurRadius);
if (status != NO_ERROR) {
ALOGE("Failed to render blur effect! Aborting GPU composition for buffer (%p).",
buffer->handle);
@@ -1065,40 +1065,40 @@ status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
}
}
- mState.maxMasteringLuminance = layer.source.buffer.maxMasteringLuminance;
- mState.maxContentLuminance = layer.source.buffer.maxContentLuminance;
- mState.projectionMatrix = projectionMatrix * layer.geometry.positionTransform;
+ mState.maxMasteringLuminance = layer->source.buffer.maxMasteringLuminance;
+ mState.maxContentLuminance = layer->source.buffer.maxContentLuminance;
+ mState.projectionMatrix = projectionMatrix * layer->geometry.positionTransform;
- const FloatRect bounds = layer.geometry.boundaries;
+ const FloatRect bounds = layer->geometry.boundaries;
Mesh::VertexArray<vec2> position(mesh.getPositionArray<vec2>());
position[0] = vec2(bounds.left, bounds.top);
position[1] = vec2(bounds.left, bounds.bottom);
position[2] = vec2(bounds.right, bounds.bottom);
position[3] = vec2(bounds.right, bounds.top);
- setupLayerCropping(layer, mesh);
- setColorTransform(display.colorTransform * layer.colorTransform);
+ setupLayerCropping(*layer, mesh);
+ setColorTransform(display.colorTransform * layer->colorTransform);
bool usePremultipliedAlpha = true;
bool disableTexture = true;
bool isOpaque = false;
- if (layer.source.buffer.buffer != nullptr) {
+ if (layer->source.buffer.buffer != nullptr) {
disableTexture = false;
- isOpaque = layer.source.buffer.isOpaque;
+ isOpaque = layer->source.buffer.isOpaque;
- sp<GraphicBuffer> gBuf = layer.source.buffer.buffer;
- bindExternalTextureBuffer(layer.source.buffer.textureName, gBuf,
- layer.source.buffer.fence);
+ sp<GraphicBuffer> gBuf = layer->source.buffer.buffer;
+ bindExternalTextureBuffer(layer->source.buffer.textureName, gBuf,
+ layer->source.buffer.fence);
- usePremultipliedAlpha = layer.source.buffer.usePremultipliedAlpha;
- Texture texture(Texture::TEXTURE_EXTERNAL, layer.source.buffer.textureName);
- mat4 texMatrix = layer.source.buffer.textureTransform;
+ usePremultipliedAlpha = layer->source.buffer.usePremultipliedAlpha;
+ Texture texture(Texture::TEXTURE_EXTERNAL, layer->source.buffer.textureName);
+ mat4 texMatrix = layer->source.buffer.textureTransform;
texture.setMatrix(texMatrix.asArray());
- texture.setFiltering(layer.source.buffer.useTextureFiltering);
+ texture.setFiltering(layer->source.buffer.useTextureFiltering);
texture.setDimensions(gBuf->getWidth(), gBuf->getHeight());
- setSourceY410BT2020(layer.source.buffer.isY410BT2020);
+ setSourceY410BT2020(layer->source.buffer.isY410BT2020);
renderengine::Mesh::VertexArray<vec2> texCoords(mesh.getTexCoordArray<vec2>());
texCoords[0] = vec2(0.0, 0.0);
@@ -1108,32 +1108,32 @@ status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
setupLayerTexturing(texture);
}
- const half3 solidColor = layer.source.solidColor;
- const half4 color = half4(solidColor.r, solidColor.g, solidColor.b, layer.alpha);
+ const half3 solidColor = layer->source.solidColor;
+ const half4 color = half4(solidColor.r, solidColor.g, solidColor.b, layer->alpha);
// Buffer sources will have a black solid color ignored in the shader,
// so in that scenario the solid color passed here is arbitrary.
setupLayerBlending(usePremultipliedAlpha, isOpaque, disableTexture, color,
- layer.geometry.roundedCornersRadius);
- if (layer.disableBlending) {
+ layer->geometry.roundedCornersRadius);
+ if (layer->disableBlending) {
glDisable(GL_BLEND);
}
- setSourceDataSpace(layer.sourceDataspace);
+ setSourceDataSpace(layer->sourceDataspace);
- if (layer.shadow.length > 0.0f) {
- handleShadow(layer.geometry.boundaries, layer.geometry.roundedCornersRadius,
- layer.shadow);
+ if (layer->shadow.length > 0.0f) {
+ handleShadow(layer->geometry.boundaries, layer->geometry.roundedCornersRadius,
+ layer->shadow);
}
// We only want to do a special handling for rounded corners when having rounded corners
// is the only reason it needs to turn on blending, otherwise, we handle it like the
// usual way since it needs to turn on blending anyway.
- else if (layer.geometry.roundedCornersRadius > 0.0 && color.a >= 1.0f && isOpaque) {
- handleRoundedCorners(display, layer, mesh);
+ else if (layer->geometry.roundedCornersRadius > 0.0 && color.a >= 1.0f && isOpaque) {
+ handleRoundedCorners(display, *layer, mesh);
} else {
drawMesh(mesh);
}
// Cleanup if there's a buffer source
- if (layer.source.buffer.buffer != nullptr) {
+ if (layer->source.buffer.buffer != nullptr) {
disableBlending();
setSourceY410BT2020(false);
disableTexturing();
diff --git a/libs/renderengine/gl/GLESRenderEngine.h b/libs/renderengine/gl/GLESRenderEngine.h
index 547235a90d..45c85de51e 100644
--- a/libs/renderengine/gl/GLESRenderEngine.h
+++ b/libs/renderengine/gl/GLESRenderEngine.h
@@ -71,7 +71,8 @@ public:
bool isProtected() const override { return mInProtectedContext; }
bool supportsProtectedContent() const override;
bool useProtectedContext(bool useProtectedContext) override;
- status_t drawLayers(const DisplaySettings& display, const std::vector<LayerSettings>& layers,
+ status_t drawLayers(const DisplaySettings& display,
+ const std::vector<const LayerSettings*>& layers,
ANativeWindowBuffer* buffer, const bool useFramebufferCache,
base::unique_fd&& bufferFence, base::unique_fd* drawFence) override;
diff --git a/libs/renderengine/include/renderengine/LayerSettings.h b/libs/renderengine/include/renderengine/LayerSettings.h
index 3dc198f398..95e9367fea 100644
--- a/libs/renderengine/include/renderengine/LayerSettings.h
+++ b/libs/renderengine/include/renderengine/LayerSettings.h
@@ -52,7 +52,7 @@ struct Buffer {
// Transform matrix to apply to texture coordinates.
mat4 textureTransform = mat4();
- // Wheteher to use pre-multiplied alpha
+ // Whether to use pre-multiplied alpha.
bool usePremultipliedAlpha = true;
// Override flag that alpha for each pixel in the buffer *must* be 1.0.
@@ -153,6 +153,8 @@ struct LayerSettings {
int backgroundBlurRadius = 0;
};
+// Keep in sync with custom comparison function in
+// compositionengine/impl/ClientCompositionRequestCache.cpp
static inline bool operator==(const Buffer& lhs, const Buffer& rhs) {
return lhs.buffer == rhs.buffer && lhs.fence == rhs.fence &&
lhs.textureName == rhs.textureName &&
diff --git a/libs/renderengine/include/renderengine/RenderEngine.h b/libs/renderengine/include/renderengine/RenderEngine.h
index e3c2d84e86..46f3fc6de0 100644
--- a/libs/renderengine/include/renderengine/RenderEngine.h
+++ b/libs/renderengine/include/renderengine/RenderEngine.h
@@ -154,7 +154,7 @@ public:
// @return An error code indicating whether drawing was successful. For
// now, this always returns NO_ERROR.
virtual status_t drawLayers(const DisplaySettings& display,
- const std::vector<LayerSettings>& layers,
+ const std::vector<const LayerSettings*>& layers,
ANativeWindowBuffer* buffer, const bool useFramebufferCache,
base::unique_fd&& bufferFence, base::unique_fd* drawFence) = 0;
diff --git a/libs/renderengine/include/renderengine/mock/RenderEngine.h b/libs/renderengine/include/renderengine/mock/RenderEngine.h
index 0750e86988..3358c69fb9 100644
--- a/libs/renderengine/include/renderengine/mock/RenderEngine.h
+++ b/libs/renderengine/include/renderengine/mock/RenderEngine.h
@@ -56,7 +56,7 @@ public:
MOCK_CONST_METHOD0(supportsProtectedContent, bool());
MOCK_METHOD1(useProtectedContext, bool(bool));
MOCK_METHOD6(drawLayers,
- status_t(const DisplaySettings&, const std::vector<LayerSettings>&,
+ status_t(const DisplaySettings&, const std::vector<const LayerSettings*>&,
ANativeWindowBuffer*, const bool, base::unique_fd&&, base::unique_fd*));
};
diff --git a/libs/renderengine/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index e676740c6a..afcbc50584 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -249,7 +249,8 @@ struct RenderEngineTest : public ::testing::Test {
}
void invokeDraw(renderengine::DisplaySettings settings,
- std::vector<renderengine::LayerSettings> layers, sp<GraphicBuffer> buffer) {
+ std::vector<const renderengine::LayerSettings*> layers,
+ sp<GraphicBuffer> buffer) {
base::unique_fd fence;
status_t status = sRE->drawLayers(settings, layers, buffer->getNativeBuffer(), true,
base::unique_fd(), &fence);
@@ -269,7 +270,7 @@ struct RenderEngineTest : public ::testing::Test {
void drawEmptyLayers() {
renderengine::DisplaySettings settings;
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
// Meaningless buffer since we don't do any drawing
sp<GraphicBuffer> buffer = new GraphicBuffer();
invokeDraw(settings, layers, buffer);
@@ -440,14 +441,14 @@ void RenderEngineTest::fillBuffer(half r, half g, half b, half a) {
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
SourceVariant::fillColor(layer, r, g, b, this);
layer.alpha = a;
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -482,14 +483,14 @@ void RenderEngineTest::fillRedOffsetBuffer() {
settings.physicalDisplay = offsetRect();
settings.clip = offsetRectAtZero();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = offsetRectAtZero().toFloatRect();
SourceVariant::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0f;
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -515,7 +516,7 @@ void RenderEngineTest::fillBufferCheckers(mat4 transform) {
settings.clip = Rect(2, 2);
settings.globalTransform = transform;
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layerOne;
Rect rectOne(0, 0, 1, 1);
@@ -535,9 +536,9 @@ void RenderEngineTest::fillBufferCheckers(mat4 transform) {
SourceVariant::fillColor(layerThree, 0.0f, 0.0f, 1.0f, this);
layerThree.alpha = 1.0f;
- layers.push_back(layerOne);
- layers.push_back(layerTwo);
- layers.push_back(layerThree);
+ layers.push_back(&layerOne);
+ layers.push_back(&layerTwo);
+ layers.push_back(&layerThree);
invokeDraw(settings, layers, mBuffer);
}
@@ -616,7 +617,7 @@ void RenderEngineTest::fillBufferWithLayerTransform() {
// Here logical space is 2x2
settings.clip = Rect(2, 2);
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
@@ -626,7 +627,7 @@ void RenderEngineTest::fillBufferWithLayerTransform() {
layer.source.solidColor = half3(1.0f, 0.0f, 0.0f);
layer.alpha = 1.0f;
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -647,7 +648,7 @@ void RenderEngineTest::fillBufferWithColorTransform() {
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
@@ -663,7 +664,7 @@ void RenderEngineTest::fillBufferWithColorTransform() {
layer.alpha = 1.0f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -680,7 +681,7 @@ void RenderEngineTest::fillRedBufferWithRoundedCorners() {
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
@@ -689,7 +690,7 @@ void RenderEngineTest::fillRedBufferWithRoundedCorners() {
SourceVariant::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0f;
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -726,26 +727,26 @@ void RenderEngineTest::fillBufferAndBlurBackground() {
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings backgroundLayer;
backgroundLayer.geometry.boundaries = fullscreenRect().toFloatRect();
SourceVariant::fillColor(backgroundLayer, 0.0f, 1.0f, 0.0f, this);
backgroundLayer.alpha = 1.0f;
- layers.push_back(backgroundLayer);
+ layers.push_back(&backgroundLayer);
renderengine::LayerSettings leftLayer;
leftLayer.geometry.boundaries =
Rect(DEFAULT_DISPLAY_WIDTH / 2, DEFAULT_DISPLAY_HEIGHT).toFloatRect();
SourceVariant::fillColor(leftLayer, 1.0f, 0.0f, 0.0f, this);
leftLayer.alpha = 1.0f;
- layers.push_back(leftLayer);
+ layers.push_back(&leftLayer);
renderengine::LayerSettings blurLayer;
blurLayer.geometry.boundaries = fullscreenRect().toFloatRect();
blurLayer.backgroundBlurRadius = blurRadius;
blurLayer.alpha = 0;
- layers.push_back(blurLayer);
+ layers.push_back(&blurLayer);
invokeDraw(settings, layers, mBuffer);
@@ -761,7 +762,7 @@ void RenderEngineTest::overlayCorners() {
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layersFirst;
+ std::vector<const renderengine::LayerSettings*> layersFirst;
renderengine::LayerSettings layerOne;
layerOne.geometry.boundaries =
@@ -769,14 +770,14 @@ void RenderEngineTest::overlayCorners() {
SourceVariant::fillColor(layerOne, 1.0f, 0.0f, 0.0f, this);
layerOne.alpha = 0.2;
- layersFirst.push_back(layerOne);
+ layersFirst.push_back(&layerOne);
invokeDraw(settings, layersFirst, mBuffer);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 3, DEFAULT_DISPLAY_HEIGHT / 3), 51, 0, 0, 51);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 3 + 1, DEFAULT_DISPLAY_HEIGHT / 3 + 1,
DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
0, 0, 0, 0);
- std::vector<renderengine::LayerSettings> layersSecond;
+ std::vector<const renderengine::LayerSettings*> layersSecond;
renderengine::LayerSettings layerTwo;
layerTwo.geometry.boundaries =
FloatRect(DEFAULT_DISPLAY_WIDTH / 3.0, DEFAULT_DISPLAY_HEIGHT / 3.0,
@@ -784,7 +785,7 @@ void RenderEngineTest::overlayCorners() {
SourceVariant::fillColor(layerTwo, 0.0f, 1.0f, 0.0f, this);
layerTwo.alpha = 1.0f;
- layersSecond.push_back(layerTwo);
+ layersSecond.push_back(&layerTwo);
invokeDraw(settings, layersSecond, mBuffer);
expectBufferColor(Rect(DEFAULT_DISPLAY_WIDTH / 3, DEFAULT_DISPLAY_HEIGHT / 3), 0, 0, 0, 0);
@@ -798,7 +799,7 @@ void RenderEngineTest::fillRedBufferTextureTransform() {
settings.physicalDisplay = fullscreenRect();
settings.clip = Rect(1, 1);
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
// Here will allocate a checker board texture, but transform texture
@@ -833,7 +834,7 @@ void RenderEngineTest::fillRedBufferTextureTransform() {
layer.alpha = 1.0f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -849,7 +850,7 @@ void RenderEngineTest::fillRedBufferWithPremultiplyAlpha() {
// Here logical space is 1x1
settings.clip = Rect(1, 1);
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
@@ -872,7 +873,7 @@ void RenderEngineTest::fillRedBufferWithPremultiplyAlpha() {
layer.alpha = 0.5f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -888,7 +889,7 @@ void RenderEngineTest::fillRedBufferWithoutPremultiplyAlpha() {
// Here logical space is 1x1
settings.clip = Rect(1, 1);
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
sp<GraphicBuffer> buf = allocateSourceBuffer(1, 1);
@@ -911,7 +912,7 @@ void RenderEngineTest::fillRedBufferWithoutPremultiplyAlpha() {
layer.alpha = 0.5f;
layer.geometry.boundaries = Rect(1, 1).toFloatRect();
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -928,10 +929,10 @@ void RenderEngineTest::clearLeftRegion() {
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;
+ std::vector<const renderengine::LayerSettings*> layers;
// dummy layer, without bounds should not render anything
renderengine::LayerSettings layer;
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -952,7 +953,7 @@ void RenderEngineTest::drawShadow(const renderengine::LayerSettings& castingLaye
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
// add background layer
renderengine::LayerSettings bgLayer;
@@ -960,20 +961,20 @@ void RenderEngineTest::drawShadow(const renderengine::LayerSettings& castingLaye
ColorSourceVariant::fillColor(bgLayer, backgroundColor.r / 255.0f, backgroundColor.g / 255.0f,
backgroundColor.b / 255.0f, this);
bgLayer.alpha = backgroundColor.a / 255.0f;
- layers.push_back(bgLayer);
+ layers.push_back(&bgLayer);
// add shadow layer
renderengine::LayerSettings shadowLayer;
shadowLayer.geometry.boundaries = castingLayer.geometry.boundaries;
shadowLayer.alpha = castingLayer.alpha;
shadowLayer.shadow = shadow;
- layers.push_back(shadowLayer);
+ layers.push_back(&shadowLayer);
// add layer casting the shadow
renderengine::LayerSettings layer = castingLayer;
SourceVariant::fillColor(layer, casterColor.r / 255.0f, casterColor.g / 255.0f,
casterColor.b / 255.0f, this);
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
}
@@ -984,11 +985,11 @@ TEST_F(RenderEngineTest, drawLayers_noLayersToDraw) {
TEST_F(RenderEngineTest, drawLayers_nullOutputBuffer) {
renderengine::DisplaySettings settings;
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
- layers.push_back(layer);
+ layers.push_back(&layer);
base::unique_fd fence;
status_t status = sRE->drawLayers(settings, layers, nullptr, true, base::unique_fd(), &fence);
@@ -1000,12 +1001,12 @@ TEST_F(RenderEngineTest, drawLayers_nullOutputFence) {
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0;
- layers.push_back(layer);
+ layers.push_back(&layer);
status_t status = sRE->drawLayers(settings, layers, mBuffer->getNativeBuffer(), true,
base::unique_fd(), nullptr);
@@ -1019,12 +1020,12 @@ TEST_F(RenderEngineTest, drawLayers_doesNotCacheFramebuffer) {
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
layer.alpha = 1.0;
- layers.push_back(layer);
+ layers.push_back(&layer);
status_t status = sRE->drawLayers(settings, layers, mBuffer->getNativeBuffer(), false,
base::unique_fd(), nullptr);
@@ -1223,13 +1224,13 @@ TEST_F(RenderEngineTest, drawLayers_fillsBufferAndCachesImages) {
settings.physicalDisplay = fullscreenRect();
settings.clip = fullscreenRect();
- std::vector<renderengine::LayerSettings> layers;
+ std::vector<const renderengine::LayerSettings*> layers;
renderengine::LayerSettings layer;
layer.geometry.boundaries = fullscreenRect().toFloatRect();
BufferSourceVariant<ForceOpaqueBufferVariant>::fillColor(layer, 1.0f, 0.0f, 0.0f, this);
- layers.push_back(layer);
+ layers.push_back(&layer);
invokeDraw(settings, layers, mBuffer);
uint64_t bufferId = layer.source.buffer.buffer->getId();
EXPECT_TRUE(sRE->isImageCachedForTesting(bufferId));