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-rw-r--r--services/surfaceflinger/BufferLayer.cpp12
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