Loading libs/surfaceflinger/SurfaceFlinger.cpp +6 −5 Original line number Diff line number Diff line Loading @@ -725,10 +725,11 @@ void SurfaceFlinger::computeVisibleRegions( dirty.orSelf(layer->visibleRegionScreen); layer->contentDirty = false; } else { // compute the exposed region // dirty = what's visible now - what's wasn't covered before // = what's visible now & what's was covered before dirty = visibleRegion.intersect(layer->coveredRegionScreen); /* compute the exposed region: * exposed = what's VISIBLE and NOT COVERED now * but was COVERED before */ dirty = (visibleRegion - coveredRegion) & layer->coveredRegionScreen; } dirty.subtractSelf(aboveOpaqueLayers); Loading @@ -737,7 +738,7 @@ void SurfaceFlinger::computeVisibleRegions( // Update aboveOpaqueLayers/aboveCoveredLayers for next (lower) layer aboveOpaqueLayers.orSelf(opaqueRegion); aboveCoveredLayers.orSelf(bounds); aboveCoveredLayers.orSelf(visibleRegion); // Store the visible region is screen space layer->setVisibleRegion(visibleRegion); Loading Loading
libs/surfaceflinger/SurfaceFlinger.cpp +6 −5 Original line number Diff line number Diff line Loading @@ -725,10 +725,11 @@ void SurfaceFlinger::computeVisibleRegions( dirty.orSelf(layer->visibleRegionScreen); layer->contentDirty = false; } else { // compute the exposed region // dirty = what's visible now - what's wasn't covered before // = what's visible now & what's was covered before dirty = visibleRegion.intersect(layer->coveredRegionScreen); /* compute the exposed region: * exposed = what's VISIBLE and NOT COVERED now * but was COVERED before */ dirty = (visibleRegion - coveredRegion) & layer->coveredRegionScreen; } dirty.subtractSelf(aboveOpaqueLayers); Loading @@ -737,7 +738,7 @@ void SurfaceFlinger::computeVisibleRegions( // Update aboveOpaqueLayers/aboveCoveredLayers for next (lower) layer aboveOpaqueLayers.orSelf(opaqueRegion); aboveCoveredLayers.orSelf(bounds); aboveCoveredLayers.orSelf(visibleRegion); // Store the visible region is screen space layer->setVisibleRegion(visibleRegion); Loading