Loading services/surfaceflinger/BufferLayer.cpp +0 −4 Original line number Diff line number Diff line Loading @@ -497,10 +497,6 @@ bool BufferLayer::latchBuffer(bool& recomputeVisibleRegions, nsecs_t latchTime, } } if (recomputeVisibleRegions == true) { maybeDirtyInput(); } return true; } Loading services/surfaceflinger/Layer.cpp +0 −31 Original line number Diff line number Diff line Loading @@ -220,9 +220,6 @@ void Layer::removeFromCurrentState() { } mFlinger->markLayerPendingRemovalLocked(this); if (hasInput()) { mFlinger->dirtyInput(); } } void Layer::onRemovedFromCurrentState() { Loading Loading @@ -998,8 +995,6 @@ uint32_t Layer::doTransaction(uint32_t flags) { mPendingStatesSnapshot = mPendingStates; mCurrentState.callbackHandles = {}; maybeDirtyInput(); return flags; } Loading Loading @@ -2548,32 +2543,6 @@ Layer::FrameRateCompatibility Layer::FrameRate::convertCompatibility(int8_t comp } } bool Layer::maybeDirtyInput() { // No sense redirtying input. if (mFlinger->inputDirty()) return true; if (hasInput()) { mFlinger->dirtyInput(); return true; } // If a child or relative dirties the input, no sense continuing to traverse // so we return early and halt the recursion. We traverse ourselves instead // of using traverse() so we can implement this early halt. for (const sp<Layer>& child : mDrawingChildren) { if (child->maybeDirtyInput()) { return true; } } for (const wp<Layer>& weakRelative : mDrawingState.zOrderRelatives) { sp<Layer> relative = weakRelative.promote(); if (relative && relative->maybeDirtyInput()) { return true; } } return false; } // --------------------------------------------------------------------------- }; // namespace android Loading services/surfaceflinger/Layer.h +0 −4 Original line number Diff line number Diff line Loading @@ -1015,10 +1015,6 @@ protected: // Window types from WindowManager.LayoutParams const int mWindowType; // Called when mDrawingState has changed. If we or one of our children/relatives hasInput() // then we will dirty the setInputWindows cache. bool maybeDirtyInput(); private: /** * Returns an unsorted vector of all layers that are part of this tree. Loading services/surfaceflinger/SurfaceFlinger.cpp +0 −15 Original line number Diff line number Diff line Loading @@ -2897,19 +2897,6 @@ void SurfaceFlinger::updateInputFlinger() { void SurfaceFlinger::updateInputWindowInfo() { std::vector<InputWindowInfo> inputHandles; // We use a simple caching algorithm here. mInputDirty begins as true, // after we call setInputWindows we set it to false, so // in the future we wont call it again.. We set input dirty to true again // when any layer that hasInput() has a transaction performed on it // or when any parent or relative parent of such a layer has a transaction // performed on it. Not all of these transactions will really result in // input changes but all input changes will spring from these transactions // so the cache is safe but not optimal. It seems like it might be annoyingly // costly to cache and comapre the actual InputWindowHandle vector though. if (!mInputDirty && !mInputWindowCommands.syncInputWindows) { return; } mDrawingState.traverseInReverseZOrder([&](Layer* layer) { if (layer->hasInput()) { // When calculating the screen bounds we ignore the transparent region since it may Loading @@ -2921,8 +2908,6 @@ void SurfaceFlinger::updateInputWindowInfo() { mInputFlinger->setInputWindows(inputHandles, mInputWindowCommands.syncInputWindows ? mSetInputWindowsListener : nullptr); mInputDirty = false; } void SurfaceFlinger::commitInputWindowCommands() { Loading services/surfaceflinger/SurfaceFlinger.h +0 −5 Original line number Diff line number Diff line Loading @@ -1255,11 +1255,6 @@ private: nsecs_t mMissedFrameJankStart = 0; int32_t mMissedFrameJankCount = 0; // See updateInputWindowInfo() for details std::atomic<bool> mInputDirty = true; void dirtyInput() { mInputDirty = true; } bool inputDirty() { return mInputDirty; } int mFrameRateFlexibilityTokenCount = 0; sp<IBinder> mDebugFrameRateFlexibilityToken; Loading Loading
services/surfaceflinger/BufferLayer.cpp +0 −4 Original line number Diff line number Diff line Loading @@ -497,10 +497,6 @@ bool BufferLayer::latchBuffer(bool& recomputeVisibleRegions, nsecs_t latchTime, } } if (recomputeVisibleRegions == true) { maybeDirtyInput(); } return true; } Loading
services/surfaceflinger/Layer.cpp +0 −31 Original line number Diff line number Diff line Loading @@ -220,9 +220,6 @@ void Layer::removeFromCurrentState() { } mFlinger->markLayerPendingRemovalLocked(this); if (hasInput()) { mFlinger->dirtyInput(); } } void Layer::onRemovedFromCurrentState() { Loading Loading @@ -998,8 +995,6 @@ uint32_t Layer::doTransaction(uint32_t flags) { mPendingStatesSnapshot = mPendingStates; mCurrentState.callbackHandles = {}; maybeDirtyInput(); return flags; } Loading Loading @@ -2548,32 +2543,6 @@ Layer::FrameRateCompatibility Layer::FrameRate::convertCompatibility(int8_t comp } } bool Layer::maybeDirtyInput() { // No sense redirtying input. if (mFlinger->inputDirty()) return true; if (hasInput()) { mFlinger->dirtyInput(); return true; } // If a child or relative dirties the input, no sense continuing to traverse // so we return early and halt the recursion. We traverse ourselves instead // of using traverse() so we can implement this early halt. for (const sp<Layer>& child : mDrawingChildren) { if (child->maybeDirtyInput()) { return true; } } for (const wp<Layer>& weakRelative : mDrawingState.zOrderRelatives) { sp<Layer> relative = weakRelative.promote(); if (relative && relative->maybeDirtyInput()) { return true; } } return false; } // --------------------------------------------------------------------------- }; // namespace android Loading
services/surfaceflinger/Layer.h +0 −4 Original line number Diff line number Diff line Loading @@ -1015,10 +1015,6 @@ protected: // Window types from WindowManager.LayoutParams const int mWindowType; // Called when mDrawingState has changed. If we or one of our children/relatives hasInput() // then we will dirty the setInputWindows cache. bool maybeDirtyInput(); private: /** * Returns an unsorted vector of all layers that are part of this tree. Loading
services/surfaceflinger/SurfaceFlinger.cpp +0 −15 Original line number Diff line number Diff line Loading @@ -2897,19 +2897,6 @@ void SurfaceFlinger::updateInputFlinger() { void SurfaceFlinger::updateInputWindowInfo() { std::vector<InputWindowInfo> inputHandles; // We use a simple caching algorithm here. mInputDirty begins as true, // after we call setInputWindows we set it to false, so // in the future we wont call it again.. We set input dirty to true again // when any layer that hasInput() has a transaction performed on it // or when any parent or relative parent of such a layer has a transaction // performed on it. Not all of these transactions will really result in // input changes but all input changes will spring from these transactions // so the cache is safe but not optimal. It seems like it might be annoyingly // costly to cache and comapre the actual InputWindowHandle vector though. if (!mInputDirty && !mInputWindowCommands.syncInputWindows) { return; } mDrawingState.traverseInReverseZOrder([&](Layer* layer) { if (layer->hasInput()) { // When calculating the screen bounds we ignore the transparent region since it may Loading @@ -2921,8 +2908,6 @@ void SurfaceFlinger::updateInputWindowInfo() { mInputFlinger->setInputWindows(inputHandles, mInputWindowCommands.syncInputWindows ? mSetInputWindowsListener : nullptr); mInputDirty = false; } void SurfaceFlinger::commitInputWindowCommands() { Loading
services/surfaceflinger/SurfaceFlinger.h +0 −5 Original line number Diff line number Diff line Loading @@ -1255,11 +1255,6 @@ private: nsecs_t mMissedFrameJankStart = 0; int32_t mMissedFrameJankCount = 0; // See updateInputWindowInfo() for details std::atomic<bool> mInputDirty = true; void dirtyInput() { mInputDirty = true; } bool inputDirty() { return mInputDirty; } int mFrameRateFlexibilityTokenCount = 0; sp<IBinder> mDebugFrameRateFlexibilityToken; Loading