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Commit 2168bd7d authored by Ady Abraham's avatar Ady Abraham Committed by Android (Google) Code Review
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Merge "SF: default display is active display" into sc-v2-dev

parents a2ac4d0f 7825c68e
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+1 −1
Original line number Diff line number Diff line
@@ -71,7 +71,7 @@ public:
    void cleanupPostRender() override;
    int getContextPriority() override;
    bool supportsBackgroundBlur() override { return mBlurFilter != nullptr; }
    void onPrimaryDisplaySizeChanged(ui::Size size) override {}
    void onActiveDisplaySizeChanged(ui::Size size) override {}

    EGLDisplay getEGLDisplay() const { return mEGLDisplay; }
    // Creates an output image for rendering to
+2 −2
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@@ -129,9 +129,9 @@ public:
    // Attempt to switch RenderEngine into and out of protectedContext mode
    virtual bool useProtectedContext(bool useProtectedContext) = 0;

    // Notify RenderEngine of changes to the dimensions of the primary display
    // Notify RenderEngine of changes to the dimensions of the active display
    // so that it can configure its internal caches accordingly.
    virtual void onPrimaryDisplaySizeChanged(ui::Size size) = 0;
    virtual void onActiveDisplaySizeChanged(ui::Size size) = 0;

    // Renders layers for a particular display via GPU composition. This method
    // should be called for every display that needs to be rendered via the GPU.
+1 −1
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@@ -54,7 +54,7 @@ public:
    MOCK_METHOD0(cleanFramebufferCache, void());
    MOCK_METHOD0(getContextPriority, int());
    MOCK_METHOD0(supportsBackgroundBlur, bool());
    MOCK_METHOD1(onPrimaryDisplaySizeChanged, void(ui::Size));
    MOCK_METHOD1(onActiveDisplaySizeChanged, void(ui::Size));

protected:
    // mock renderengine still needs to implement these, but callers should never need to call them.
+1 −1
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@@ -1401,7 +1401,7 @@ int SkiaGLRenderEngine::getContextPriority() {
    return value;
}

void SkiaGLRenderEngine::onPrimaryDisplaySizeChanged(ui::Size size) {
void SkiaGLRenderEngine::onActiveDisplaySizeChanged(ui::Size size) {
    // This cache multiplier was selected based on review of cache sizes relative
    // to the screen resolution. Looking at the worst case memory needed by blur (~1.5x),
    // shadows (~1x), and general data structures (e.g. vertex buffers) we selected this as a
+1 −1
Original line number Diff line number Diff line
@@ -67,7 +67,7 @@ public:
    bool useProtectedContext(bool useProtectedContext) override;
    bool supportsBackgroundBlur() override { return mBlurFilter != nullptr; }
    void assertShadersCompiled(int numShaders) override;
    void onPrimaryDisplaySizeChanged(ui::Size size) override;
    void onActiveDisplaySizeChanged(ui::Size size) override;
    int reportShadersCompiled() override;

protected:
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