Loading services/surfaceflinger/BufferStateLayer.cpp +5 −0 Original line number Diff line number Diff line Loading @@ -344,6 +344,11 @@ bool BufferStateLayer::setTransactionCompletedListeners( return willPresent; } void BufferStateLayer::forceSendCallbacks() { mFlinger->getTransactionCompletedThread().finalizePendingCallbackHandles( mCurrentState.callbackHandles); } bool BufferStateLayer::setTransparentRegionHint(const Region& transparent) { mCurrentState.transparentRegionHint = transparent; mCurrentState.modified = true; Loading services/surfaceflinger/BufferStateLayer.h +1 −0 Original line number Diff line number Diff line Loading @@ -77,6 +77,7 @@ public: bool setApi(int32_t api) override; bool setSidebandStream(const sp<NativeHandle>& sidebandStream) override; bool setTransactionCompletedListeners(const std::vector<sp<CallbackHandle>>& handles) override; void forceSendCallbacks() override; // Override to ignore legacy layer state properties that are not used by BufferStateLayer bool setSize(uint32_t /*w*/, uint32_t /*h*/) override { return false; } Loading services/surfaceflinger/Layer.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -848,7 +848,7 @@ uint32_t Layer::doTransaction(uint32_t flags) { // inevitably waiting on a buffer to return. We recreate this semantic for BufferQueue // even though it is a little consistent. detachChildren is shortly slated for removal // by the hierarchy mirroring work so we don't need to worry about it too much. mDrawingState.callbackHandles = mCurrentState.callbackHandles; forceSendCallbacks(); mCurrentState.callbackHandles = {}; return flags; } Loading services/surfaceflinger/Layer.h +1 −0 Original line number Diff line number Diff line Loading @@ -333,6 +333,7 @@ public: const std::vector<sp<CallbackHandle>>& /*handles*/) { return false; }; virtual void forceSendCallbacks() {} virtual bool setBackgroundColor(const half3& color, float alpha, ui::Dataspace dataspace); virtual bool setColorSpaceAgnostic(const bool agnostic); bool setShadowRadius(float shadowRadius); Loading Loading
services/surfaceflinger/BufferStateLayer.cpp +5 −0 Original line number Diff line number Diff line Loading @@ -344,6 +344,11 @@ bool BufferStateLayer::setTransactionCompletedListeners( return willPresent; } void BufferStateLayer::forceSendCallbacks() { mFlinger->getTransactionCompletedThread().finalizePendingCallbackHandles( mCurrentState.callbackHandles); } bool BufferStateLayer::setTransparentRegionHint(const Region& transparent) { mCurrentState.transparentRegionHint = transparent; mCurrentState.modified = true; Loading
services/surfaceflinger/BufferStateLayer.h +1 −0 Original line number Diff line number Diff line Loading @@ -77,6 +77,7 @@ public: bool setApi(int32_t api) override; bool setSidebandStream(const sp<NativeHandle>& sidebandStream) override; bool setTransactionCompletedListeners(const std::vector<sp<CallbackHandle>>& handles) override; void forceSendCallbacks() override; // Override to ignore legacy layer state properties that are not used by BufferStateLayer bool setSize(uint32_t /*w*/, uint32_t /*h*/) override { return false; } Loading
services/surfaceflinger/Layer.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -848,7 +848,7 @@ uint32_t Layer::doTransaction(uint32_t flags) { // inevitably waiting on a buffer to return. We recreate this semantic for BufferQueue // even though it is a little consistent. detachChildren is shortly slated for removal // by the hierarchy mirroring work so we don't need to worry about it too much. mDrawingState.callbackHandles = mCurrentState.callbackHandles; forceSendCallbacks(); mCurrentState.callbackHandles = {}; return flags; } Loading
services/surfaceflinger/Layer.h +1 −0 Original line number Diff line number Diff line Loading @@ -333,6 +333,7 @@ public: const std::vector<sp<CallbackHandle>>& /*handles*/) { return false; }; virtual void forceSendCallbacks() {} virtual bool setBackgroundColor(const half3& color, float alpha, ui::Dataspace dataspace); virtual bool setColorSpaceAgnostic(const bool agnostic); bool setShadowRadius(float shadowRadius); Loading