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Commit db5230f4 authored by Jamie Gennis's avatar Jamie Gennis
Browse files

SurfaceFlinger: fix a layer occlusion bug

This change fixes a bug where the window visibility would be computed
before any buffers were available, causing the window to be treated as
non-opaque.  When the first buffer arrived, if both mCurrentOpacity and
the opacity determined by the buffer's format were 'opaque', a
recomputation of the opacity would not be done, and the window would
continue to be treated as non-opaque.  SurfaceFlinger could then
unnecessarily draw fully occluded layers.

Change-Id: I2b95da2f4b50e68d50fc5afd8b772e26e62f58d6
Bug: 5057122
parent 96e10827
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+6 −4
Original line number Diff line number Diff line
@@ -326,8 +326,9 @@ bool Layer::isOpaque() const
{
    // if we don't have a buffer yet, we're translucent regardless of the
    // layer's opaque flag.
    if (mActiveBuffer == 0)
    if (mActiveBuffer == 0) {
        return false;
    }

    // if the layer has the opaque flag, then we're always opaque,
    // otherwise we use the current buffer's format.
@@ -411,6 +412,8 @@ bool Layer::isCropped() const {
void Layer::lockPageFlip(bool& recomputeVisibleRegions)
{
    if (mQueuedFrames > 0) {
        const bool oldOpacity = isOpaque();

        // signal another event if we have more frames pending
        if (android_atomic_dec(&mQueuedFrames) > 1) {
            mFlinger->signalEvent();
@@ -438,9 +441,8 @@ void Layer::lockPageFlip(bool& recomputeVisibleRegions)
            mFlinger->invalidateHwcGeometry();
        }

        const bool opacity(getOpacityForFormat(mActiveBuffer->format));
        if (opacity != mCurrentOpacity) {
            mCurrentOpacity = opacity;
        mCurrentOpacity = getOpacityForFormat(mActiveBuffer->format);
        if (oldOpacity != isOpaque()) {
            recomputeVisibleRegions = true;
        }