Loading services/surfaceflinger/DisplayDevice.cpp +11 −6 Original line number Diff line number Diff line Loading @@ -88,21 +88,22 @@ DisplayDevice::DisplayDevice( mPowerMode(HWC_POWER_MODE_OFF), mActiveConfig(0) { mNativeWindow = new Surface(producer, false); Surface* surface; mNativeWindow = surface = new Surface(producer, false); ANativeWindow* const window = mNativeWindow.get(); /* * Create our display's surface */ EGLSurface surface; EGLSurface eglSurface; EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (config == EGL_NO_CONFIG) { config = RenderEngine::chooseEglConfig(display, format); } surface = eglCreateWindowSurface(display, config, window, NULL); eglQuerySurface(display, surface, EGL_WIDTH, &mDisplayWidth); eglQuerySurface(display, surface, EGL_HEIGHT, &mDisplayHeight); eglSurface = eglCreateWindowSurface(display, config, window, NULL); eglQuerySurface(display, eglSurface, EGL_WIDTH, &mDisplayWidth); eglQuerySurface(display, eglSurface, EGL_HEIGHT, &mDisplayHeight); // Make sure that composition can never be stalled by a virtual display // consumer that isn't processing buffers fast enough. We have to do this Loading @@ -116,7 +117,7 @@ DisplayDevice::DisplayDevice( mConfig = config; mDisplay = display; mSurface = surface; mSurface = eglSurface; mFormat = format; mPageFlipCount = 0; mViewport.makeInvalid(); Loading @@ -142,6 +143,10 @@ DisplayDevice::DisplayDevice( // initialize the display orientation transform. setProjection(DisplayState::eOrientationDefault, mViewport, mFrame); #ifdef NUM_FRAMEBUFFER_SURFACE_BUFFERS surface->allocateBuffers(); #endif } DisplayDevice::~DisplayDevice() { Loading Loading
services/surfaceflinger/DisplayDevice.cpp +11 −6 Original line number Diff line number Diff line Loading @@ -88,21 +88,22 @@ DisplayDevice::DisplayDevice( mPowerMode(HWC_POWER_MODE_OFF), mActiveConfig(0) { mNativeWindow = new Surface(producer, false); Surface* surface; mNativeWindow = surface = new Surface(producer, false); ANativeWindow* const window = mNativeWindow.get(); /* * Create our display's surface */ EGLSurface surface; EGLSurface eglSurface; EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (config == EGL_NO_CONFIG) { config = RenderEngine::chooseEglConfig(display, format); } surface = eglCreateWindowSurface(display, config, window, NULL); eglQuerySurface(display, surface, EGL_WIDTH, &mDisplayWidth); eglQuerySurface(display, surface, EGL_HEIGHT, &mDisplayHeight); eglSurface = eglCreateWindowSurface(display, config, window, NULL); eglQuerySurface(display, eglSurface, EGL_WIDTH, &mDisplayWidth); eglQuerySurface(display, eglSurface, EGL_HEIGHT, &mDisplayHeight); // Make sure that composition can never be stalled by a virtual display // consumer that isn't processing buffers fast enough. We have to do this Loading @@ -116,7 +117,7 @@ DisplayDevice::DisplayDevice( mConfig = config; mDisplay = display; mSurface = surface; mSurface = eglSurface; mFormat = format; mPageFlipCount = 0; mViewport.makeInvalid(); Loading @@ -142,6 +143,10 @@ DisplayDevice::DisplayDevice( // initialize the display orientation transform. setProjection(DisplayState::eOrientationDefault, mViewport, mFrame); #ifdef NUM_FRAMEBUFFER_SURFACE_BUFFERS surface->allocateBuffers(); #endif } DisplayDevice::~DisplayDevice() { Loading