better workaround for bug: 6020860
this prevents the GPU from running when composition
is fully handled by overlays. this should improve
animations a bit.
Change-Id: If4ae584b7a3976e6bdd36e318686ac3940b6b075
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index fe39584..0b68aa3 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -1013,18 +1013,29 @@
drawWormhole();
}
- // FIXME: workaroud for b/6020860
- glEnable(GL_SCISSOR_TEST);
- glScissor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT);
- // end-workaround
-
/*
* and then, render the layers targeted at the framebuffer
*/
+
hwc_layer_t* const cur(hwc.getLayers());
const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
size_t count = layers.size();
+
+
+ // FIXME: workaround for b/6020860
+ if (hw.getFlags() & DisplayHardware::BUFFER_PRESERVED) {
+ for (size_t i=0 ; i<count ; i++) {
+ if (cur && (cur[i].compositionType == HWC_FRAMEBUFFER)) {
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ break;
+ }
+ }
+ }
+ // FIXME: bug6020860 for b/6020860
+
+
for (size_t i=0 ; i<count ; i++) {
if (cur && (cur[i].compositionType != HWC_FRAMEBUFFER)) {
continue;