surfaceflinger: Generate unique layer names
Add a counter to layer names to make it clear when there are duplicates.
layer foo#0
layer foo#1
layer bar#0
layer bar#1
layer bar#2
Bug: b/32543755
Test: Build, install, run game with duplicate layers, see unique names.
Change-Id: I915531d7adbdc506c429b86a685665fb6c56d25e
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index f82b363..0f6b397 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -2839,15 +2839,17 @@
sp<Layer> layer;
+ String8 uniqueName = getUniqueLayerName(name);
+
switch (flags & ISurfaceComposerClient::eFXSurfaceMask) {
case ISurfaceComposerClient::eFXSurfaceNormal:
result = createNormalLayer(client,
- name, w, h, flags, format,
+ uniqueName, w, h, flags, format,
handle, gbp, &layer);
break;
case ISurfaceComposerClient::eFXSurfaceDim:
result = createDimLayer(client,
- name, w, h, flags,
+ uniqueName, w, h, flags,
handle, gbp, &layer);
break;
default:
@@ -2871,6 +2873,30 @@
return result;
}
+String8 SurfaceFlinger::getUniqueLayerName(const String8& name)
+{
+ bool matchFound = true;
+ uint32_t dupeCounter = 0;
+
+ // Tack on our counter whether there is a hit or not, so everyone gets a tag
+ String8 uniqueName = name + "#" + String8(std::to_string(dupeCounter).c_str());
+
+ // Loop over layers until we're sure there is no matching name
+ while (matchFound) {
+ matchFound = false;
+ mDrawingState.traverseInZOrder([&](Layer* layer) {
+ if (layer->getName() == uniqueName) {
+ matchFound = true;
+ uniqueName = name + "#" + String8(std::to_string(++dupeCounter).c_str());
+ }
+ });
+ }
+
+ ALOGD_IF(dupeCounter > 0, "duplicate layer name: changing %s to %s", name.c_str(), uniqueName.c_str());
+
+ return uniqueName;
+}
+
status_t SurfaceFlinger::createNormalLayer(const sp<Client>& client,
const String8& name, uint32_t w, uint32_t h, uint32_t flags, PixelFormat& format,
sp<IBinder>* handle, sp<IGraphicBufferProducer>* gbp, sp<Layer>* outLayer)