fix camera API 2.0 orientation
we add a flag to ANativeWindow::setBufferTransform that means
"apply the inverse rotation of the display this buffer is displayed
onto to".
Bug: 10804238
Change-Id: Id2447676271950463e8dbcef1b95935c5c3f32b2
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index b610c20..61af51f 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -376,7 +376,21 @@
*/
const Transform bufferOrientation(mCurrentTransform);
- const Transform transform(tr * s.transform * bufferOrientation);
+ Transform transform(tr * s.transform * bufferOrientation);
+
+ if (mSurfaceFlingerConsumer->getTransformToDisplayInverse()) {
+ /*
+ * the code below applies the display's inverse transform to the buffer
+ */
+ uint32_t invTransform = hw->getOrientationTransform();
+ // calculate the inverse transform
+ if (invTransform & NATIVE_WINDOW_TRANSFORM_ROT_90) {
+ invTransform ^= NATIVE_WINDOW_TRANSFORM_FLIP_V |
+ NATIVE_WINDOW_TRANSFORM_FLIP_H;
+ }
+ // and apply to the current transform
+ transform = transform * Transform(invTransform);
+ }
// this gives us only the "orientation" component of the transform
const uint32_t orientation = transform.getOrientation();
@@ -489,6 +503,34 @@
mSurfaceFlingerConsumer->setFilteringEnabled(useFiltering);
mSurfaceFlingerConsumer->getTransformMatrix(textureMatrix);
+ if (mSurfaceFlingerConsumer->getTransformToDisplayInverse()) {
+
+ /*
+ * the code below applies the display's inverse transform to the texture transform
+ */
+
+ // create a 4x4 transform matrix from the display transform flags
+ const mat4 flipH(-1,0,0,0, 0,1,0,0, 0,0,1,0, 1,0,0,1);
+ const mat4 flipV( 1,0,0,0, 0,-1,0,0, 0,0,1,0, 0,1,0,1);
+ const mat4 rot90( 0,1,0,0, -1,0,0,0, 0,0,1,0, 1,0,0,1);
+
+ mat4 tr;
+ uint32_t transform = hw->getOrientationTransform();
+ if (transform & NATIVE_WINDOW_TRANSFORM_ROT_90)
+ tr = tr * rot90;
+ if (transform & NATIVE_WINDOW_TRANSFORM_FLIP_H)
+ tr = tr * flipH;
+ if (transform & NATIVE_WINDOW_TRANSFORM_FLIP_V)
+ tr = tr * flipV;
+
+ // calculate the inverse
+ tr = inverse(tr);
+
+ // and finally apply it to the original texture matrix
+ const mat4 texTransform(mat4(static_cast<const float*>(textureMatrix)) * tr);
+ memcpy(textureMatrix, texTransform.asArray(), sizeof(textureMatrix));
+ }
+
// Set things up for texturing.
mTexture.setDimensions(mActiveBuffer->getWidth(), mActiveBuffer->getHeight());
mTexture.setFiltering(useFiltering);
@@ -533,7 +575,7 @@
*
* The GL code below is more logical (imho), and the difference with
* HWC is due to a limitation of the HWC API to integers -- a question
- * is suspend is wether we should ignore this problem or revert to
+ * is suspend is whether we should ignore this problem or revert to
* GL composition when a buffer scaling is applied (maybe with some
* minimal value)? Or, we could make GL behave like HWC -- but this feel
* like more of a hack.