second take, hopefully this time it doesn't break one of the builds: "SurfaceFlinger will now allocate buffers based on the usage specified by the clients. This allows to allocate the right kind of buffer automatically, without having the user to specify anything."
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@@ -467,7 +467,6 @@ void LayerBuffer::BufferSource::onDraw(const Region& clip) const
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mTempBitmap.clear();
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mTempBitmap = new android::Buffer(
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tmp_w, tmp_h, src.img.format,
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BufferAllocator::USAGE_HW_TEXTURE |
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BufferAllocator::USAGE_HW_2D);
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err = mTempBitmap->initCheck();
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}
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@@ -71,8 +71,7 @@ void LayerDim::initDimmer(SurfaceFlinger* flinger, uint32_t w, uint32_t h)
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// TODO: api to pass the usage flags
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sp<Buffer> buffer = new Buffer(w, h, PIXEL_FORMAT_RGB_565,
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BufferAllocator::USAGE_SW_WRITE_OFTEN |
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BufferAllocator::USAGE_HW_TEXTURE |
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BufferAllocator::USAGE_HW_2D);
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BufferAllocator::USAGE_HW_TEXTURE);
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android_native_buffer_t* clientBuf = buffer->getNativeBuffer();
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@@ -97,7 +96,7 @@ void LayerDim::initDimmer(SurfaceFlinger* flinger, uint32_t w, uint32_t h)
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// initialize the texture with zeros
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GGLSurface t;
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buffer->lock(&t, GRALLOC_USAGE_SW_READ_NEVER | GRALLOC_USAGE_SW_WRITE_OFTEN);
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buffer->lock(&t, GRALLOC_USAGE_SW_WRITE_OFTEN);
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memset(t.data, 0, t.stride * t.height * 2);
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buffer->unlock();
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sUseTexture = true;
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