Flush mPostDrawTransaction when WSA is torn down
When ViewRootImpl gets a sync request from WM, it will wait until it gets a transaction complete callback before continuing. This means WM must apply the transaction that contains the buffer. In this case, the finishDraw was racing the WSA getting marked as hidden. When WSA is hidden, we don't apply the transaction right away in case we want to synchronize with some initial properties. So for this case, the buffer was never getting submitted. Instead, apply mPostDrawTransaction when the WSA SurfaceControl is getting destroyed to ensure we don't leave any pending transactions when getitng torn down. Test: Pip, rotate to landscape, dismiss, re-open app in portrait Fixes: 191151909 Change-Id: I00606c0ed250a10e1651c403665f39be52e9a89e
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@@ -16,12 +16,6 @@
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package com.android.server.wm;
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import static android.graphics.Matrix.MSCALE_X;
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import static android.graphics.Matrix.MSCALE_Y;
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import static android.graphics.Matrix.MSKEW_X;
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import static android.graphics.Matrix.MSKEW_Y;
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import static android.graphics.Matrix.MTRANS_X;
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import static android.graphics.Matrix.MTRANS_Y;
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import static android.view.WindowManager.LayoutParams.FLAG_HARDWARE_ACCELERATED;
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import static android.view.WindowManager.LayoutParams.PRIVATE_FLAG_IS_ROUNDED_CORNERS_OVERLAY;
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import static android.view.WindowManager.LayoutParams.TYPE_APPLICATION_STARTING;
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@@ -54,14 +48,12 @@ import static com.android.server.wm.WindowStateAnimatorProto.SURFACE;
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import static com.android.server.wm.WindowStateAnimatorProto.SYSTEM_DECOR_RECT;
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import android.content.Context;
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import android.graphics.Matrix;
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import android.graphics.PixelFormat;
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import android.graphics.Rect;
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import android.os.Debug;
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import android.os.Trace;
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import android.util.Slog;
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import android.util.proto.ProtoOutputStream;
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import android.view.DisplayInfo;
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import android.view.Surface.OutOfResourcesException;
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import android.view.SurfaceControl;
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import android.view.WindowManager;
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@@ -260,7 +252,10 @@ class WindowStateAnimator {
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}
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if (postDrawTransaction != null) {
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if (mLastHidden) {
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// If there is no surface, the last draw was for the previous surface. We don't want to
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// wait until the new surface is shown and instead just apply the transaction right
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// away.
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if (mLastHidden && mDrawState != NO_SURFACE) {
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mPostDrawTransaction.merge(postDrawTransaction);
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layoutNeeded = true;
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} else {
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@@ -830,6 +825,10 @@ class WindowStateAnimator {
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}
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void destroySurface(SurfaceControl.Transaction t) {
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// Since the SurfaceControl is getting torn down, it's safe to just clean up any
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// pending transactions that were in mPostDrawTransaction, as well.
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t.merge(mPostDrawTransaction);
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try {
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if (mSurfaceController != null) {
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mSurfaceController.destroy(t);
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