save/restore viewport properly when taking screenshot
Bug: 7241739
Change-Id: Iba8b9ffc75ab47fbc56169e65da26d96850a9297
diff --git a/services/surfaceflinger/DisplayDevice.cpp b/services/surfaceflinger/DisplayDevice.cpp
index f3acbc5..ff1af83 100644
--- a/services/surfaceflinger/DisplayDevice.cpp
+++ b/services/surfaceflinger/DisplayDevice.cpp
@@ -273,6 +273,7 @@
glLoadIdentity();
// put the origin in the left-bottom corner
glOrthof(0, w, 0, h, 0, 1); // l=0, r=w ; b=0, t=h
+ glMatrixMode(GL_MODELVIEW);
}
// ----------------------------------------------------------------------------
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index eea0e6b..a8d20bb 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -2597,6 +2597,8 @@
if (status == GL_FRAMEBUFFER_COMPLETE_OES) {
// invert everything, b/c glReadPixel() below will invert the FB
+ GLint viewport[4];
+ glGetIntegerv(GL_VIEWPORT, viewport);
glViewport(0, 0, sw, sh);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
@@ -2645,7 +2647,7 @@
result = NO_MEMORY;
}
}
- glViewport(0, 0, hw_w, hw_h);
+ glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);