fix transition from full overlays to fb

we need to clear the whole framebuffer in that situation because
we can't trust the content of the FB when partial (fb preserving)
updates are used.

Bug: 5318492

Change-Id: I3f0e01b0fb665a34e44d88ad9f0f54a5d990060b
diff --git a/services/surfaceflinger/DisplayHardware/DisplayHardware.h b/services/surfaceflinger/DisplayHardware/DisplayHardware.h
index 40a6f1e..f02c954 100644
--- a/services/surfaceflinger/DisplayHardware/DisplayHardware.h
+++ b/services/surfaceflinger/DisplayHardware/DisplayHardware.h
@@ -84,9 +84,10 @@
     
     status_t compositionComplete() const;
     
-    Rect bounds() const {
+    Rect getBounds() const {
         return Rect(mWidth, mHeight);
     }
+    inline Rect bounds() const { return getBounds(); }
 
     // only for debugging
     int getCurrentBufferIndex() const;
diff --git a/services/surfaceflinger/DisplayHardware/HWComposer.cpp b/services/surfaceflinger/DisplayHardware/HWComposer.cpp
index daefd5e..e707bdc 100644
--- a/services/surfaceflinger/DisplayHardware/HWComposer.cpp
+++ b/services/surfaceflinger/DisplayHardware/HWComposer.cpp
@@ -40,6 +40,7 @@
 HWComposer::HWComposer(const sp<SurfaceFlinger>& flinger)
     : mFlinger(flinger),
       mModule(0), mHwc(0), mList(0), mCapacity(0),
+      mNumOVLayers(0), mNumFBLayers(0),
       mDpy(EGL_NO_DISPLAY), mSur(EGL_NO_SURFACE)
 {
     int err = hw_get_module(HWC_HARDWARE_MODULE_ID, &mModule);
@@ -98,9 +99,40 @@
 
 status_t HWComposer::prepare() const {
     int err = mHwc->prepare(mHwc, mList);
+    if (err == NO_ERROR) {
+        size_t numOVLayers = 0;
+        size_t numFBLayers = 0;
+        size_t count = mList->numHwLayers;
+        for (size_t i=0 ; i<count ; i++) {
+            hwc_layer& l(mList->hwLayers[i]);
+            if (l.flags & HWC_SKIP_LAYER) {
+                l.compositionType = HWC_FRAMEBUFFER;
+            }
+            switch (l.compositionType) {
+                case HWC_OVERLAY:
+                    numOVLayers++;
+                    break;
+                case HWC_FRAMEBUFFER:
+                    numFBLayers++;
+                    break;
+            }
+        }
+        mNumOVLayers = numOVLayers;
+        mNumFBLayers = numFBLayers;
+    }
     return (status_t)err;
 }
 
+size_t HWComposer::getLayerCount(int type) const {
+    switch (type) {
+        case HWC_OVERLAY:
+            return mNumOVLayers;
+        case HWC_FRAMEBUFFER:
+            return mNumFBLayers;
+    }
+    return 0;
+}
+
 status_t HWComposer::commit() const {
     int err = mHwc->set(mHwc, mDpy, mSur, mList);
     if (mList) {
diff --git a/services/surfaceflinger/DisplayHardware/HWComposer.h b/services/surfaceflinger/DisplayHardware/HWComposer.h
index 8758a80..aa8ebe1 100644
--- a/services/surfaceflinger/DisplayHardware/HWComposer.h
+++ b/services/surfaceflinger/DisplayHardware/HWComposer.h
@@ -64,6 +64,9 @@
     size_t getNumLayers() const;
     hwc_layer_t* getLayers() const;
 
+    // updated in preapre()
+    size_t getLayerCount(int type) const;
+
     // for debugging
     void dump(String8& out, char* scratch, size_t SIZE,
             const Vector< sp<LayerBase> >& visibleLayersSortedByZ) const;
@@ -81,6 +84,8 @@
     hwc_composer_device_t*  mHwc;
     hwc_layer_list_t*       mList;
     size_t                  mCapacity;
+    mutable size_t          mNumOVLayers;
+    mutable size_t          mNumFBLayers;
     hwc_display_t           mDpy;
     hwc_surface_t           mSur;
     cb_context              mCBContext;
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 1703448..0ef03bb 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -876,24 +876,21 @@
         }
     }
 
-    Region expandDirty = setupHardwareComposer(mDirtyRegion);
-    mDirtyRegion.orSelf(expandDirty);
-    mSwapRegion.orSelf(mDirtyRegion);
+    setupHardwareComposer(mDirtyRegion);
     composeSurfaces(mDirtyRegion);
 
-    // clear the dirty regions
+    // update the swap region and clear the dirty region
+    mSwapRegion.orSelf(mDirtyRegion);
     mDirtyRegion.clear();
 }
 
-Region SurfaceFlinger::setupHardwareComposer(const Region& dirty)
+void SurfaceFlinger::setupHardwareComposer(Region& dirtyInOut)
 {
-    Region dirtyOut(dirty);
-
     const DisplayHardware& hw(graphicPlane(0).displayHardware());
     HWComposer& hwc(hw.getHwComposer());
     hwc_layer_t* const cur(hwc.getLayers());
     if (!cur) {
-        return dirtyOut;
+        return;
     }
 
     const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
@@ -916,53 +913,62 @@
         const sp<LayerBase>& layer(layers[i]);
         layer->setPerFrameData(&cur[i]);
     }
+    const size_t fbLayerCount = hwc.getLayerCount(HWC_FRAMEBUFFER);
     status_t err = hwc.prepare();
     LOGE_IF(err, "HWComposer::prepare failed (%s)", strerror(-err));
 
     if (err == NO_ERROR) {
+        // what's happening here is tricky.
+        // we want to clear all the layers with the CLEAR_FB flags
+        // that are opaque.
+        // however, since some GPU are efficient at preserving
+        // the backbuffer, we want to take advantage of that so we do the
+        // clear only in the dirty region (other areas will be preserved
+        // on those GPUs).
+        //   NOTE: on non backbuffer preserving GPU, the dirty region
+        //   has already been expanded as needed, so the code is correct
+        //   there too.
+        //
+        // However, the content of the framebuffer cannot be trusted when
+        // we switch to/from FB/OVERLAY, in which case we need to
+        // expand the dirty region to those areas too.
+        //
+        // Note also that there is a special case when switching from
+        // "no layers in FB" to "some layers in FB", where we need to redraw
+        // the entire FB, since some areas might contain uninitialized
+        // data.
+        //
+        // Also we want to make sure to not clear areas that belong to
+        // layers above that won't redraw (we would just erasing them),
+        // that is, we can't erase anything outside the dirty region.
+
         Region transparent;
-        for (size_t i=0 ; i<count ; i++) {
-            // what's happening here is tricky.
-            // we want to clear all the layers with the CLEAR_FB flags
-            // that are opaque.
-            // however, since some GPU are efficient at preserving
-            // the backbuffer, we want to take advantage of that so we do the
-            // clear only in the dirty region (other areas will be preserved
-            // on those GPUs).
-            //   NOTE: on non backbuffer preserving GPU, the dirty region
-            //   has already been expanded as needed, so the code is correct
-            //   there too.
-            // However, the content of the framebuffer cannot be trusted when
-            // we switch to/from FB/OVERLAY, in which case we need to
-            // expand the dirty region to those areas too.
-            //
-            // Also we want to make sure to not clear areas that belong to
-            // layers above that won't redraw (we would just erasing them),
-            // that is, we can't erase anything outside the dirty region.
 
-            const sp<LayerBase>& layer(layers[i]);
-            if ((cur[i].hints & HWC_HINT_CLEAR_FB) && layer->isOpaque()) {
-                transparent.orSelf(layer->visibleRegionScreen);
+        if (!fbLayerCount && hwc.getLayerCount(HWC_FRAMEBUFFER)) {
+            transparent.set(hw.getBounds());
+            dirtyInOut = transparent;
+        } else {
+            for (size_t i=0 ; i<count ; i++) {
+                const sp<LayerBase>& layer(layers[i]);
+                if ((cur[i].hints & HWC_HINT_CLEAR_FB) && layer->isOpaque()) {
+                    transparent.orSelf(layer->visibleRegionScreen);
+                }
+                bool isOverlay = (cur[i].compositionType != HWC_FRAMEBUFFER);
+                if (isOverlay != layer->isOverlay()) {
+                    // we transitioned to/from overlay, so add this layer
+                    // to the dirty region so the framebuffer can be either
+                    // cleared or redrawn.
+                    dirtyInOut.orSelf(layer->visibleRegionScreen);
+                }
+                layer->setOverlay(isOverlay);
             }
-
-            bool isOverlay = (cur[i].compositionType != HWC_FRAMEBUFFER) &&
-                !(cur[i].flags & HWC_SKIP_LAYER);
-
-            if (isOverlay != layer->isOverlay()) {
-                // we transitioned to/from overlay, so add this layer
-                // to the dirty region so the framebuffer can be either
-                // cleared or redrawn.
-                dirtyOut.orSelf(layer->visibleRegionScreen);
-            }
-            layer->setOverlay(isOverlay);
+            // don't erase stuff outside the dirty region
+            transparent.andSelf(dirtyInOut);
         }
 
-
         /*
          *  clear the area of the FB that need to be transparent
          */
-        // don't erase stuff outside the dirty region
-        transparent.andSelf(dirtyOut);
         if (!transparent.isEmpty()) {
             glClearColor(0,0,0,0);
             Region::const_iterator it = transparent.begin();
@@ -976,7 +982,6 @@
             }
         }
     }
-    return dirtyOut;
 }
 
 void SurfaceFlinger::composeSurfaces(const Region& dirty)
@@ -997,8 +1002,7 @@
     const Vector< sp<LayerBase> >& layers(mVisibleLayersSortedByZ);
     size_t count = layers.size();
     for (size_t i=0 ; i<count ; i++) {
-        if (cur && (cur[i].compositionType != HWC_FRAMEBUFFER) &&
-                !(cur[i].flags & HWC_SKIP_LAYER)) {
+        if (cur && (cur[i].compositionType != HWC_FRAMEBUFFER)) {
             continue;
         }
         const sp<LayerBase>& layer(layers[i]);
diff --git a/services/surfaceflinger/SurfaceFlinger.h b/services/surfaceflinger/SurfaceFlinger.h
index a8036a6..d7f005f 100644
--- a/services/surfaceflinger/SurfaceFlinger.h
+++ b/services/surfaceflinger/SurfaceFlinger.h
@@ -277,7 +277,7 @@
             void        handleWorkList();
             void        handleRepaint();
             void        postFramebuffer();
-            Region      setupHardwareComposer(const Region& dirty);
+            void        setupHardwareComposer(Region& dirtyInOut);
             void        composeSurfaces(const Region& dirty);
             void        repaintEverything();