Modify bounds and transform for BSL input.

We don't want to send the BufferStateLayer's transform to input, but rather
the parent's transform. This is because the current layer's transform is
information about how the buffer is placed on screen. The parent's
transform makes more sense to send since this is information about how the
layer is placed on screen. This transform is used by input to determine
how to go from screen space back to window space.

Also update the bounds for BufferStateLayer that's used for input. We
need to include the transform here since input assumes the frame already
includes the buffer transform.

Test: EndToEndNativeInputTest
Test: Rotate and scroll content
Fixes: 184807094
Change-Id: I59c1f32a57dff4f007202b5998fff55f4e125438
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index 2fcd821..80d2ea8 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -2535,14 +2535,22 @@
     return mRemovedFromCurrentState;
 }
 
+ui::Transform Layer::getInputTransform() const {
+    return getTransform();
+}
+
+Rect Layer::getInputBounds() const {
+    return getCroppedBufferSize(getDrawingState());
+}
+
 void Layer::fillInputFrameInfo(InputWindowInfo& info, const ui::Transform& toPhysicalDisplay) {
     // Transform layer size to screen space and inset it by surface insets.
     // If this is a portal window, set the touchableRegion to the layerBounds.
     Rect layerBounds = info.portalToDisplayId == ADISPLAY_ID_NONE
-            ? getBufferSize(getDrawingState())
+            ? getInputBounds()
             : info.touchableRegion.getBounds();
     if (!layerBounds.isValid()) {
-        layerBounds = getCroppedBufferSize(getDrawingState());
+        layerBounds = getInputBounds();
     }
 
     if (!layerBounds.isValid()) {
@@ -2555,7 +2563,7 @@
         return;
     }
 
-    ui::Transform layerToDisplay = getTransform();
+    ui::Transform layerToDisplay = getInputTransform();
     // Transform that takes window coordinates to unrotated display coordinates
     ui::Transform t = toPhysicalDisplay * layerToDisplay;
     int32_t xSurfaceInset = info.surfaceInset;