SurfaceFlinger: Send all BufferedLayers to InputFlinger
Currently if an InputWindow is obscured by a window with
FLAG_NO_INPUT_CHANNEL or a Surface with no window (and input) at all
then InputDispatcher will not be aware of the window and it will
fail to generate FLAG_(PARTIALLY)_OCLUDED for windows underneath. To fix
this we make sure we generate an InputWindow for every buffered
element on the screen and make them all known to InputDispatcher.
Bug: 152064592
Test: ObscuredInputTests
Change-Id: I90a813be9b650dceb0a20ffbf33aa27f95d38771
diff --git a/services/inputflinger/dispatcher/InputDispatcher.cpp b/services/inputflinger/dispatcher/InputDispatcher.cpp
index 1dbcf98..e8cadee 100644
--- a/services/inputflinger/dispatcher/InputDispatcher.cpp
+++ b/services/inputflinger/dispatcher/InputDispatcher.cpp
@@ -3653,7 +3653,8 @@
continue;
}
- if (oldHandlesById.find(handle->getId()) != oldHandlesById.end()) {
+ if ((oldHandlesById.find(handle->getId()) != oldHandlesById.end()) &&
+ (oldHandlesById.at(handle->getId())->getToken() == handle->getToken())) {
const sp<InputWindowHandle>& oldHandle = oldHandlesById.at(handle->getId());
oldHandle->updateFrom(handle);
newHandles.push_back(oldHandle);
diff --git a/services/surfaceflinger/BufferLayer.h b/services/surfaceflinger/BufferLayer.h
index 97ffe6f..0e69f60 100644
--- a/services/surfaceflinger/BufferLayer.h
+++ b/services/surfaceflinger/BufferLayer.h
@@ -148,6 +148,11 @@
virtual status_t updateActiveBuffer() = 0;
virtual status_t updateFrameNumber(nsecs_t latchTime) = 0;
+ // We generate InputWindowHandles for all buffered layers regardless of whether they
+ // have an InputChannel. This is to enable the InputDispatcher to do PID based occlusion
+ // detection.
+ bool needsInputInfo() const override { return true; }
+
protected:
struct BufferInfo {
nsecs_t mDesiredPresentTime;
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index 17458e3..81a63df 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -2323,6 +2323,16 @@
}
InputWindowInfo Layer::fillInputInfo() {
+ if (!hasInputInfo()) {
+ mDrawingState.inputInfo.name = getName();
+ mDrawingState.inputInfo.ownerUid = mCallingUid;
+ mDrawingState.inputInfo.ownerPid = mCallingPid;
+ mDrawingState.inputInfo.inputFeatures =
+ InputWindowInfo::INPUT_FEATURE_NO_INPUT_CHANNEL;
+ mDrawingState.inputInfo.layoutParamsFlags = InputWindowInfo::FLAG_NOT_TOUCH_MODAL;
+ mDrawingState.inputInfo.displayId = getLayerStack();
+ }
+
InputWindowInfo info = mDrawingState.inputInfo;
info.id = sequence;
@@ -2404,7 +2414,7 @@
return mDrawingParent.promote()->getClonedRoot();
}
-bool Layer::hasInput() const {
+bool Layer::hasInputInfo() const {
return mDrawingState.inputInfo.token != nullptr;
}
diff --git a/services/surfaceflinger/Layer.h b/services/surfaceflinger/Layer.h
index 3fa935f..1bec438 100644
--- a/services/surfaceflinger/Layer.h
+++ b/services/surfaceflinger/Layer.h
@@ -947,7 +947,17 @@
void setInputInfo(const InputWindowInfo& info);
InputWindowInfo fillInputInfo();
- bool hasInput() const;
+ /**
+ * Returns whether this layer has an explicitly set input-info.
+ */
+ bool hasInputInfo() const;
+ /**
+ * Return whether this layer needs an input info. For most layer types
+ * this is only true if they explicitly set an input-info but BufferLayer
+ * overrides this so we can generate input-info for Buffered layers that don't
+ * have them (for input occlusion detection checks).
+ */
+ virtual bool needsInputInfo() const { return hasInputInfo(); }
protected:
compositionengine::OutputLayer* findOutputLayerForDisplay(const DisplayDevice*) const;
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 4cd1c9b..1b2043f 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -2885,7 +2885,7 @@
std::vector<InputWindowInfo> inputHandles;
mDrawingState.traverseInReverseZOrder([&](Layer* layer) {
- if (layer->hasInput()) {
+ if (layer->needsInputInfo()) {
// When calculating the screen bounds we ignore the transparent region since it may
// result in an unwanted offset.
inputHandles.push_back(layer->fillInputInfo());