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authorDerek Sollenberger <djsollen@google.com>2019-01-14 13:55:55 -0500
committerDerek Sollenberger <djsollen@google.com>2019-01-14 13:55:55 -0500
commit25833d29acc1da773e38bc0dd99547d655b2ceaf (patch)
treee2f36272568d6d769a407f939a7d0770020abfa4 /libs/hwui/pipeline/skia/SkiaPipeline.cpp
parent59a7bc04535798014655b6ae74645d1cf5be7804 (diff)
Standardize the surface origin for each HWUI pipeline.
OpenGL prefers a bottom-left origin while Vulkan prefers the top-left. Prior to this change we were inconsistent in Vulkan by creating layers with a bottom-left origin which was different from the primary buffer. Test: CtsUiRenderingTestCases Change-Id: Icfeed4085021cae941aeab58720406e3b3e37923
Diffstat (limited to 'libs/hwui/pipeline/skia/SkiaPipeline.cpp')
-rw-r--r--libs/hwui/pipeline/skia/SkiaPipeline.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/libs/hwui/pipeline/skia/SkiaPipeline.cpp b/libs/hwui/pipeline/skia/SkiaPipeline.cpp
index 2e7850d48e54..d7faaf707aa8 100644
--- a/libs/hwui/pipeline/skia/SkiaPipeline.cpp
+++ b/libs/hwui/pipeline/skia/SkiaPipeline.cpp
@@ -174,7 +174,8 @@ bool SkiaPipeline::createOrUpdateLayer(RenderNode* node, const DamageAccumulator
SkSurfaceProps props(0, kUnknown_SkPixelGeometry);
SkASSERT(mRenderThread.getGrContext() != nullptr);
node->setLayerSurface(SkSurface::MakeRenderTarget(mRenderThread.getGrContext(),
- SkBudgeted::kYes, info, 0, &props));
+ SkBudgeted::kYes, info, 0,
+ this->getSurfaceOrigin(), &props));
if (node->getLayerSurface()) {
// update the transform in window of the layer to reset its origin wrt light source
// position