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639     Region dirty;
702 // compute this layer's dirty region
705 dirty = visibleRegion;
707 dirty.orSelf(layer->visibleRegionScreen);
726 dirty = (visibleRegion&oldCoveredRegion) | (newExposed-oldExposed);
728 dirty.subtractSelf(aboveOpaqueLayers);
730 // accumulate to the screen dirty region
731 dirtyRegion.orSelf(dirty);
862 // we can redraw only what's dirty, but since SWAP_RECTANGLE only
892 // update the swap region and clear the dirty region
936 // clear only in the dirty region (other areas will be preserved
938 // NOTE: on non backbuffer preserving GPU, the dirty region
944 // expand the dirty region to those areas too.
953 // that is, we can't erase anything outside the dirty region.
969 // to the dirty region so the framebuffer can be either
975 // don't erase stuff outside the dirty region
997 void SurfaceFlinger::composeSurfaces(const Region& dirty)
1020 const Region clip(dirty.intersect(layer->visibleRegionScreen));