Refactors and a potential public API for rendering
Split out the View/ViewRootImpl bits from the
hardware rendering bits.
Create a potential public API surface for
hardware rendering
Bug: 112709971
Test: builds & boots
Change-Id: I9e6f44b07a170574a905f42338282c4bb7e95f56
diff --git a/libs/hwui/tests/macrobench/TestSceneRunner.cpp b/libs/hwui/tests/macrobench/TestSceneRunner.cpp
index 5f5a92e..5fa008b 100644
--- a/libs/hwui/tests/macrobench/TestSceneRunner.cpp
+++ b/libs/hwui/tests/macrobench/TestSceneRunner.cpp
@@ -132,10 +132,10 @@
ContextFactory factory;
std::unique_ptr<RenderProxy> proxy(new RenderProxy(false, rootNode.get(), &factory));
proxy->loadSystemProperties();
- proxy->initialize(surface);
+ proxy->setSurface(surface);
float lightX = width / 2.0;
- proxy->setup(dp(800.0f), 255 * 0.075, 255 * 0.15);
- proxy->setLightCenter((Vector3){lightX, dp(-200.0f), dp(800.0f)});
+ proxy->setLightAlpha(255 * 0.075, 255 * 0.15);
+ proxy->setLightGeometry((Vector3){lightX, dp(-200.0f), dp(800.0f)}, dp(800.0f));
// Do a few cold runs then reset the stats so that the caches are all hot
int warmupFrameCount = 5;