Delete RenderEngine unused code
* V0 skia implementation beat the prior change deleting unused code, so
delete bindExternalTextureBuffer there.
* Remove useNativeFenceSync, now that there's no more usages
* Remove impl::RenderEngine, since there's no need for a private
impl-superclass spanning every RenderEngine implementation
* Clean up mock/RenderEngine
Bug: 168553972
Test: builds
Change-Id: I6f760510656b90b30d86b04fc70c19067a4491cd
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
index 3367664..6adcbea 100644
--- a/libs/renderengine/gl/GLESRenderEngine.cpp
+++ b/libs/renderengine/gl/GLESRenderEngine.cpp
@@ -356,8 +356,7 @@
GLESRenderEngine::GLESRenderEngine(const RenderEngineCreationArgs& args, EGLDisplay display,
EGLConfig config, EGLContext ctxt, EGLSurface stub,
EGLContext protectedContext, EGLSurface protectedStub)
- : renderengine::impl::RenderEngine(args),
- mEGLDisplay(display),
+ : mEGLDisplay(display),
mEGLConfig(config),
mEGLContext(ctxt),
mStubSurface(stub),
@@ -366,7 +365,8 @@
mVpWidth(0),
mVpHeight(0),
mFramebufferImageCacheSize(args.imageCacheSize),
- mUseColorManagement(args.useColorManagement) {
+ mUseColorManagement(args.useColorManagement),
+ mPrecacheToneMapperShaderOnly(args.precacheToneMapperShaderOnly) {
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &mMaxTextureSize);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, mMaxViewportDims);
@@ -475,8 +475,7 @@
void GLESRenderEngine::primeCache() const {
ProgramCache::getInstance().primeCache(mInProtectedContext ? mProtectedEGLContext : mEGLContext,
- mArgs.useColorManagement,
- mArgs.precacheToneMapperShaderOnly);
+ mUseColorManagement, mPrecacheToneMapperShaderOnly);
}
base::unique_fd GLESRenderEngine::flush() {
diff --git a/libs/renderengine/gl/GLESRenderEngine.h b/libs/renderengine/gl/GLESRenderEngine.h
index c72b7f9..1779994 100644
--- a/libs/renderengine/gl/GLESRenderEngine.h
+++ b/libs/renderengine/gl/GLESRenderEngine.h
@@ -48,7 +48,7 @@
class GLImage;
class BlurFilter;
-class GLESRenderEngine : public impl::RenderEngine {
+class GLESRenderEngine : public RenderEngine {
public:
static std::unique_ptr<GLESRenderEngine> create(const RenderEngineCreationArgs& args);
@@ -231,6 +231,10 @@
// supports sRGB, DisplayP3 color spaces.
const bool mUseColorManagement = false;
+ // Whether only shaders performing tone mapping from HDR to SDR will be generated on
+ // primeCache().
+ const bool mPrecacheToneMapperShaderOnly = false;
+
// Cache of GL images that we'll store per GraphicBuffer ID
std::unordered_map<uint64_t, std::unique_ptr<Image>> mImageCache GUARDED_BY(mRenderingMutex);
std::unordered_map<uint32_t, std::optional<uint64_t>> mTextureView;