Use renderengine::drawLayers api everywhere.
There's some dead code left after this change, which I'll circle around
to removing in the future.
Bug: 118461793
Bug: 123496360
Change-Id: Ic631b0c452f67b353adaa63896e8cd080e391647
Test: librenderengine_test
Test: SurfaceFlinger_test
Test: libsurfaceflinger_unittest
Test: notch hide
Test: screen rotations
Test: photos
Test: adb screencap
Test: adb screenrecord
Test: simulate virtual displays (incl. secure overlays)
Test: go/wm-smoke with gpu composition forced
diff --git a/libs/renderengine/gl/GLESRenderEngine.h b/libs/renderengine/gl/GLESRenderEngine.h
index e094860..34187f1 100644
--- a/libs/renderengine/gl/GLESRenderEngine.h
+++ b/libs/renderengine/gl/GLESRenderEngine.h
@@ -71,6 +71,8 @@
void genTextures(size_t count, uint32_t* names) override;
void deleteTextures(size_t count, uint32_t const* names) override;
void bindExternalTextureImage(uint32_t texName, const Image& image) override;
+ status_t bindExternalTextureBuffer(uint32_t texName, sp<GraphicBuffer> buffer, sp<Fence> fence,
+ bool readCache);
status_t bindFrameBuffer(Framebuffer* framebuffer) override;
void unbindFrameBuffer(Framebuffer* framebuffer) override;
void checkErrors() const override;
@@ -184,6 +186,9 @@
const bool mUseColorManagement = false;
// Cache of GL images that we'll store per GraphicBuffer ID
+ // TODO: Layer should call back on destruction instead to clean this up,
+ // as it has better system utilization at the potential expense of a
+ // more complicated interface.
std::unordered_map<uint64_t, std::unique_ptr<Image>> mImageCache;
class FlushTracer {