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/GLFramebuffer.cpp b/libs/renderengine/gl/GLFramebuffer.cpp
index 4a519bb..0e3b405 100644
--- a/libs/renderengine/gl/GLFramebuffer.cpp
+++ b/libs/renderengine/gl/GLFramebuffer.cpp
@@ -14,6 +14,8 @@
* limitations under the License.
*/
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
#include "GLFramebuffer.h"
#include <GLES/gl.h>
@@ -21,6 +23,7 @@
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <nativebase/nativebase.h>
+#include <utils/Trace.h>
#include "GLESRenderEngine.h"
namespace android {
@@ -40,6 +43,7 @@
}
bool GLFramebuffer::setNativeWindowBuffer(ANativeWindowBuffer* nativeBuffer, bool isProtected) {
+ ATRACE_CALL();
if (mEGLImage != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(mEGLDisplay, mEGLImage);
mEGLImage = EGL_NO_IMAGE_KHR;