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/services/surfaceflinger/BufferLayer.h b/services/surfaceflinger/BufferLayer.h
index e3b7f2f..3fe8ed0 100644
--- a/services/surfaceflinger/BufferLayer.h
+++ b/services/surfaceflinger/BufferLayer.h
@@ -28,6 +28,7 @@
#include <gui/ISurfaceComposerClient.h>
#include <gui/LayerState.h>
+#include <renderengine/Image.h>
#include <renderengine/Mesh.h>
#include <renderengine/Texture.h>
#include <ui/FrameStats.h>
@@ -78,10 +79,6 @@
// isFixedSize - true if content has a fixed size
bool isFixedSize() const override;
- // onDraw - draws the surface.
- void onDraw(const RenderArea& renderArea, const Region& clip,
- bool useIdentityTransform) override;
-
bool isHdrY410() const override;
void setPerFrameData(DisplayId displayId, const ui::Transform& transform, const Rect& viewport,
@@ -169,13 +166,19 @@
bool mRefreshPending{false};
+ // Returns true if, when drawing the active buffer during gpu compositon, we
+ // should use a cached buffer or not.
+ virtual bool useCachedBufferForClientComposition() const = 0;
+
+ // prepareClientLayer - constructs a RenderEngine layer for GPU composition.
+ bool prepareClientLayer(const RenderArea& renderArea, const Region& clip,
+ bool useIdentityTransform, Region& clearRegion,
+ renderengine::LayerSettings& layer);
+
private:
// Returns true if this layer requires filtering
bool needsFiltering() const;
- // drawing
- void drawWithOpenGL(const RenderArea& renderArea, bool useIdentityTransform) const;
-
uint64_t getHeadFrameNumber() const;
uint32_t mCurrentScalingMode{NATIVE_WINDOW_SCALING_MODE_FREEZE};
@@ -183,9 +186,6 @@
// main thread.
bool mBufferLatched{false}; // TODO: Use mActiveBuffer?
- // The texture used to draw the layer in GLES composition mode
- mutable renderengine::Texture mTexture;
-
Rect getBufferSize(const State& s) const override;
};