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/BufferStateLayer.cpp b/services/surfaceflinger/BufferStateLayer.cpp
index 2132f59..ab9b850 100644
--- a/services/surfaceflinger/BufferStateLayer.cpp
+++ b/services/surfaceflinger/BufferStateLayer.cpp
@@ -449,46 +449,7 @@
const State& s(getDrawingState());
auto& engine(mFlinger->getRenderEngine());
- engine.checkErrors();
-
- // TODO(marissaw): once buffers are cached, don't create a new image everytime
- mTextureImage = engine.createImage();
-
- bool created =
- mTextureImage->setNativeWindowBuffer(s.buffer->getNativeBuffer(),
- s.buffer->getUsage() & GRALLOC_USAGE_PROTECTED);
- if (!created) {
- ALOGE("Failed to create image. size=%ux%u st=%u usage=%#" PRIx64 " fmt=%d",
- s.buffer->getWidth(), s.buffer->getHeight(), s.buffer->getStride(),
- s.buffer->getUsage(), s.buffer->getPixelFormat());
- engine.bindExternalTextureImage(mTextureName, *engine.createImage());
- return NO_INIT;
- }
-
- engine.bindExternalTextureImage(mTextureName, *mTextureImage);
-
- // Wait for the new buffer to be ready.
- if (s.acquireFence->isValid()) {
- if (SyncFeatures::getInstance().useWaitSync()) {
- base::unique_fd fenceFd(s.acquireFence->dup());
- if (fenceFd == -1) {
- ALOGE("error dup'ing fence fd: %d", errno);
- return -errno;
- }
- if (!engine.waitFence(std::move(fenceFd))) {
- ALOGE("failed to wait on fence fd");
- return UNKNOWN_ERROR;
- }
- } else {
- status_t err = s.acquireFence->waitForever("BufferStateLayer::bindTextureImage");
- if (err != NO_ERROR) {
- ALOGE("error waiting for fence: %d", err);
- return err;
- }
- }
- }
-
- return NO_ERROR;
+ return engine.bindExternalTextureBuffer(mTextureName, s.buffer, s.acquireFence, false);
}
status_t BufferStateLayer::updateTexImage(bool& /*recomputeVisibleRegions*/, nsecs_t latchTime,
@@ -611,12 +572,18 @@
}
mActiveBuffer = s.buffer;
+ mActiveBufferFence = s.acquireFence;
getBE().compositionInfo.mBuffer = mActiveBuffer;
getBE().compositionInfo.mBufferSlot = 0;
return NO_ERROR;
}
+bool BufferStateLayer::useCachedBufferForClientComposition() const {
+ // TODO: Store a proper staleness bit to support EGLImage caching.
+ return false;
+}
+
status_t BufferStateLayer::updateFrameNumber(nsecs_t /*latchTime*/) {
// TODO(marissaw): support frame history events
mCurrentFrameNumber = mFrameNumber;