Remove extra isCurrent calls.
These invocations originated from a fork of GLConsumer which was
accessible by apps.
Bug: 116277151
Test: SurfaceFlinger_test, libsurfaceflinger_unittest, go/wm-smoke
Change-Id: Iaa0846b8caea9b9d8f31886e98da8098599d9a77
diff --git a/services/surfaceflinger/BufferLayerConsumer.cpp b/services/surfaceflinger/BufferLayerConsumer.cpp
index 8bd98b7..dfd0326 100644
--- a/services/surfaceflinger/BufferLayerConsumer.cpp
+++ b/services/surfaceflinger/BufferLayerConsumer.cpp
@@ -158,12 +158,6 @@
return NO_INIT;
}
- // Make sure RenderEngine is current
- if (!mRE.isCurrent()) {
- BLC_LOGE("updateTexImage: RenderEngine is not current");
- return INVALID_OPERATION;
- }
-
BufferItem item;
// Acquire the next buffer.
@@ -524,10 +518,6 @@
}
status_t BufferLayerConsumer::doFenceWaitLocked() const {
- if (!mRE.isCurrent()) {
- BLC_LOGE("doFenceWait: RenderEngine is not current");
- return INVALID_OPERATION;
- }
if (mCurrentFence->isValid()) {
if (mRE.useWaitSync()) {
base::unique_fd fenceFd(mCurrentFence->dup());
diff --git a/services/surfaceflinger/BufferStateLayer.cpp b/services/surfaceflinger/BufferStateLayer.cpp
index ffed0a9..c0e85dd 100644
--- a/services/surfaceflinger/BufferStateLayer.cpp
+++ b/services/surfaceflinger/BufferStateLayer.cpp
@@ -327,11 +327,6 @@
const State& s(getDrawingState());
auto& engine(mFlinger->getRenderEngine());
- if (!engine.isCurrent()) {
- ALOGE("RenderEngine is not current");
- return INVALID_OPERATION;
- }
-
engine.checkErrors();
// TODO(marissaw): once buffers are cached, don't create a new image everytime
diff --git a/services/surfaceflinger/tests/unittests/CompositionTest.cpp b/services/surfaceflinger/tests/unittests/CompositionTest.cpp
index e45fca0..4e403b7 100644
--- a/services/surfaceflinger/tests/unittests/CompositionTest.cpp
+++ b/services/surfaceflinger/tests/unittests/CompositionTest.cpp
@@ -474,7 +474,6 @@
enqueueBuffer(test, layer);
Mock::VerifyAndClear(test->mMessageQueue);
- EXPECT_CALL(*test->mRenderEngine, isCurrent()).WillRepeatedly(Return(true));
EXPECT_CALL(*test->mRenderEngine, useNativeFenceSync()).WillRepeatedly(Return(true));
bool ignoredRecomputeVisibleRegions;
layer->latchBuffer(ignoredRecomputeVisibleRegions, 0, Fence::NO_FENCE);