Rename ISurfaceTexture and SurfaceTexture
The C++ class names don't match what the classes do, so rename
ISurfaceTexture to IGraphicBufferProducer, and SurfaceTexture to
GLConsumer.
Bug 7736700
Change-Id: Ia03e468888025b5cae3c0ee1995434515dbea387
diff --git a/libs/gui/tests/BufferQueue_test.cpp b/libs/gui/tests/BufferQueue_test.cpp
index 817abb4..12cbfb0 100644
--- a/libs/gui/tests/BufferQueue_test.cpp
+++ b/libs/gui/tests/BufferQueue_test.cpp
@@ -63,19 +63,19 @@
TEST_F(BufferQueueTest, AcquireBuffer_ExceedsMaxAcquireCount_Fails) {
sp<DummyConsumer> dc(new DummyConsumer);
mBQ->consumerConnect(dc);
- ISurfaceTexture::QueueBufferOutput qbo;
+ IGraphicBufferProducer::QueueBufferOutput qbo;
mBQ->connect(NATIVE_WINDOW_API_CPU, &qbo);
mBQ->setBufferCount(4);
int slot;
sp<Fence> fence;
sp<GraphicBuffer> buf;
- ISurfaceTexture::QueueBufferInput qbi(0, Rect(0, 0, 1, 1),
+ IGraphicBufferProducer::QueueBufferInput qbi(0, Rect(0, 0, 1, 1),
NATIVE_WINDOW_SCALING_MODE_FREEZE, 0, fence);
BufferQueue::BufferItem item;
for (int i = 0; i < 2; i++) {
- ASSERT_EQ(ISurfaceTexture::BUFFER_NEEDS_REALLOCATION,
+ ASSERT_EQ(IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION,
mBQ->dequeueBuffer(&slot, fence, 1, 1, 0,
GRALLOC_USAGE_SW_READ_OFTEN));
ASSERT_EQ(OK, mBQ->requestBuffer(slot, &buf));
@@ -83,7 +83,7 @@
ASSERT_EQ(OK, mBQ->acquireBuffer(&item));
}
- ASSERT_EQ(ISurfaceTexture::BUFFER_NEEDS_REALLOCATION,
+ ASSERT_EQ(IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION,
mBQ->dequeueBuffer(&slot, fence, 1, 1, 0,
GRALLOC_USAGE_SW_READ_OFTEN));
ASSERT_EQ(OK, mBQ->requestBuffer(slot, &buf));
diff --git a/libs/gui/tests/SurfaceTextureClient_test.cpp b/libs/gui/tests/SurfaceTextureClient_test.cpp
index baeca06..2df83a0 100644
--- a/libs/gui/tests/SurfaceTextureClient_test.cpp
+++ b/libs/gui/tests/SurfaceTextureClient_test.cpp
@@ -40,7 +40,7 @@
ALOGV("Begin test: %s.%s", testInfo->test_case_name(),
testInfo->name());
- mST = new SurfaceTexture(123);
+ mST = new GLConsumer(123);
mSTC = new SurfaceTextureClient(mST->getBufferQueue());
mANW = mSTC;
@@ -102,7 +102,7 @@
return sDefaultConfigAttribs;
}
- sp<SurfaceTexture> mST;
+ sp<GLConsumer> mST;
sp<SurfaceTextureClient> mSTC;
sp<ANativeWindow> mANW;
@@ -112,7 +112,7 @@
};
TEST_F(SurfaceTextureClientTest, GetISurfaceTextureIsNotNull) {
- sp<ISurfaceTexture> ist(mSTC->getISurfaceTexture());
+ sp<IGraphicBufferProducer> ist(mSTC->getISurfaceTexture());
ASSERT_TRUE(ist != NULL);
}
@@ -250,7 +250,7 @@
}
TEST_F(SurfaceTextureClientTest, SurfaceTextureSetDefaultSize) {
- sp<SurfaceTexture> st(mST);
+ sp<GLConsumer> st(mST);
ANativeWindowBuffer* buf;
EXPECT_EQ(OK, st->setDefaultBufferSize(16, 8));
ASSERT_EQ(OK, native_window_dequeue_buffer_and_wait(mANW.get(), &buf));
@@ -464,7 +464,7 @@
// from the SurfaceTexture class.
TEST_F(SurfaceTextureClientTest, DISABLED_SurfaceTextureSyncModeWaitRetire) {
class MyThread : public Thread {
- sp<SurfaceTexture> mST;
+ sp<GLConsumer> mST;
EGLContext ctx;
EGLSurface sur;
EGLDisplay dpy;
@@ -480,7 +480,7 @@
return false;
}
public:
- MyThread(const sp<SurfaceTexture>& mST)
+ MyThread(const sp<GLConsumer>& mST)
: mST(mST), mBufferRetired(false) {
ctx = eglGetCurrentContext();
sur = eglGetCurrentSurface(EGL_DRAW);
@@ -685,7 +685,7 @@
ASSERT_NE(EGL_NO_CONTEXT, mEglContext);
for (int i = 0; i < NUM_SURFACE_TEXTURES; i++) {
- sp<SurfaceTexture> st(new SurfaceTexture(i));
+ sp<GLConsumer> st(new GLConsumer(i));
sp<SurfaceTextureClient> stc(new SurfaceTextureClient(st->getBufferQueue()));
mEglSurfaces[i] = eglCreateWindowSurface(mEglDisplay, myConfig,
static_cast<ANativeWindow*>(stc.get()), NULL);
diff --git a/libs/gui/tests/SurfaceTexture_test.cpp b/libs/gui/tests/SurfaceTexture_test.cpp
index 58976ad..b6020ca 100644
--- a/libs/gui/tests/SurfaceTexture_test.cpp
+++ b/libs/gui/tests/SurfaceTexture_test.cpp
@@ -18,7 +18,7 @@
//#define LOG_NDEBUG 0
#include <gtest/gtest.h>
-#include <gui/SurfaceTexture.h>
+#include <gui/GLConsumer.h>
#include <gui/SurfaceTextureClient.h>
#include <ui/GraphicBuffer.h>
#include <utils/String8.h>
@@ -384,7 +384,7 @@
virtual void SetUp() {
GLTest::SetUp();
- mST = new SurfaceTexture(TEX_ID);
+ mST = new GLConsumer(TEX_ID);
mSTC = new SurfaceTextureClient(mST->getBufferQueue());
mANW = mSTC;
mTextureRenderer = new TextureRenderer(TEX_ID, mST);
@@ -406,7 +406,7 @@
class TextureRenderer: public RefBase {
public:
- TextureRenderer(GLuint texName, const sp<SurfaceTexture>& st):
+ TextureRenderer(GLuint texName, const sp<GLConsumer>& st):
mTexName(texName),
mST(st) {
}
@@ -447,7 +447,7 @@
ASSERT_NE(-1, mTexMatrixHandle);
}
- // drawTexture draws the SurfaceTexture over the entire GL viewport.
+ // drawTexture draws the GLConsumer over the entire GL viewport.
void drawTexture() {
static const GLfloat triangleVertices[] = {
-1.0f, 1.0f,
@@ -494,14 +494,14 @@
}
GLuint mTexName;
- sp<SurfaceTexture> mST;
+ sp<GLConsumer> mST;
GLuint mPgm;
GLint mPositionHandle;
GLint mTexSamplerHandle;
GLint mTexMatrixHandle;
};
- class FrameWaiter : public SurfaceTexture::FrameAvailableListener {
+ class FrameWaiter : public GLConsumer::FrameAvailableListener {
public:
FrameWaiter():
mPendingFrames(0) {
@@ -526,7 +526,7 @@
Condition mCondition;
};
- // Note that SurfaceTexture will lose the notifications
+ // Note that GLConsumer will lose the notifications
// onBuffersReleased and onFrameAvailable as there is currently
// no way to forward the events. This DisconnectWaiter will not let the
// disconnect finish until finishDisconnect() is called. It will
@@ -575,7 +575,7 @@
Condition mFrameCondition;
};
- sp<SurfaceTexture> mST;
+ sp<GLConsumer> mST;
sp<SurfaceTextureClient> mSTC;
sp<ANativeWindow> mANW;
sp<TextureRenderer> mTextureRenderer;
@@ -1070,7 +1070,7 @@
EXPECT_TRUE(checkPixel( 3, 52, 35, 231, 35, 35));
}
-// Tests if SurfaceTexture and BufferQueue are robust enough
+// Tests if GLConsumer and BufferQueue are robust enough
// to handle a special case where updateTexImage is called
// in the middle of disconnect. This ordering is enforced
// by blocking in the disconnect callback.
@@ -1123,12 +1123,12 @@
sp<Thread> pt(new ProducerThread(mANW));
pt->run();
- // eat a frame so SurfaceTexture will own an at least one slot
+ // eat a frame so GLConsumer will own an at least one slot
dw->waitForFrame();
EXPECT_EQ(OK,mST->updateTexImage());
dw->waitForFrame();
- // Could fail here as SurfaceTexture thinks it still owns the slot
+ // Could fail here as GLConsumer thinks it still owns the slot
// but bufferQueue has released all slots
EXPECT_EQ(OK,mST->updateTexImage());
@@ -1136,7 +1136,7 @@
}
-// This test ensures that the SurfaceTexture clears the mCurrentTexture
+// This test ensures that the GLConsumer clears the mCurrentTexture
// when it is disconnected and reconnected. Otherwise it will
// attempt to release a buffer that it does not owned
TEST_F(SurfaceTextureGLTest, DisconnectClearsCurrentTexture) {
@@ -1581,7 +1581,7 @@
// This test should have the only reference to buffer 0.
EXPECT_EQ(1, buffers[0]->getStrongCount());
- // The SurfaceTexture should hold a single reference to buffer 1 in its
+ // The GLConsumer should hold a single reference to buffer 1 in its
// mCurrentBuffer member. All of the references in the slots should have
// been released.
EXPECT_EQ(2, buffers[1]->getStrongCount());
@@ -1615,7 +1615,7 @@
buffers[i] = mST->getCurrentBuffer();
}
- // Abandon the SurfaceTexture, releasing the ref that the SurfaceTexture has
+ // Abandon the GLConsumer, releasing the ref that the GLConsumer has
// on buffers[2].
mST->abandon();
@@ -1847,7 +1847,7 @@
* This test fixture is for testing GL -> GL texture streaming from one thread
* to another. It contains functionality to create a producer thread that will
* perform GL rendering to an ANativeWindow that feeds frames to a
- * SurfaceTexture. Additionally it supports interlocking the producer and
+ * GLConsumer. Additionally it supports interlocking the producer and
* consumer threads so that a specific sequence of calls can be
* deterministically created by the test.
*
@@ -1914,13 +1914,13 @@
// FrameCondition is a utility class for interlocking between the producer
// and consumer threads. The FrameCondition object should be created and
// destroyed in the consumer thread only. The consumer thread should set
- // the FrameCondition as the FrameAvailableListener of the SurfaceTexture,
+ // the FrameCondition as the FrameAvailableListener of the GLConsumer,
// and should call both waitForFrame and finishFrame once for each expected
// frame.
//
// This interlocking relies on the fact that onFrameAvailable gets called
- // synchronously from SurfaceTexture::queueBuffer.
- class FrameCondition : public SurfaceTexture::FrameAvailableListener {
+ // synchronously from GLConsumer::queueBuffer.
+ class FrameCondition : public GLConsumer::FrameAvailableListener {
public:
FrameCondition():
mFrameAvailable(false),
@@ -1951,7 +1951,7 @@
ALOGV("-finishFrame");
}
- // This should be called by SurfaceTexture on the producer thread.
+ // This should be called by GLConsumer on the producer thread.
virtual void onFrameAvailable() {
Mutex::Autolock lock(mMutex);
ALOGV("+onFrameAvailable");