BufferQueue: clean up buffer counting
This change is a clean up of some of the handling of the maximum number of
buffers that are allowed at once. It mostly renames a few member variables and
methods, but it includes a couple small refactorings.
Change-Id: I9959310f563d09583548d4291e1050a7bbc7d87d
diff --git a/libs/gui/tests/SurfaceTexture_test.cpp b/libs/gui/tests/SurfaceTexture_test.cpp
index 04f4b55..55b5968 100644
--- a/libs/gui/tests/SurfaceTexture_test.cpp
+++ b/libs/gui/tests/SurfaceTexture_test.cpp
@@ -848,7 +848,7 @@
enum { numFrames = 1024 };
ASSERT_EQ(NO_ERROR, mST->setSynchronousMode(true));
- ASSERT_EQ(NO_ERROR, mST->setBufferCountServer(2));
+ ASSERT_EQ(NO_ERROR, mST->setDefaultMaxBufferCount(2));
ASSERT_EQ(NO_ERROR, native_window_set_buffers_geometry(mANW.get(),
texWidth, texHeight, HAL_PIXEL_FORMAT_YV12));
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
@@ -1321,7 +1321,7 @@
};
ASSERT_EQ(OK, mST->setSynchronousMode(true));
- ASSERT_EQ(OK, mST->setBufferCountServer(2));
+ ASSERT_EQ(OK, mST->setDefaultMaxBufferCount(2));
sp<Thread> pt(new ProducerThread(mANW));
pt->run();
@@ -1584,7 +1584,7 @@
TEST_F(SurfaceTextureGLToGLTest, EglSurfaceDefaultsToSynchronousMode) {
// This test requires 3 buffers to run on a single thread.
- mST->setBufferCountServer(3);
+ mST->setDefaultMaxBufferCount(3);
ASSERT_TRUE(mST->isSynchronousMode());
@@ -2045,7 +2045,7 @@
};
ASSERT_EQ(OK, mST->setSynchronousMode(true));
- ASSERT_EQ(OK, mST->setBufferCountServer(2));
+ ASSERT_EQ(OK, mST->setDefaultMaxBufferCount(2));
runProducerThread(new PT());
@@ -2059,7 +2059,7 @@
// We must call updateTexImage to consume the first frame so that the
// SurfaceTexture is able to reduce the buffer count to 2. This is because
// the GL driver may dequeue a buffer when the EGLSurface is created, and
- // that happens before we call setBufferCountServer. It's possible that the
+ // that happens before we call setDefaultMaxBufferCount. It's possible that the
// driver does not dequeue a buffer at EGLSurface creation time, so we
// cannot rely on this to cause the second dequeueBuffer call to block.
mST->updateTexImage();
@@ -2586,7 +2586,7 @@
TEST_F(SurfaceTextureMultiContextGLTest,
UpdateTexImageSucceedsForBufferConsumedBeforeDetach) {
ASSERT_EQ(NO_ERROR, mST->setSynchronousMode(true));
- ASSERT_EQ(NO_ERROR, mST->setBufferCountServer(2));
+ ASSERT_EQ(NO_ERROR, mST->setDefaultMaxBufferCount(2));
// produce two frames and consume them both on the primary context
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));