Plumbing through GPU context priority
TODO: Actually return priority from Render engine, instead of random
number.
Test: Compile and observe logcat.
Bug: 168740533
Change-Id: Id8d93e315162708a2a8afa1e87ebdf97ab53a20f
diff --git a/libs/gui/SurfaceComposerClient.cpp b/libs/gui/SurfaceComposerClient.cpp
index 9ed7d1c..0d370d3 100644
--- a/libs/gui/SurfaceComposerClient.cpp
+++ b/libs/gui/SurfaceComposerClient.cpp
@@ -1988,6 +1988,10 @@
lightRadius);
}
+int SurfaceComposerClient::getGPUContextPriority() {
+ return ComposerService::getComposerService()->getGPUContextPriority();
+}
+
// ----------------------------------------------------------------------------
status_t ScreenshotClient::captureDisplay(const DisplayCaptureArgs& captureArgs,