surfaceflinger: use RenderEngine sync primitives
Update BufferLayerConsumer to use RenderEngine sync primitives.
Test: SurfaceFlinger_test
Change-Id: I142ea24ac7484b8a1b5fb6459f03861e8dabff96
diff --git a/services/surfaceflinger/BufferLayerConsumer.h b/services/surfaceflinger/BufferLayerConsumer.h
index a08f15b..087a9a0 100644
--- a/services/surfaceflinger/BufferLayerConsumer.h
+++ b/services/surfaceflinger/BufferLayerConsumer.h
@@ -89,7 +89,7 @@
// This call may only be made while the OpenGL ES context to which the
// target texture belongs is bound to the calling thread.
//
- // This calls doGLFenceWait to ensure proper synchronization.
+ // This calls doFenceWait to ensure proper synchronization.
//
// This version of updateTexImage() takes a functor that may be used to
// reject the newly acquired buffer. Unlike the GLConsumer version,
@@ -229,7 +229,7 @@
// Binds mTexName and the current buffer to sTexTarget. Uses
// mCurrentTexture if it's set, mCurrentTextureImage if not. If the
- // bind succeeds, this calls doGLFenceWait.
+ // bind succeeds, this calls doFenceWait.
status_t bindTextureImageLocked();
private:
@@ -301,16 +301,16 @@
// mCurrentTextureImage must not be NULL.
void computeCurrentTransformMatrixLocked();
- // doGLFenceWaitLocked inserts a wait command into the OpenGL ES command
- // stream to ensure that it is safe for future OpenGL ES commands to
+ // doFenceWaitLocked inserts a wait command into the RenderEngine command
+ // stream to ensure that it is safe for future RenderEngine commands to
// access the current texture buffer.
- status_t doGLFenceWaitLocked() const;
+ status_t doFenceWaitLocked() const;
// syncForReleaseLocked performs the synchronization needed to release the
- // current slot from an OpenGL ES context. If needed it will set the
- // current slot's fence to guard against a producer accessing the buffer
- // before the outstanding accesses have completed.
- status_t syncForReleaseLocked(EGLDisplay dpy);
+ // current slot from RenderEngine. If needed it will set the current
+ // slot's fence to guard against a producer accessing the buffer before
+ // the outstanding accesses have completed.
+ status_t syncForReleaseLocked();
// sTexTarget is the GL texture target with which the GL texture object is
// associated.