bufferqueues: Simplify calls that don't use GL fences
We wanna get rid of this API, and we can simplify all these calls to
just avoid the argument.
Bug: 339705065
Flag: EXEMPT refactor
Test: old tests
Change-Id: I4e94e66003cdcdc197254435e5a815dd53e67a20
diff --git a/libs/gui/tests/BufferQueue_test.cpp b/libs/gui/tests/BufferQueue_test.cpp
index b026e64..1606099 100644
--- a/libs/gui/tests/BufferQueue_test.cpp
+++ b/libs/gui/tests/BufferQueue_test.cpp
@@ -425,8 +425,7 @@
ASSERT_EQ(BAD_VALUE, mConsumer->attachBuffer(&newSlot, nullptr));
ASSERT_EQ(OK, mConsumer->attachBuffer(&newSlot, item.mGraphicBuffer));
- ASSERT_EQ(OK, mConsumer->releaseBuffer(newSlot, 0, EGL_NO_DISPLAY,
- EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(newSlot, 0, Fence::NO_FENCE));
ASSERT_EQ(IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION,
mProducer->dequeueBuffer(&slot, &fence, 0, 0, 0, GRALLOC_USAGE_SW_WRITE_OFTEN,
@@ -609,8 +608,7 @@
ASSERT_EQ(true, item.mQueuedBuffer);
ASSERT_EQ(false, item.mAutoRefresh);
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
// attempt to acquire a second time should return no buffer available
ASSERT_EQ(IGraphicBufferConsumer::NO_BUFFER_AVAILABLE,
@@ -653,8 +651,7 @@
ASSERT_EQ(i == 0, item.mQueuedBuffer);
ASSERT_EQ(true, item.mAutoRefresh);
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
}
// Repeatedly queue and dequeue a buffer from the producer side, it should
@@ -684,8 +681,7 @@
ASSERT_EQ(i == 0, item.mQueuedBuffer);
ASSERT_EQ(true, item.mAutoRefresh);
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
}
}
@@ -735,8 +731,7 @@
ASSERT_EQ(true, item.mQueuedBuffer);
ASSERT_EQ(false, item.mAutoRefresh);
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
// attempt to acquire a second time should return no buffer available
ASSERT_EQ(IGraphicBufferConsumer::NO_BUFFER_AVAILABLE,
@@ -874,8 +869,7 @@
for (size_t i = 0; i < 2; ++i) {
BufferItem item;
ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
}
// Make sure we got the second buffer back
@@ -929,8 +923,7 @@
nullptr, nullptr));
ASSERT_EQ(OK, mProducer->queueBuffer(slot, input, &output));
ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
std::this_thread::sleep_for(16ms);
}
@@ -946,8 +939,7 @@
nullptr, nullptr));
ASSERT_EQ(OK, mProducer->queueBuffer(slot, input, &output));
ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
std::this_thread::sleep_for(16ms);
}
ASSERT_EQ(OK,
@@ -959,12 +951,10 @@
nullptr));
ASSERT_EQ(OK, mProducer->queueBuffer(slot, input, &output));
ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
std::this_thread::sleep_for(16ms);
ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
// Sleep between segments
std::this_thread::sleep_for(500ms);
@@ -981,13 +971,11 @@
nullptr, nullptr));
ASSERT_EQ(OK, mProducer->queueBuffer(slot, input, &output));
ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
std::this_thread::sleep_for(16ms);
}
ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
// Now we read the segments
std::vector<OccupancyTracker::Segment> history;
@@ -1108,8 +1096,7 @@
// Acquire and free 1 buffer
ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
int releasedSlot = item.mSlot;
// Acquire 1 buffer, leaving 1 filled buffer in queue
@@ -1376,8 +1363,7 @@
ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
ASSERT_EQ(slot, item.mSlot);
ASSERT_NE(nullptr, item.mGraphicBuffer.get());
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
// Dequeue and queue the buffer again
ASSERT_EQ(OK,
@@ -1390,8 +1376,7 @@
ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
ASSERT_EQ(slot, item.mSlot);
ASSERT_EQ(nullptr, item.mGraphicBuffer.get());
- ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
- EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber, Fence::NO_FENCE));
// Dequeue and queue the buffer again
ASSERT_EQ(OK,