Clean up ANGLE integration logic.
Rename variables to clarify the meanings, remove unused methods.
Bug: b/283858001
Test: test with camera with dialog on
Test: atest CtsAngleIntegrationHostTestCases
Change-Id: I1db89b79879dec663f198fd3faad7501a3511698
diff --git a/opengl/libs/EGL/egl_object.cpp b/opengl/libs/EGL/egl_object.cpp
index efbe613..33a77c4 100644
--- a/opengl/libs/EGL/egl_object.cpp
+++ b/opengl/libs/EGL/egl_object.cpp
@@ -84,7 +84,7 @@
if (win != nullptr && connected) {
// NOTE: When using Vulkan backend, the Vulkan runtime makes all the
// native_window_* calls, so don't do them here.
- if (!cnx->useAngle) {
+ if (!cnx->angleLoaded) {
native_window_set_buffers_format(win, 0);
if (native_window_api_disconnect(win, NATIVE_WINDOW_API_EGL)) {
ALOGW("EGLNativeWindowType %p disconnect failed", win);