implement connect/disconnect in our native_window_t implementations
the framebuffer implementation doesn't do anything special with this
but the surfaceflinger implementation makes sure the surface is not used
by two APIs simultaneously.
Change-Id: Id4ca8ef7093d68846abc2ac814327cc40a64b66b
diff --git a/include/surfaceflinger/Surface.h b/include/surfaceflinger/Surface.h
index 9808832..0279d84 100644
--- a/include/surfaceflinger/Surface.h
+++ b/include/surfaceflinger/Surface.h
@@ -210,9 +210,16 @@
status_t dequeueBuffer(sp<GraphicBuffer>* buffer);
+ void dispatch_setUsage(va_list args);
+ int dispatch_connect(va_list args);
+ int dispatch_disconnect(va_list args);
void setUsage(uint32_t reqUsage);
+ int connect(int api);
+ int disconnect(int api);
+
uint32_t getUsage() const;
+ int getConnectedApi() const;
// constants
sp<SurfaceComposerClient> mClient;
@@ -227,6 +234,7 @@
// protected by mSurfaceLock
Rect mSwapRectangle;
uint32_t mUsage;
+ int mConnected;
// protected by mSurfaceLock. These are also used from lock/unlock
// but in that case, they must be called form the same thread.