[RenderEngine] Organize RenderEngine directory.
This patch:
1. adds proper namespace renderengine to all RenderEngine code,
and namespace gl to all GLES related code
2. creates gl/ directory for GLES backend code
3. Reorder include header files, remove unused header files.
BUG: 112585051
Test: Build, flash, run display validation
Change-Id: I81f0b8831213607cde08562958f7c38ddaf4c9e6
diff --git a/services/surfaceflinger/BufferLayerConsumer.h b/services/surfaceflinger/BufferLayerConsumer.h
index 943b8a8..257a4e5 100644
--- a/services/surfaceflinger/BufferLayerConsumer.h
+++ b/services/surfaceflinger/BufferLayerConsumer.h
@@ -37,10 +37,10 @@
class Layer;
class String8;
-namespace RE {
+namespace renderengine {
class RenderEngine;
class Image;
-} // namespace RE
+} // namespace renderengine
/*
* BufferLayerConsumer consumes buffers of graphics data from a BufferQueue,
@@ -73,7 +73,7 @@
// BufferLayerConsumer constructs a new BufferLayerConsumer object. The
// tex parameter indicates the name of the RenderEngine texture to which
// images are to be streamed.
- BufferLayerConsumer(const sp<IGraphicBufferConsumer>& bq, RE::RenderEngine& engine,
+ BufferLayerConsumer(const sp<IGraphicBufferConsumer>& bq, renderengine::RenderEngine& engine,
uint32_t tex, Layer* layer);
// Sets the contents changed listener. This should be used instead of
@@ -216,19 +216,19 @@
status_t bindTextureImageLocked();
private:
- // Image is a utility class for tracking and creating RE::Images. There
+ // Image is a utility class for tracking and creating renderengine::Images. There
// is primarily just one image per slot, but there is also special cases:
// - After freeBuffer, we must still keep the current image/buffer
- // Reference counting RE::Images lets us handle all these cases easily while
- // also only creating new RE::Images from buffers when required.
+ // Reference counting renderengine::Images lets us handle all these cases easily while
+ // also only creating new renderengine::Images from buffers when required.
class Image : public LightRefBase<Image> {
public:
- Image(sp<GraphicBuffer> graphicBuffer, RE::RenderEngine& engine);
+ Image(sp<GraphicBuffer> graphicBuffer, renderengine::RenderEngine& engine);
Image(const Image& rhs) = delete;
Image& operator=(const Image& rhs) = delete;
- // createIfNeeded creates an RE::Image if we haven't created one yet.
+ // createIfNeeded creates an renderengine::Image if we haven't created one yet.
status_t createIfNeeded();
const sp<GraphicBuffer>& graphicBuffer() { return mGraphicBuffer; }
@@ -236,7 +236,7 @@
return mGraphicBuffer == nullptr ? nullptr : mGraphicBuffer->handle;
}
- const RE::Image& image() const { return *mImage; }
+ const renderengine::Image& image() const { return *mImage; }
private:
// Only allow instantiation using ref counting.
@@ -247,7 +247,7 @@
sp<GraphicBuffer> mGraphicBuffer;
// mImage is the image created from mGraphicBuffer.
- std::unique_ptr<RE::Image> mImage;
+ std::unique_ptr<renderengine::Image> mImage;
bool mCreated;
int32_t mCropWidth;
int32_t mCropHeight;
@@ -255,7 +255,7 @@
// freeBufferLocked frees up the given buffer slot. If the slot has been
// initialized this will release the reference to the GraphicBuffer in
- // that slot and destroy the RE::Image in that slot. Otherwise it has no
+ // that slot and destroy the renderengine::Image in that slot. Otherwise it has no
// effect.
//
// This method must be called with mMutex locked.
@@ -351,7 +351,7 @@
// setFilteringEnabled().
bool mFilteringEnabled;
- RE::RenderEngine& mRE;
+ renderengine::RenderEngine& mRE;
// mTexName is the name of the RenderEngine texture to which streamed
// images will be bound when bindTexImage is called. It is set at