[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/LayerBE.cpp b/services/surfaceflinger/LayerBE.cpp
index f389b57..da98bf5 100644
--- a/services/surfaceflinger/LayerBE.cpp
+++ b/services/surfaceflinger/LayerBE.cpp
@@ -30,14 +30,14 @@
LayerBE::LayerBE(Layer* layer, std::string layerName)
: mLayer(layer),
- mMesh(Mesh::TRIANGLE_FAN, 4, 2, 2) {
+ mMesh(renderengine::Mesh::TRIANGLE_FAN, 4, 2, 2) {
compositionInfo.layer = std::make_shared<LayerBE>(*this);
compositionInfo.layerName = layerName;
}
LayerBE::LayerBE(const LayerBE& layer)
: mLayer(layer.mLayer),
- mMesh(Mesh::TRIANGLE_FAN, 4, 2, 2) {
+ mMesh(renderengine::Mesh::TRIANGLE_FAN, 4, 2, 2) {
compositionInfo.layer = layer.compositionInfo.layer;
compositionInfo.layerName = layer.mLayer->getName().string();
}
@@ -48,7 +48,7 @@
}
}
-void LayerBE::clear(RE::RenderEngine& engine) {
+void LayerBE::clear(renderengine::RenderEngine& engine) {
engine.setupFillWithColor(0, 0, 0, 0);
engine.drawMesh(mMesh);
}