always pass the BufferQueue explicitely to consumers

Change-Id: I883b0a7b19d8e722f9ab714ba6f49e658b02ca86
diff --git a/include/gui/BufferItemConsumer.h b/include/gui/BufferItemConsumer.h
index 5bf9acb..0af6f8e 100644
--- a/include/gui/BufferItemConsumer.h
+++ b/include/gui/BufferItemConsumer.h
@@ -29,6 +29,8 @@
 
 namespace android {
 
+class BufferQueue;
+
 /**
  * BufferItemConsumer is a BufferQueue consumer endpoint that allows clients
  * access to the whole BufferItem entry from BufferQueue. Multiple buffers may
@@ -49,7 +51,7 @@
     // the consumer usage flags passed to the graphics allocator. The
     // bufferCount parameter specifies how many buffers can be locked for user
     // access at the same time.
-    BufferItemConsumer(uint32_t consumerUsage,
+    BufferItemConsumer(const sp<BufferQueue>& bq, uint32_t consumerUsage,
             int bufferCount = BufferQueue::MIN_UNDEQUEUED_BUFFERS,
             bool synchronousMode = false);
 
diff --git a/include/gui/CpuConsumer.h b/include/gui/CpuConsumer.h
index 3c178ef..5f1e369 100644
--- a/include/gui/CpuConsumer.h
+++ b/include/gui/CpuConsumer.h
@@ -28,6 +28,8 @@
 
 namespace android {
 
+class BufferQueue;
+
 /**
  * CpuConsumer is a BufferQueue consumer endpoint that allows direct CPU
  * access to the underlying gralloc buffers provided by BufferQueue. Multiple
@@ -64,7 +66,8 @@
 
     // Create a new CPU consumer. The maxLockedBuffers parameter specifies
     // how many buffers can be locked for user access at the same time.
-    CpuConsumer(uint32_t maxLockedBuffers, bool synchronousMode = true);
+    CpuConsumer(const sp<BufferQueue>& bq,
+            uint32_t maxLockedBuffers, bool synchronousMode = true);
 
     virtual ~CpuConsumer();
 
diff --git a/include/gui/GLConsumer.h b/include/gui/GLConsumer.h
index fbc8840..65544bd 100644
--- a/include/gui/GLConsumer.h
+++ b/include/gui/GLConsumer.h
@@ -85,9 +85,9 @@
     // purely to allow a GLConsumer to be transferred from one consumer
     // context to another. If such a transfer is not needed there is no
     // requirement that either of these methods be called.
-    GLConsumer(GLuint tex, bool allowSynchronousMode = true,
-            GLenum texTarget = GL_TEXTURE_EXTERNAL_OES, bool useFenceSync = true,
-            const sp<BufferQueue> &bufferQueue = 0);
+    GLConsumer(const sp<BufferQueue>& bq,
+            GLuint tex, GLenum texTarget = GL_TEXTURE_EXTERNAL_OES,
+            bool useFenceSync = true);
 
     // updateTexImage acquires the most recently queued buffer, and sets the
     // image contents of the target texture to it.