SF: RenderEngine/EGL state to SFBE
Move RenderEngine and EGL handles to SurfaceFlingerBE
Test: build
Change-Id: Ifc6736882200db02df7a7a87eda6e909fa0f6ef2
diff --git a/services/surfaceflinger/SurfaceFlinger.h b/services/surfaceflinger/SurfaceFlinger.h
index 840c5e4..55f6ea9 100644
--- a/services/surfaceflinger/SurfaceFlinger.h
+++ b/services/surfaceflinger/SurfaceFlinger.h
@@ -136,6 +136,13 @@
// acquiring mStateLock.
std::unique_ptr<HWComposer> mHwc;
+ const std::string mHwcServiceName; // "default" for real use, something else for testing.
+
+ // constant members (no synchronization needed for access)
+ std::unique_ptr<RenderEngine> mRenderEngine;
+ EGLContext mEGLContext;
+ EGLDisplay mEGLDisplay;
+
// The composer sequence id is a monotonically increasing integer that we
// use to differentiate callbacks from different hardware composer
// instances. Each hardware composer instance gets a different sequence id.
@@ -256,7 +263,7 @@
const Vector< sp<Layer> >& getLayerSortedByZForHwcDisplay(int id);
RenderEngine& getRenderEngine() const {
- return *mRenderEngine;
+ return *getBE().mRenderEngine;
}
bool authenticateSurfaceTextureLocked(
@@ -669,10 +676,7 @@
// access must be protected by mInvalidateLock
volatile int32_t mRepaintEverything;
- const std::string mHwcServiceName; // "default" for real use, something else for testing.
-
// constant members (no synchronization needed for access)
- std::unique_ptr<RenderEngine> mRenderEngine;
nsecs_t mBootTime;
bool mGpuToCpuSupported;
sp<EventThread> mEventThread;