Plumbing through GPU context priority from SF to RE
Test: Run the code. Check logcat.
atest librenderengine_test
Bug: 168740533
Change-Id: I6e34c4064dfd75ac96b86e0af587a208fc93d975
diff --git a/libs/renderengine/gl/GLExtensions.h b/libs/renderengine/gl/GLExtensions.h
index ef00009..e415ff3 100644
--- a/libs/renderengine/gl/GLExtensions.h
+++ b/libs/renderengine/gl/GLExtensions.h
@@ -41,6 +41,7 @@
bool hasContextPriority() const { return mHasContextPriority; }
bool hasSurfacelessContext() const { return mHasSurfacelessContext; }
bool hasProtectedTexture() const { return mHasProtectedTexture; }
+ bool hasRealtimePriority() const { return mHasRealtimePriority; }
void initWithGLStrings(GLubyte const* vendor, GLubyte const* renderer, GLubyte const* version,
GLubyte const* extensions);
@@ -67,6 +68,7 @@
bool mHasContextPriority = false;
bool mHasSurfacelessContext = false;
bool mHasProtectedTexture = false;
+ bool mHasRealtimePriority = false;
String8 mVendor;
String8 mRenderer;