Delete GLESRenderEngine
GLESRenderEngine was replaced by SkiaRenderEngine in Android 12. To
avoid bitrotting an unsupported RenderEngine backend, let's just delete
it.
There is still some cleanup for texture creation and deletion which
are no-ops in RenderEngine, but those changes are slightly less trivial
so they will be done in a followup.
Bug: 199918329
Test: builds
Change-Id: I1ec4bd6520cd2e8dad1c30f8acef9f004f190806
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 06adfec..5dd1598 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -769,13 +769,9 @@
static std::optional<renderengine::RenderEngine::RenderEngineType>
chooseRenderEngineTypeViaSysProp() {
char prop[PROPERTY_VALUE_MAX];
- property_get(PROPERTY_DEBUG_RENDERENGINE_BACKEND, prop, "");
+ property_get(PROPERTY_DEBUG_RENDERENGINE_BACKEND, prop, "skiaglthreaded");
- if (strcmp(prop, "gles") == 0) {
- return renderengine::RenderEngine::RenderEngineType::GLES;
- } else if (strcmp(prop, "threaded") == 0) {
- return renderengine::RenderEngine::RenderEngineType::THREADED;
- } else if (strcmp(prop, "skiagl") == 0) {
+ if (strcmp(prop, "skiagl") == 0) {
return renderengine::RenderEngine::RenderEngineType::SKIA_GL;
} else if (strcmp(prop, "skiaglthreaded") == 0) {
return renderengine::RenderEngine::RenderEngineType::SKIA_GL_THREADED;
@@ -3578,8 +3574,6 @@
// Recreate the DisplayDevice if the surface or sequence ID changed.
if (currentBinder != drawingBinder || currentState.sequenceId != drawingState.sequenceId) {
- getRenderEngine().cleanFramebufferCache();
-
if (const auto display = getDisplayDeviceLocked(displayToken)) {
display->disconnect();
if (display->isVirtual()) {
@@ -7872,7 +7866,7 @@
const bool renderEngineIsThreaded = [&]() {
using Type = renderengine::RenderEngine::RenderEngineType;
const auto type = mRenderEngine->getRenderEngineType();
- return type == Type::THREADED || type == Type::SKIA_GL_THREADED;
+ return type == Type::SKIA_GL_THREADED;
}();
auto presentFuture = renderEngineIsThreaded ? ftl::defer(std::move(present)).share()
: ftl::yield(present()).share();