Adjust the coding style.
Try hard to have one public, one protected, one private per class.
Bug: N/A
Test: build
Change-Id: I6cfef41f02f96e4a3c54b990ed48aa3c3965ad34
diff --git a/services/surfaceflinger/BufferStateLayer.h b/services/surfaceflinger/BufferStateLayer.h
index 00fa7f7..89d9a00 100644
--- a/services/surfaceflinger/BufferStateLayer.h
+++ b/services/surfaceflinger/BufferStateLayer.h
@@ -36,9 +36,7 @@
~BufferStateLayer() override;
- // -----------------------------------------------------------------------
- // Interface implementation for Layer
- // -----------------------------------------------------------------------
+ // Implements Layer.
const char* getType() const override { return "BufferStateLayer"; }
void onLayerDisplayed(const sp<Fence>& releaseFence) override;
@@ -117,6 +115,8 @@
uint64_t getHeadFrameNumber(nsecs_t expectedPresentTime) const;
private:
+ friend class SlotGenerationTest;
+
bool updateFrameEventHistory(const sp<Fence>& acquireFence, nsecs_t postedTime,
nsecs_t requestedPresentTime);
@@ -141,8 +141,6 @@
// Crop that applies to the buffer
Rect computeCrop(const State& s);
-private:
- friend class SlotGenerationTest;
bool willPresentCurrentTransaction() const;
static const std::array<float, 16> IDENTITY_MATRIX;