surfaceflinger: use RE::Surface in DisplayDevice
This allows us to eliminate all direct use of EGL from
DisplayDevice.
Test: SurfaceFlinger_test
Change-Id: Ic7b006dfd8e3f067625896c3020b55914b9fc65b
diff --git a/services/surfaceflinger/RenderEngine/RenderEngine.h b/services/surfaceflinger/RenderEngine/RenderEngine.h
index a3efdf6..ff5d33a 100644
--- a/services/surfaceflinger/RenderEngine/RenderEngine.h
+++ b/services/surfaceflinger/RenderEngine/RenderEngine.h
@@ -43,6 +43,10 @@
class Mesh;
class Texture;
+namespace RE {
+class Surface;
+}
+
class RenderEngine {
enum GlesVersion {
GLES_VERSION_1_0 = 0x10000,
@@ -103,7 +107,7 @@
int getStatus() const;
};
- bool setCurrentSurface(EGLSurface surface);
+ bool setCurrentSurface(const RE::Surface& surface);
void resetCurrentSurface();
// set-up
@@ -134,6 +138,7 @@
virtual size_t getMaxTextureSize() const = 0;
virtual size_t getMaxViewportDims() const = 0;
+ // internal to RenderEngine
EGLDisplay getEGLDisplay() const;
EGLConfig getEGLConfig() const;
};