SF: RenderEngine->drawLayers takes GraphicBuffer instead of ANativeWindow
RE interface is going to be moved to AIDL. In order to make it AIDL
compatible, drawLayer needs to take sp<GraphicBuffer> (because it's
already flattenable) instead of ANativeWindow.
Bug: 150064821
Test: atest CompositionEngineTest
Test: adb shell /data/nativetest64/.../libsurfaceflinger_unittest
Test: atest RenderEngineTest
Change-Id: Ifef487c93753d03f949f00e055a66ac6f0a98cb0
diff --git a/libs/renderengine/gl/GLESRenderEngine.cpp b/libs/renderengine/gl/GLESRenderEngine.cpp
index e11b59f..7a15bfe 100644
--- a/libs/renderengine/gl/GLESRenderEngine.cpp
+++ b/libs/renderengine/gl/GLESRenderEngine.cpp
@@ -964,7 +964,7 @@
status_t GLESRenderEngine::drawLayers(const DisplaySettings& display,
const std::vector<const LayerSettings*>& layers,
- ANativeWindowBuffer* const buffer,
+ const sp<GraphicBuffer>& buffer,
const bool useFramebufferCache, base::unique_fd&& bufferFence,
base::unique_fd* drawFence) {
ATRACE_CALL();
@@ -997,7 +997,9 @@
const auto blurLayersSize = blurLayers.size();
if (blurLayersSize == 0) {
- fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this, buffer, useFramebufferCache);
+ fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this,
+ buffer.get()->getNativeBuffer(),
+ useFramebufferCache);
if (fbo->getStatus() != NO_ERROR) {
ALOGE("Failed to bind framebuffer! Aborting GPU composition for buffer (%p).",
buffer->handle);
@@ -1054,7 +1056,9 @@
if (blurLayers.size() == 0) {
// Done blurring, time to bind the native FBO and render our blur onto it.
- fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this, buffer,
+ fbo = std::make_unique<BindNativeBufferAsFramebuffer>(*this,
+ buffer.get()
+ ->getNativeBuffer(),
useFramebufferCache);
status = fbo->getStatus();
setViewportAndProjection(display.physicalDisplay, display.clip);