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/services/surfaceflinger/CompositionEngine/src/Output.cpp b/services/surfaceflinger/CompositionEngine/src/Output.cpp
index 248933e..7929beb 100644
--- a/services/surfaceflinger/CompositionEngine/src/Output.cpp
+++ b/services/surfaceflinger/CompositionEngine/src/Output.cpp
@@ -913,9 +913,8 @@
const nsecs_t renderEngineStart = systemTime();
status_t status =
- renderEngine.drawLayers(clientCompositionDisplay, clientCompositionLayerPointers,
- buf->getNativeBuffer(), /*useFramebufferCache=*/true,
- std::move(fd), &readyFence);
+ renderEngine.drawLayers(clientCompositionDisplay, clientCompositionLayerPointers, buf,
+ /*useFramebufferCache=*/true, std::move(fd), &readyFence);
if (status != NO_ERROR && mClientCompositionRequestCache) {
// If rendering was not successful, remove the request from the cache.