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Commit 91823a04 authored by Vishnu Nair's avatar Vishnu Nair Committed by Android (Google) Code Review
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Merge "SurfaceFlinger: Remove BufferQueueLayer"

parents da7c353f 37ce3ecd
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@@ -143,7 +143,6 @@ filegroup {
        "BackgroundExecutor.cpp",
        "BufferLayer.cpp",
        "BufferLayerConsumer.cpp",
        "BufferQueueLayer.cpp",
        "BufferStateLayer.cpp",
        "ClientCache.cpp",
        "Client.cpp",
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@@ -106,7 +106,6 @@
#include <ui/DisplayIdentification.h>
#include "BackgroundExecutor.h"
#include "BufferLayer.h"
#include "BufferQueueLayer.h"
#include "BufferStateLayer.h"
#include "Client.h"
#include "Colorizer.h"
@@ -4758,42 +4757,6 @@ status_t SurfaceFlinger::createLayer(LayerCreationArgs& args, sp<IBinder>* outHa
    return result;
}

status_t SurfaceFlinger::createBufferQueueLayer(LayerCreationArgs& args, PixelFormat& format,
                                                sp<IBinder>* handle,
                                                sp<IGraphicBufferProducer>* gbp,
                                                sp<Layer>* outLayer) {
    // initialize the surfaces
    switch (format) {
    case PIXEL_FORMAT_TRANSPARENT:
    case PIXEL_FORMAT_TRANSLUCENT:
        format = PIXEL_FORMAT_RGBA_8888;
        break;
    case PIXEL_FORMAT_OPAQUE:
        format = PIXEL_FORMAT_RGBX_8888;
        break;
    }

    sp<BufferQueueLayer> layer;
    args.textureName = getNewTexture();
    {
        // Grab the SF state lock during this since it's the only safe way to access
        // RenderEngine when creating a BufferLayerConsumer
        // TODO: Check if this lock is still needed here
        Mutex::Autolock lock(mStateLock);
        layer = getFactory().createBufferQueueLayer(args);
    }

    status_t err = layer->setDefaultBufferProperties(0, 0, format);
    if (err == NO_ERROR) {
        *handle = layer->getHandle();
        *gbp = layer->getProducer();
        *outLayer = layer;
    }

    ALOGE_IF(err, "createBufferQueueLayer() failed (%s)", strerror(-err));
    return err;
}

status_t SurfaceFlinger::createBufferStateLayer(LayerCreationArgs& args, sp<IBinder>* handle,
                                                sp<Layer>* outLayer) {
    args.textureName = getNewTexture();
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