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authorZach Reizner <zachr@google.com>2015-07-15 18:44:37 -0700
committerZach Reizner <zachr@google.com>2015-07-15 18:44:37 -0700
commitdac5d199ba3d6adeb96c385fa184351543f7cad6 (patch)
tree24060078202cc340b86fe12a06e255226c5eb70d /glworker.cpp
parent9099aa5e280c094154fd312f415336c1aabb4b8e (diff)
downloaddrm_hwcomposer-dac5d199ba3d6adeb96c385fa184351543f7cad6.tar.gz
drm_hwcomposer: make the gl worker compositor not nested
Change-Id: I06b75644408a570044499a9f603a478f3199661f
Diffstat (limited to 'glworker.cpp')
-rw-r--r--glworker.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/glworker.cpp b/glworker.cpp
index b2deb3e..0cb2bf7 100644
--- a/glworker.cpp
+++ b/glworker.cpp
@@ -407,11 +407,11 @@ static int CreateTextureFromHandle(EGLDisplay egl_display,
return 0;
}
-GLWorker::Compositor::Compositor()
+GLWorkerCompositor::GLWorkerCompositor()
: egl_display_(EGL_NO_DISPLAY), egl_ctx_(EGL_NO_CONTEXT) {
}
-int GLWorker::Compositor::Init() {
+int GLWorkerCompositor::Init() {
int ret = 0;
const char *egl_extensions;
const char *gl_extensions;
@@ -502,14 +502,14 @@ int GLWorker::Compositor::Init() {
return 0;
}
-GLWorker::Compositor::~Compositor() {
+GLWorkerCompositor::~GLWorkerCompositor() {
if (egl_display_ != EGL_NO_DISPLAY && egl_ctx_ != EGL_NO_CONTEXT)
if (eglDestroyContext(egl_display_, egl_ctx_) == EGL_FALSE)
ALOGE("Failed to destroy OpenGL ES Context: %s", GetEGLError());
}
-int GLWorker::Compositor::Composite(hwc_layer_1 *layers, size_t num_layers,
- sp<GraphicBuffer> framebuffer) {
+int GLWorkerCompositor::Composite(hwc_layer_1 *layers, size_t num_layers,
+ sp<GraphicBuffer> framebuffer) {
ATRACE_CALL();
int ret = 0;
size_t i;
@@ -654,7 +654,7 @@ int GLWorker::Compositor::Composite(hwc_layer_1 *layers, size_t num_layers,
return ret;
}
-int GLWorker::DoComposition(Compositor &compositor, Work *work) {
+int GLWorker::DoComposition(GLWorkerCompositor &compositor, Work *work) {
int ret =
compositor.Composite(work->layers, work->num_layers, work->framebuffer);
@@ -800,7 +800,7 @@ void GLWorker::WorkerRoutine() {
TRY(pthread_mutex_lock(&lock_), "lock GLThread", return );
- Compositor compositor;
+ GLWorkerCompositor compositor;
TRY(compositor.Init(), "initialize GL", goto out_signal_done);