second take, hopefully this time it doesn't break one of the builds: "SurfaceFlinger will now allocate buffers based on the usage specified by the clients. This allows to allocate the right kind of buffer automatically, without having the user to specify anything."

This commit is contained in:
Mathias Agopian
2009-08-11 22:34:02 -07:00
parent 5cec4742b3
commit 2ec8458c5f
2 changed files with 2 additions and 4 deletions

View File

@@ -467,7 +467,6 @@ void LayerBuffer::BufferSource::onDraw(const Region& clip) const
mTempBitmap.clear();
mTempBitmap = new android::Buffer(
tmp_w, tmp_h, src.img.format,
BufferAllocator::USAGE_HW_TEXTURE |
BufferAllocator::USAGE_HW_2D);
err = mTempBitmap->initCheck();
}

View File

@@ -71,8 +71,7 @@ void LayerDim::initDimmer(SurfaceFlinger* flinger, uint32_t w, uint32_t h)
// TODO: api to pass the usage flags
sp<Buffer> buffer = new Buffer(w, h, PIXEL_FORMAT_RGB_565,
BufferAllocator::USAGE_SW_WRITE_OFTEN |
BufferAllocator::USAGE_HW_TEXTURE |
BufferAllocator::USAGE_HW_2D);
BufferAllocator::USAGE_HW_TEXTURE);
android_native_buffer_t* clientBuf = buffer->getNativeBuffer();
@@ -97,7 +96,7 @@ void LayerDim::initDimmer(SurfaceFlinger* flinger, uint32_t w, uint32_t h)
// initialize the texture with zeros
GGLSurface t;
buffer->lock(&t, GRALLOC_USAGE_SW_READ_NEVER | GRALLOC_USAGE_SW_WRITE_OFTEN);
buffer->lock(&t, GRALLOC_USAGE_SW_WRITE_OFTEN);
memset(t.data, 0, t.stride * t.height * 2);
buffer->unlock();
sUseTexture = true;