remove SurfaceTexture::connect()
use BufferQueue::connect() instead Change-Id: I04aab7cf11304bf962cde38470747f3b19ddba42
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@ -185,8 +185,6 @@ public:
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status_t setConsumerUsageBits(uint32_t usage);
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status_t setTransformHint(uint32_t hint);
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virtual status_t setSynchronousMode(bool enabled);
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virtual status_t connect(int api,
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uint32_t* outWidth, uint32_t* outHeight, uint32_t* outTransform);
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// getBufferQueue returns the BufferQueue object to which this
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// SurfaceTexture is connected.
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@ -743,13 +743,6 @@ sp<BufferQueue> SurfaceTexture::getBufferQueue() const {
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return mBufferQueue;
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}
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// Used for refactoring, should not be in final interface
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status_t SurfaceTexture::connect(int api,
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uint32_t* outWidth, uint32_t* outHeight, uint32_t* outTransform) {
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Mutex::Autolock lock(mMutex);
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return mBufferQueue->connect(api, outWidth, outHeight, outTransform);
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}
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void SurfaceTexture::onFrameAvailable() {
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ST_LOGV("onFrameAvailable");
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@ -101,11 +101,8 @@ void Layer::onFirstRef()
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// Creates a custom BufferQueue for SurfaceTexture to use
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sp<BufferQueue> bq = new SurfaceTextureLayer();
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mSurfaceTexture = new SurfaceTexture(mTextureName, true,
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GL_TEXTURE_EXTERNAL_OES, false,bq);
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GL_TEXTURE_EXTERNAL_OES, false, bq);
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mSurfaceTexture->setTransformHint(getTransformHint());
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mSurfaceTexture->setConsumerUsageBits(getEffectiveUsage(0));
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mSurfaceTexture->setFrameAvailableListener(new FrameQueuedListener(this));
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mSurfaceTexture->setSynchronousMode(true);
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