TextureView Vulkan support and optimized OpenGL draw
Render TextureView as hardware bitmaps, instead of GL textures.
Cache SkImage for each observed GraphicBuffer, which is faster
even for GL.
Implement C++ SurfaceTexture, which allows Java SurfaceTexture
to be used with Vulkan HWUI render thread and application GL.
threads. Delete GLLayer and VkLayer classes and texture code
from old HWUI pipeline.
Test: Ran skiagl and skiavk pipeline with a TextureView app.
Test: TextureView CTS tests pass for GL pipeline.
Test: Ran Android NDK Native codec sample app.
Change-Id: Idc94f864ce2d34fd6ceff4be4fc7d3327e99879c
diff --git a/libs/hwui/renderthread/VulkanManager.h b/libs/hwui/renderthread/VulkanManager.h
index 69641d5..7051ee6 100644
--- a/libs/hwui/renderthread/VulkanManager.h
+++ b/libs/hwui/renderthread/VulkanManager.h
@@ -23,6 +23,8 @@
#include <vulkan/vulkan.h>
#include <SkSurface.h>
+#include <ui/Fence.h>
+#include <utils/StrongPointer.h>
#include <vk/GrVkBackendContext.h>
namespace android {
@@ -108,6 +110,12 @@
// Presents the current VkImage.
void swapBuffers(VulkanSurface* surface);
+ // Inserts a wait on fence command into the Vulkan command buffer.
+ status_t fenceWait(sp<Fence>& fence);
+
+ // Creates a fence that is signaled, when all the pending Vulkan commands are flushed.
+ status_t createReleaseFence(sp<Fence>& nativeFence);
+
private:
friend class RenderThread;