Implement SurfaceFlinger's ANW on top of BufferQueue
SF now has its own implementation of ANW for the
framebuffer and it uses BufferQueue. FramebufferNativeWindow
is now only used by stand-alone apps.
Change-Id: Iddeb24087df62bd92b0f78e391dda9b97ddc859c
diff --git a/services/surfaceflinger/DisplayHardware/DisplayHardware.cpp b/services/surfaceflinger/DisplayHardware/DisplayHardware.cpp
index bb93215..e1c4f62 100644
--- a/services/surfaceflinger/DisplayHardware/DisplayHardware.cpp
+++ b/services/surfaceflinger/DisplayHardware/DisplayHardware.cpp
@@ -25,13 +25,13 @@
#include <utils/Log.h>
#include <ui/PixelFormat.h>
-#include <ui/FramebufferNativeWindow.h>
#include <GLES/gl.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "DisplayHardware/DisplayHardware.h"
+#include "DisplayHardware/FramebufferSurface.h"
#include <hardware/gralloc.h>
@@ -148,7 +148,7 @@
void DisplayHardware::init(uint32_t dpy)
{
- mNativeWindow = new FramebufferNativeWindow();
+ mNativeWindow = new FramebufferSurface();
framebuffer_device_t const * fbDev = mNativeWindow->getDevice();
if (!fbDev) {
ALOGE("Display subsystem failed to initialize. check logs. exiting...");