Refactor SurfaceTexture a bit.

Rearranges updateTexImage() so that the SurfaceFlinger-specific
behavior is in a new SurfaceFlingerConsumer subclass.

SurfaceTexture behavior should not be altered.  Instead of
acquire-bind-release we now do acquire-release-bind, but since
it's all done with the lock held there shouldn't be any
externally-visible change.

Change-Id: Ia566e4727945e2cfb9359fc6d2a8f8af64d7b7b7
diff --git a/services/surfaceflinger/SurfaceFlingerConsumer.cpp b/services/surfaceflinger/SurfaceFlingerConsumer.cpp
new file mode 100644
index 0000000..dbe187b
--- /dev/null
+++ b/services/surfaceflinger/SurfaceFlingerConsumer.cpp
@@ -0,0 +1,90 @@
+/*
+ * Copyright (C) 2012 The Android Open Source Project
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ *      http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
+
+#include "SurfaceFlingerConsumer.h"
+
+#include <utils/Trace.h>
+#include <utils/Errors.h>
+
+
+namespace android {
+
+// ---------------------------------------------------------------------------
+
+status_t SurfaceFlingerConsumer::updateTexImage(BufferRejecter* rejecter)
+{
+    ATRACE_CALL();
+    ALOGV("updateTexImage");
+    Mutex::Autolock lock(mMutex);
+
+    if (mAbandoned) {
+        ALOGE("updateTexImage: SurfaceTexture is abandoned!");
+        return NO_INIT;
+    }
+
+    // Make sure the EGL state is the same as in previous calls.
+    status_t err = checkAndUpdateEglStateLocked();
+    if (err != NO_ERROR) {
+        return err;
+    }
+
+    BufferQueue::BufferItem item;
+
+    // Acquire the next buffer.
+    // In asynchronous mode the list is guaranteed to be one buffer
+    // deep, while in synchronous mode we use the oldest buffer.
+    err = acquireBufferLocked(&item);
+    if (err != NO_ERROR) {
+        if (err == BufferQueue::NO_BUFFER_AVAILABLE) {
+            // This variant of updateTexImage does not guarantee that the
+            // texture is bound, so no need to call glBindTexture.
+            err = NO_ERROR;
+        } else {
+            ALOGE("updateTexImage: acquire failed: %s (%d)",
+                strerror(-err), err);
+        }
+        return err;
+    }
+
+
+    // We call the rejecter here, in case the caller has a reason to
+    // not accept this buffer.  This is used by SurfaceFlinger to
+    // reject buffers which have the wrong size
+    int buf = item.mBuf;
+    if (rejecter && rejecter->reject(mSlots[buf].mGraphicBuffer, item)) {
+        releaseBufferLocked(buf, EGL_NO_SYNC_KHR);
+        return NO_ERROR;
+    }
+
+    // Release the previous buffer.
+    err = releaseAndUpdateLocked(item);
+    if (err != NO_ERROR) {
+        return err;
+    }
+
+    // Bind the new buffer to the GL texture.
+    // TODO: skip this on devices that support explicit sync
+    // (glEGLImageTargetTexture2DOES provides required implicit sync;
+    // without this we get wedged on older devices, but newer devices
+    // don't need it.)
+    return bindTextureImage();
+}
+
+// ---------------------------------------------------------------------------
+}; // namespace android
+