GLConsumer: Add query for current frame number.
Surface the underlying frame number of the current texture.
Bug: 10830400
Change-Id: Ide3a7da12ea0aac54588beb6bf00dbfe2cd37653
diff --git a/libs/gui/GLConsumer.cpp b/libs/gui/GLConsumer.cpp
index 0a2afbf..cf3f12a 100644
--- a/libs/gui/GLConsumer.cpp
+++ b/libs/gui/GLConsumer.cpp
@@ -96,6 +96,7 @@
mCurrentScalingMode(NATIVE_WINDOW_SCALING_MODE_FREEZE),
mCurrentFence(Fence::NO_FENCE),
mCurrentTimestamp(0),
+ mCurrentFrameNumber(0),
mDefaultWidth(1),
mDefaultHeight(1),
mFilteringEnabled(true),
@@ -380,6 +381,7 @@
mCurrentScalingMode = item.mScalingMode;
mCurrentTimestamp = item.mTimestamp;
mCurrentFence = item.mFence;
+ mCurrentFrameNumber = item.mFrameNumber;
computeCurrentTransformMatrixLocked();
@@ -819,6 +821,12 @@
return mCurrentTimestamp;
}
+nsecs_t GLConsumer::getFrameNumber() {
+ ST_LOGV("getFrameNumber");
+ Mutex::Autolock lock(mMutex);
+ return mCurrentFrameNumber;
+}
+
EGLImageKHR GLConsumer::createImage(EGLDisplay dpy,
const sp<GraphicBuffer>& graphicBuffer) {
EGLClientBuffer cbuf = (EGLClientBuffer)graphicBuffer->getNativeBuffer();