Handle vulkan windowing directly in SkiaVulkanPipeline
Test: manual testing in skiavk mode
Change-Id: I2fab80bae2787bfdacbc70d0402e98450e59406d
diff --git a/libs/hwui/renderthread/RenderThread.cpp b/libs/hwui/renderthread/RenderThread.cpp
index 9688340..f3789c8 100644
--- a/libs/hwui/renderthread/RenderThread.cpp
+++ b/libs/hwui/renderthread/RenderThread.cpp
@@ -20,6 +20,7 @@
#include "CanvasContext.h"
#include "EglManager.h"
#include "RenderProxy.h"
+#include "VulkanManager.h"
#include <gui/DisplayEventReceiver.h>
#include <gui/ISurfaceComposer.h>
@@ -157,7 +158,8 @@
, mFrameCallbackTaskPending(false)
, mFrameCallbackTask(nullptr)
, mRenderState(nullptr)
- , mEglManager(nullptr) {
+ , mEglManager(nullptr)
+ , mVkManager(nullptr) {
Properties::load();
mFrameCallbackTask = new DispatchFrameCallbacks(this);
mLooper = new Looper(false);
@@ -191,6 +193,7 @@
mEglManager = new EglManager(*this);
mRenderState = new RenderState(*this);
mJankTracker = new JankTracker(mDisplayInfo);
+ mVkManager = new VulkanManager(*this);
}
int RenderThread::displayEventReceiverCallback(int fd, int events, void* data) {