Hi, I have a few questions regarding the SurfaceFlinger: 1) I understand that the app writes to the Surface itself and then moves the buffer to the SurfaceFlinger (let's assume I am using a Hardware Canvas or EGL). What is inside the buffer? raw pixels? compiled openGL code? Can the buffer hold pixels on one transaction and another type of data on another? 2) I read somewhere that the SurfaceFlinger writes to the HWC/DisplayController commands using the OpenGL ES 1.0 API. Is that true? If it is, then how are version 3.0 commands translated into version 1.0 commands, and where?
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