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| author | 2023-06-09 00:48:41 +0000 | |
|---|---|---|
| committer | 2023-06-09 00:48:41 +0000 | |
| commit | 672222b33e4b9bc9ecf7d9c46a4d2b3b430df337 (patch) | |
| tree | b46592a3212a5aabbf2b75863a4f314dc6873a91 /libs/gui/LayerDebugInfo.cpp | |
| parent | 97d069631b9b7ec95aba16df61d92890cbfeacb8 (diff) | |
GraphicsBuffer: comparison operators
All AIDL structures are comparable. It makes it possible to use them as keys in a map. We can define an order for any type on the computer, since we can always take the address. Though - this may not always be the most useful meaning.
We didn't discover this earlier, because this was only ever used in an argument. Regardless, it seems like a useful thing to have.
Also - we shouldn't add complexity to AIDL to make this optional. It has deep consequences, since any element, even 4-5 structures deep could cause a struct to not be comparable. If someone adds a non-comparable type to a structure in a later version, AIDL packages depending on it might find it impossible to upgrade without making their structures non-comparable, which could break client code.
Bug: N/A
Test: N/A
(cherry picked from https://googleplex-android-review.googlesource.com/q/commit:2d4660083c7eb0ea56040745830abcb148d8de54)
Merged-In: I627adbd110d037246ce307f4984739008fe91c33
Change-Id: I627adbd110d037246ce307f4984739008fe91c33
Diffstat (limited to 'libs/gui/LayerDebugInfo.cpp')
0 files changed, 0 insertions, 0 deletions