Fix buffer producer being blocked when dequeing buffers.
This cl fixes 2 problems:
* Despite being documented otherwise, GLConsumer::updateTexImage
doesn't actually acquire most recently queued buffer, but next
buffer. This cl modifies EglSurfaceTexture::updateTexture to
call GLConsumer::updateTexImage repeatedly to actually get
to most recent buffer.
* By default the buffer producer allows to dequeue only 1 buffer,
this cl modifies the limit to maximum of 64, allowing to utilize
maximal size of buffer queue.
Bug: 349794105
Test: manually with glasses core and benchmarking app
Test: atest virtual_camera_tests CtsVirtualDevicesCameraTestCases CtsVirtualDevicesCameraCtsTestCases
Flag: EXEMPT bugfix
Change-Id: I85c1cba682ea29d5b0ad51ea258a76e2cab06f5f
diff --git a/services/camera/virtualcamera/util/EglSurfaceTexture.cc b/services/camera/virtualcamera/util/EglSurfaceTexture.cc
index c81d36d..465531b 100644
--- a/services/camera/virtualcamera/util/EglSurfaceTexture.cc
+++ b/services/camera/virtualcamera/util/EglSurfaceTexture.cc
@@ -31,6 +31,12 @@
namespace android {
namespace companion {
namespace virtualcamera {
+namespace {
+
+// Maximal number of buffers producer can dequeue without blocking.
+constexpr int kBufferProducerMaxDequeueBufferCount = 64;
+
+} // namespace
EglSurfaceTexture::EglSurfaceTexture(const uint32_t width, const uint32_t height)
: mWidth(width), mHeight(height) {
@@ -40,6 +46,10 @@
return;
}
BufferQueue::createBufferQueue(&mBufferProducer, &mBufferConsumer);
+ // Set max dequeue buffer count for producer to maximal value to prevent
+ // blocking when dequeuing input buffers.
+ mBufferProducer->setMaxDequeuedBufferCount(
+ kBufferProducerMaxDequeueBufferCount);
mGlConsumer = sp<GLConsumer>::make(
mBufferConsumer, mTextureId, GLConsumer::TEXTURE_EXTERNAL, false, false);
mGlConsumer->setName(String8("VirtualCameraEglSurfaceTexture"));
@@ -75,7 +85,26 @@
}
GLuint EglSurfaceTexture::updateTexture() {
- mGlConsumer->updateTexImage();
+ int previousFrameId;
+ int framesAdvance = 0;
+ // Consume buffers one at the time.
+ // Contrary to the code comments in GLConsumer, the GLConsumer acquires
+ // next queued buffer (not the most recently queued buffer).
+ while (true) {
+ previousFrameId = mGlConsumer->getFrameNumber();
+ mGlConsumer->updateTexImage();
+ int currentFrameId = mGlConsumer->getFrameNumber();
+ if (previousFrameId == currentFrameId) {
+ // Frame number didn't change after updating the texture,
+ // this means we're at the end of the queue and current attached
+ // buffer is the most recent buffer.
+ break;
+ }
+
+ framesAdvance++;
+ previousFrameId = currentFrameId;
+ }
+ ALOGV("%s: Advanced %d frames", __func__, framesAdvance);
return mTextureId;
}