Adjust how present semaphore is handled
Avoids stashing a semaphore in a field
use unique_fd to ensure an unused present fence isn't leaked
Test: sample app ran in a loop for 3 hours, FD usage remained constant
Fixes: 295332012
Change-Id: Iee38e86587805ef3596e5f7efea3ca3b5c7758b3
diff --git a/libs/hwui/renderthread/IRenderPipeline.h b/libs/hwui/renderthread/IRenderPipeline.h
index 6c2cb9d..9c879d5 100644
--- a/libs/hwui/renderthread/IRenderPipeline.h
+++ b/libs/hwui/renderthread/IRenderPipeline.h
@@ -61,6 +61,7 @@
// submission occurred. -1 if this time is unknown.
static constexpr nsecs_t kUnknownTime = -1;
nsecs_t commandSubmissionTime = kUnknownTime;
+ android::base::unique_fd presentFence;
};
virtual DrawResult draw(const Frame& frame, const SkRect& screenDirty, const SkRect& dirty,
const LightGeometry& lightGeometry, LayerUpdateQueue* layerUpdateQueue,
@@ -68,8 +69,9 @@
const std::vector<sp<RenderNode>>& renderNodes,
FrameInfoVisualizer* profiler,
const HardwareBufferRenderParams& bufferParams) = 0;
- virtual bool swapBuffers(const Frame& frame, bool drew, const SkRect& screenDirty,
- FrameInfo* currentFrameInfo, bool* requireSwap) = 0;
+ virtual bool swapBuffers(const Frame& frame, IRenderPipeline::DrawResult&,
+ const SkRect& screenDirty, FrameInfo* currentFrameInfo,
+ bool* requireSwap) = 0;
virtual DeferredLayerUpdater* createTextureLayer() = 0;
[[nodiscard]] virtual android::base::unique_fd flush() = 0;
virtual void setHardwareBuffer(AHardwareBuffer* hardwareBuffer) = 0;