SF: Update InputFlinger outside main thread

Avoids parceling data inside  main thread and hot path. Also
avoids any binder contention with one way binder calls. See
bug for more details.

Re landing with the following changes:
Don't discard input commands if input dispatcher is not
available. This can happen if system server crashes and
recovers. We want to keep input commands until
input dispatcher becomes available.

Bug: 206380308
Test: presubmit
Test: systrace
Test: flickertests
Test: health/microbench/display/microbench-test-suite
Change-Id: If0344abdeb28c8a409eb2f641c1e78d53e6f59b2
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 21f3872..381d5d0 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -93,6 +93,7 @@
 #include <type_traits>
 #include <unordered_map>
 
+#include "BackgroundExecutor.h"
 #include "BufferLayer.h"
 #include "BufferQueueLayer.h"
 #include "BufferStateLayer.h"
@@ -3054,28 +3055,45 @@
         return;
     }
 
+    std::vector<WindowInfo> windowInfos;
+    std::vector<DisplayInfo> displayInfos;
+    bool updateWindowInfo = false;
     if (mVisibleRegionsDirty || mInputInfoChanged) {
         mInputInfoChanged = false;
-        notifyWindowInfos();
-    } else if (mInputWindowCommands.syncInputWindows) {
-        // If the caller requested to sync input windows, but there are no
-        // changes to input windows, notify immediately.
-        windowInfosReported();
+        updateWindowInfo = true;
+        buildWindowInfos(windowInfos, displayInfos);
     }
+    if (!updateWindowInfo && mInputWindowCommands.empty()) {
+        return;
+    }
+    BackgroundExecutor::getInstance().execute([updateWindowInfo,
+                                               windowInfos = std::move(windowInfos),
+                                               displayInfos = std::move(displayInfos),
+                                               inputWindowCommands =
+                                                       std::move(mInputWindowCommands),
+                                               inputFlinger = mInputFlinger, this]() {
+        ATRACE_NAME("BackgroundExecutor::updateInputFlinger");
+        if (updateWindowInfo) {
+            mWindowInfosListenerInvoker->windowInfosChanged(windowInfos, displayInfos,
+                                                            inputWindowCommands.syncInputWindows);
+        } else if (inputWindowCommands.syncInputWindows) {
+            // If the caller requested to sync input windows, but there are no
+            // changes to input windows, notify immediately.
+            windowInfosReported();
+        }
+        for (const auto& focusRequest : inputWindowCommands.focusRequests) {
+            inputFlinger->setFocusedWindow(focusRequest);
+        }
+    });
 
-    for (const auto& focusRequest : mInputWindowCommands.focusRequests) {
-        mInputFlinger->setFocusedWindow(focusRequest);
-    }
     mInputWindowCommands.clear();
 }
 
-void SurfaceFlinger::notifyWindowInfos() {
-    std::vector<WindowInfo> windowInfos;
-    std::vector<DisplayInfo> displayInfos;
+void SurfaceFlinger::buildWindowInfos(std::vector<WindowInfo>& outWindowInfos,
+                                      std::vector<DisplayInfo>& outDisplayInfos) {
     std::unordered_map<uint32_t /*layerStackId*/,
                        std::pair<bool /* isSecure */, const ui::Transform>>
             inputDisplayDetails;
-
     for (const auto& [_, display] : ON_MAIN_THREAD(mDisplays)) {
         if (!display->receivesInput()) {
             continue;
@@ -3089,7 +3107,7 @@
                   layerStackId);
             continue;
         }
-        displayInfos.emplace_back(info);
+        outDisplayInfos.emplace_back(info);
     }
 
     mDrawingState.traverseInReverseZOrder([&](Layer* layer) {
@@ -3109,10 +3127,8 @@
                   layer->getDebugName(), layerStackId);
         }
 
-        windowInfos.push_back(layer->fillInputInfo(displayTransform, isSecure));
+        outWindowInfos.push_back(layer->fillInputInfo(displayTransform, isSecure));
     });
-    mWindowInfosListenerInvoker->windowInfosChanged(windowInfos, displayInfos,
-                                                    mInputWindowCommands.syncInputWindows);
 }
 
 void SurfaceFlinger::updateCursorAsync() {