Move frame number to layer state
It is logical for BufferStateLayers to store the frame number
in the layer state along with all other state information
Bug: 146345307
Test: build, boot, libgui_test
Change-Id: I8bc117bd7601290feb6244e207d09de6de361903
diff --git a/services/surfaceflinger/BufferStateLayer.cpp b/services/surfaceflinger/BufferStateLayer.cpp
index cd4227c..c86c538 100644
--- a/services/surfaceflinger/BufferStateLayer.cpp
+++ b/services/surfaceflinger/BufferStateLayer.cpp
@@ -239,7 +239,7 @@
mReleasePreviousBuffer = true;
}
- mFrameCounter++;
+ mCurrentState.frameNumber++;
mCurrentState.buffer = buffer;
mCurrentState.clientCacheId = clientCacheId;
@@ -247,10 +247,11 @@
setTransactionFlags(eTransactionNeeded);
const int32_t layerId = getSequence();
- mFlinger->mTimeStats->setPostTime(layerId, mFrameNumber, getName().c_str(), postTime);
+ mFlinger->mTimeStats->setPostTime(layerId, mCurrentState.frameNumber, getName().c_str(),
+ postTime);
mFlinger->mFrameTracer->traceNewLayer(layerId, getName().c_str());
- mFlinger->mFrameTracer->traceTimestamp(layerId, buffer->getId(), mFrameNumber, postTime,
- FrameTracer::FrameEvent::POST);
+ mFlinger->mFrameTracer->traceTimestamp(layerId, buffer->getId(), mCurrentState.frameNumber,
+ postTime, FrameTracer::FrameEvent::POST);
mCurrentState.desiredPresentTime = desiredPresentTime;
mFlinger->mScheduler->recordLayerHistory(this,
@@ -414,7 +415,7 @@
}
uint64_t BufferStateLayer::getFrameNumber(nsecs_t /*expectedPresentTime*/) const {
- return mFrameNumber;
+ return mDrawingState.frameNumber;
}
bool BufferStateLayer::getAutoRefresh() const {
@@ -491,7 +492,7 @@
ALOGE("[%s] rejecting buffer: "
"bufferWidth=%d, bufferHeight=%d, front.active.{w=%d, h=%d}",
getDebugName(), bufferWidth, bufferHeight, s.active.w, s.active.h);
- mFlinger->mTimeStats->removeTimeRecord(layerId, mFrameNumber);
+ mFlinger->mTimeStats->removeTimeRecord(layerId, mDrawingState.frameNumber);
return BAD_VALUE;
}
@@ -499,8 +500,6 @@
handle->latchTime = latchTime;
}
- mFrameNumber = mFrameCounter;
-
if (!SyncFeatures::getInstance().useNativeFenceSync()) {
// Bind the new buffer to the GL texture.
//
@@ -517,11 +516,13 @@
}
const uint64_t bufferID = getCurrentBufferId();
- mFlinger->mTimeStats->setAcquireFence(layerId, mFrameNumber, mBufferInfo.mFenceTime);
- mFlinger->mFrameTracer->traceFence(layerId, bufferID, mFrameNumber, mBufferInfo.mFenceTime,
+ mFlinger->mTimeStats->setAcquireFence(layerId, mDrawingState.frameNumber,
+ mBufferInfo.mFenceTime);
+ mFlinger->mFrameTracer->traceFence(layerId, bufferID, mDrawingState.frameNumber,
+ mBufferInfo.mFenceTime,
FrameTracer::FrameEvent::ACQUIRE_FENCE);
- mFlinger->mTimeStats->setLatchTime(layerId, mFrameNumber, latchTime);
- mFlinger->mFrameTracer->traceTimestamp(layerId, bufferID, mFrameNumber, latchTime,
+ mFlinger->mTimeStats->setLatchTime(layerId, mDrawingState.frameNumber, latchTime);
+ mFlinger->mFrameTracer->traceTimestamp(layerId, bufferID, mDrawingState.frameNumber, latchTime,
FrameTracer::FrameEvent::LATCH);
mCurrentStateModified = false;
@@ -548,7 +549,7 @@
status_t BufferStateLayer::updateFrameNumber(nsecs_t /*latchTime*/) {
// TODO(marissaw): support frame history events
mPreviousFrameNumber = mCurrentFrameNumber;
- mCurrentFrameNumber = mFrameNumber;
+ mCurrentFrameNumber = mDrawingState.frameNumber;
return NO_ERROR;
}
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index 6f8df95..50c88f2 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -101,6 +101,7 @@
mCurrentState.active.w = UINT32_MAX;
mCurrentState.active.h = UINT32_MAX;
mCurrentState.active.transform.set(0, 0);
+ mCurrentState.frameNumber = 0;
mCurrentState.transform = 0;
mCurrentState.transformToDisplayInverse = false;
mCurrentState.crop.makeInvalid();
diff --git a/services/surfaceflinger/Layer.h b/services/surfaceflinger/Layer.h
index c75a570..24e1d25 100644
--- a/services/surfaceflinger/Layer.h
+++ b/services/surfaceflinger/Layer.h
@@ -189,6 +189,7 @@
ui::Dataspace dataspace;
// The fields below this point are only used by BufferStateLayer
+ uint64_t frameNumber;
Geometry active;
uint32_t transform;