surfaceflinger: signalRefresh after boot animation starts
Assume BootStage::BOOTLOADER initially. Switch to
BootStage::BOOTANIMATION on first buffer latch and switch to
BootStage::FINISHED after bootFinished is called.
Do not invoke signalRefresh when in BootStage::BOOTLOADER. We do
not want to replace bootloader splash by a blank screen. This saves
HWC from workarounds that may or may not work reliably.
Bug: 79434305
Bug: 110772452
Test: reboot and observe
Change-Id: I9e892e629303177431acd2cfe23f0f984ca6866e
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 32c313b..488bc20 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -223,6 +223,7 @@
mVisibleRegionsDirty(false),
mGeometryInvalid(false),
mAnimCompositionPending(false),
+ mBootStage(BootStage::BOOTLOADER),
mDebugRegion(0),
mDebugDDMS(0),
mDebugDisableHWC(0),
@@ -231,7 +232,6 @@
mLastSwapBufferTime(0),
mDebugInTransaction(0),
mLastTransactionTime(0),
- mBootFinished(false),
mForceFullDamage(false),
mPrimaryDispSync("PrimaryDispSync"),
mPrimaryHWVsyncEnabled(false),
@@ -498,7 +498,10 @@
LOG_EVENT_LONG(LOGTAG_SF_STOP_BOOTANIM,
ns2ms(systemTime(SYSTEM_TIME_MONOTONIC)));
- postMessageAsync(new LambdaMessage([this] { readPersistentProperties(); }));
+ postMessageAsync(new LambdaMessage([this] {
+ readPersistentProperties();
+ mBootStage = BootStage::FINISHED;
+ }));
}
uint32_t SurfaceFlinger::getNewTexture() {
@@ -1478,7 +1481,7 @@
bool refreshNeeded = handleMessageTransaction();
refreshNeeded |= handleMessageInvalidate();
refreshNeeded |= mRepaintEverything;
- if (refreshNeeded) {
+ if (refreshNeeded && CC_LIKELY(mBootStage != BootStage::BOOTLOADER)) {
// Signal a refresh if a transaction modified the window state,
// a new buffer was latched, or if HWC has requested a full
// repaint
@@ -2835,6 +2838,12 @@
signalLayerUpdate();
}
+ // enter boot animation on first buffer latch
+ if (CC_UNLIKELY(mBootStage == BootStage::BOOTLOADER && newDataLatched)) {
+ ALOGI("Enter boot animation");
+ mBootStage = BootStage::BOOTANIMATION;
+ }
+
// Only continue with the refresh if there is actually new work to do
return !mLayersWithQueuedFrames.empty() && newDataLatched;
}