Merge "Change mLayersWithQueuedFrames to be an unordered_set"
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index de99893..98d1552 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -2055,7 +2055,7 @@
             refreshArgs.layers.push_back(layerFE);
     });
     refreshArgs.layersWithQueuedFrames.reserve(mLayersWithQueuedFrames.size());
-    for (sp<Layer> layer : mLayersWithQueuedFrames) {
+    for (auto layer : mLayersWithQueuedFrames) {
         if (auto layerFE = layer->getCompositionEngineLayerFE())
             refreshArgs.layersWithQueuedFrames.push_back(layerFE);
     }
@@ -2218,7 +2218,7 @@
     ALOGV("postComposition");
 
     nsecs_t dequeueReadyTime = systemTime();
-    for (auto& layer : mLayersWithQueuedFrames) {
+    for (auto layer : mLayersWithQueuedFrames) {
         layer->releasePendingBuffer(dequeueReadyTime);
     }
 
@@ -3136,7 +3136,7 @@
         if (layer->hasReadyFrame()) {
             frameQueued = true;
             if (layer->shouldPresentNow(expectedPresentTime)) {
-                mLayersWithQueuedFrames.push_back(layer);
+                mLayersWithQueuedFrames.emplace(layer);
             } else {
                 ATRACE_NAME("!layer->shouldPresentNow()");
                 layer->useEmptyDamage();
diff --git a/services/surfaceflinger/SurfaceFlinger.h b/services/surfaceflinger/SurfaceFlinger.h
index e0a6073..33ec25d 100644
--- a/services/surfaceflinger/SurfaceFlinger.h
+++ b/services/surfaceflinger/SurfaceFlinger.h
@@ -1080,7 +1080,11 @@
     bool mInputInfoChanged = false;
     bool mGeometryInvalid = false;
     bool mAnimCompositionPending = false;
-    std::vector<sp<Layer>> mLayersWithQueuedFrames;
+
+    // Tracks layers that have pending frames which are candidates for being
+    // latched. Because this contains a set of raw layer pointers, can only be
+    // mutated on the main thread.
+    std::unordered_set<Layer*> mLayersWithQueuedFrames;
     // Tracks layers that need to update a display's dirty region.
     std::vector<sp<Layer>> mLayersPendingRefresh;
     std::array<sp<Fence>, 2> mPreviousPresentFences = {Fence::NO_FENCE, Fence::NO_FENCE};