Plumbing through GPU context priority
TODO: Actually return priority from Render engine, instead of random
number.
Test: Compile and observe logcat.
Bug: 168740533
Change-Id: Id8d93e315162708a2a8afa1e87ebdf97ab53a20f
diff --git a/libs/gui/ISurfaceComposer.cpp b/libs/gui/ISurfaceComposer.cpp
index e46a415..405658b 100644
--- a/libs/gui/ISurfaceComposer.cpp
+++ b/libs/gui/ISurfaceComposer.cpp
@@ -1230,6 +1230,21 @@
return remote()->transact(BnSurfaceComposer::ADD_TRANSACTION_TRACE_LISTENER, data, &reply);
}
+
+ /**
+ * Get priority of the RenderEngine in surface flinger.
+ */
+ virtual int getGPUContextPriority() {
+ Parcel data, reply;
+ data.writeInterfaceToken(ISurfaceComposer::getInterfaceDescriptor());
+ status_t err =
+ remote()->transact(BnSurfaceComposer::GET_GPU_CONTEXT_PRIORITY, data, &reply);
+ if (err != NO_ERROR) {
+ ALOGE("getGPUContextPriority failed to read data: %s (%d)", strerror(-err), err);
+ return 0;
+ }
+ return reply.readInt32();
+ }
};
// Out-of-line virtual method definition to trigger vtable emission in this
@@ -2094,6 +2109,12 @@
return addTransactionTraceListener(listener);
}
+ case GET_GPU_CONTEXT_PRIORITY: {
+ CHECK_INTERFACE(ISurfaceComposer, data, reply);
+ int priority = getGPUContextPriority();
+ SAFE_PARCEL(reply->writeInt32, priority);
+ return NO_ERROR;
+ }
default: {
return BBinder::onTransact(code, data, reply, flags);
}