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/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index e9416d6..786d331 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -4910,10 +4910,11 @@
case CAPTURE_LAYERS:
case CAPTURE_DISPLAY:
case SET_DISPLAY_BRIGHTNESS:
- case SET_FRAME_TIMELINE_VSYNC: {
+ case SET_FRAME_TIMELINE_VSYNC:
+ // This is not sensitive information, so should not require permission control.
+ case GET_GPU_CONTEXT_PRIORITY: {
return OK;
}
-
case ADD_REGION_SAMPLING_LISTENER:
case REMOVE_REGION_SAMPLING_LISTENER: {
// codes that require permission check
@@ -6335,6 +6336,13 @@
return NO_ERROR;
}
+int SurfaceFlinger::getGPUContextPriority() {
+ // TODO(b/168740533): This is a proof of concept. Once REAL time priority is available
+ // in EGL, we can return it in RenderEngine and propagate it to SurfaceFlinger. Until
+ // then return IntentFilter.SYSTEM_HIGH_PRIORITY.
+ return 1000;
+}
+
} // namespace android
#if defined(__gl_h_)