Update LayerHistory layer properties when they change
Previously we would only update LayerHistory when framerate
changed or there was a buffer update. This occasionally lead to
an incorrect frame rate being calculated with stale data. Fix this
by updating layer properties when ever they change.
Fixes: 306710286, 306716374
Test: presubmit
Test: atest CtsSurfaceControlTests CtsSurfaceControlTestsStaging
Test: displays runs at 60fps when maps is running after screenrotation
Change-Id: I14388ca69eb6f940c436f88d55cff689e51bc238
diff --git a/services/surfaceflinger/Scheduler/LayerHistory.cpp b/services/surfaceflinger/Scheduler/LayerHistory.cpp
index 8fc9cba..450ba1d 100644
--- a/services/surfaceflinger/Scheduler/LayerHistory.cpp
+++ b/services/surfaceflinger/Scheduler/LayerHistory.cpp
@@ -167,6 +167,27 @@
info->setDefaultLayerVote(getVoteType(frameRateCompatibility, contentDetectionEnabled));
}
+void LayerHistory::setLayerProperties(int32_t id, const LayerProps& properties) {
+ std::lock_guard lock(mLock);
+
+ auto [found, layerPair] = findLayer(id);
+ if (found == LayerStatus::NotFound) {
+ // Offscreen layer
+ ALOGV("%s: %d not registered", __func__, id);
+ return;
+ }
+
+ const auto& info = layerPair->second;
+ info->setProperties(properties);
+
+ // Activate layer if inactive and visible.
+ if (found == LayerStatus::LayerInInactiveMap && info->isVisible()) {
+ mActiveLayerInfos.insert(
+ {id, std::make_pair(layerPair->first, std::move(layerPair->second))});
+ mInactiveLayerInfos.erase(id);
+ }
+}
+
auto LayerHistory::summarize(const RefreshRateSelector& selector, nsecs_t now) -> Summary {
ATRACE_CALL();
Summary summary;