Clean-up egl image preallocation
Allocate EGL images in onFrameAvailable, instead of a custom
onBuffersAllocated callback. This way we reduce traffic over binder
while still performing GL work ahead of time in queueBuffer().
Bug: 130567928
Test: systrace
Change-Id: I4070e9ddbd379dac3d809d0e7edb2855fc8b7a80
diff --git a/services/surfaceflinger/BufferLayerConsumer.h b/services/surfaceflinger/BufferLayerConsumer.h
index 0f0655d..e3f6100 100644
--- a/services/surfaceflinger/BufferLayerConsumer.h
+++ b/services/surfaceflinger/BufferLayerConsumer.h
@@ -176,6 +176,7 @@
// setConsumerUsageBits overrides the ConsumerBase method to OR
// DEFAULT_USAGE_FLAGS to usage.
status_t setConsumerUsageBits(uint64_t usage);
+ void onBufferAvailable(const BufferItem& item) EXCLUDES(mImagesMutex);
protected:
// abandonLocked overrides the ConsumerBase method to clear
@@ -241,7 +242,6 @@
// IConsumerListener interface
void onDisconnect() override;
- void onBufferAllocated(const BufferItem& item) override EXCLUDES(mImagesMutex);
void onSidebandStreamChanged() override;
void addAndGetFrameTimestamps(const NewFrameEventsEntry* newTimestamps,
FrameEventHistoryDelta* outDelta) override;