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/BufferQueueLayer.cpp b/services/surfaceflinger/BufferQueueLayer.cpp
index 5d729f5..3d51ec3 100644
--- a/services/surfaceflinger/BufferQueueLayer.cpp
+++ b/services/surfaceflinger/BufferQueueLayer.cpp
@@ -14,6 +14,9 @@
* limitations under the License.
*/
+#undef LOG_TAG
+#define LOG_TAG "BufferQueueLayer"
+#define ATRACE_TAG ATRACE_TAG_GRAPHICS
#include <compositionengine/Display.h>
#include <compositionengine/Layer.h>
#include <compositionengine/OutputLayer.h>
@@ -435,6 +438,7 @@
}
void BufferQueueLayer::onFrameAvailable(const BufferItem& item) {
+ ATRACE_CALL();
// Add this buffer from our internal queue tracker
{ // Autolock scope
if (mFlinger->mUseSmart90ForVideo) {
@@ -475,9 +479,11 @@
} else {
mFlinger->signalLayerUpdate();
}
+ mConsumer->onBufferAvailable(item);
}
void BufferQueueLayer::onFrameReplaced(const BufferItem& item) {
+ ATRACE_CALL();
{ // Autolock scope
Mutex::Autolock lock(mQueueItemLock);
@@ -499,6 +505,7 @@
mLastFrameNumberReceived = item.mFrameNumber;
mQueueItemCondition.broadcast();
}
+ mConsumer->onBufferAvailable(item);
}
void BufferQueueLayer::onSidebandStreamChanged() {