bug#460672 framebuffer surface can't keep triple buffer if define NUM_FRAMEBUFFER_SURFACE_BUFFERS := 3
[root cause ] framebuffer surface is in the same process of surface flinger
[changes ] call IGraphicBufferProducer::allocateBuffers on producer inside the DisplayDevice constructor to force-allocate all three buffers.
[side effects] none
[self test ]<tshark, enter and exit mainmenu>: ok
[reviewers ] zhongjun.chen
[change_type ] AOB --> google_original
[tag_product ] common
Change-Id: Ideb75d3aa1ed23b2fa4d263a120ea3ca39d01361
diff --git a/services/surfaceflinger/DisplayDevice.cpp b/services/surfaceflinger/DisplayDevice.cpp
index 13d44f3..bdf8f74 100644
--- a/services/surfaceflinger/DisplayDevice.cpp
+++ b/services/surfaceflinger/DisplayDevice.cpp
@@ -88,21 +88,22 @@
mPowerMode(HWC_POWER_MODE_OFF),
mActiveConfig(0)
{
- mNativeWindow = new Surface(producer, false);
+ Surface* surface;
+ mNativeWindow = surface = new Surface(producer, false);
ANativeWindow* const window = mNativeWindow.get();
/*
* Create our display's surface
*/
- EGLSurface surface;
+ EGLSurface eglSurface;
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (config == EGL_NO_CONFIG) {
config = RenderEngine::chooseEglConfig(display, format);
}
- surface = eglCreateWindowSurface(display, config, window, NULL);
- eglQuerySurface(display, surface, EGL_WIDTH, &mDisplayWidth);
- eglQuerySurface(display, surface, EGL_HEIGHT, &mDisplayHeight);
+ eglSurface = eglCreateWindowSurface(display, config, window, NULL);
+ eglQuerySurface(display, eglSurface, EGL_WIDTH, &mDisplayWidth);
+ eglQuerySurface(display, eglSurface, EGL_HEIGHT, &mDisplayHeight);
// Make sure that composition can never be stalled by a virtual display
// consumer that isn't processing buffers fast enough. We have to do this
@@ -116,7 +117,7 @@
mConfig = config;
mDisplay = display;
- mSurface = surface;
+ mSurface = eglSurface;
mFormat = format;
mPageFlipCount = 0;
mViewport.makeInvalid();
@@ -142,6 +143,10 @@
// initialize the display orientation transform.
setProjection(DisplayState::eOrientationDefault, mViewport, mFrame);
+
+#ifdef NUM_FRAMEBUFFER_SURFACE_BUFFERS
+ surface->allocateBuffers();
+#endif
}
DisplayDevice::~DisplayDevice() {