Plumb fence from dequeueBuffer into renderengine
This defers blocking from the ui thread, to the gpu driver, so
SurfaceFlinger can continue work without waiting on an old frame.
Bug: 123107664
Test: manual tests
Change-Id: Ied4ba84dd3fe63c65470ae3396dec0cb667a5ff0
diff --git a/libs/renderengine/include/renderengine/RenderEngine.h b/libs/renderengine/include/renderengine/RenderEngine.h
index b51ed22..812d761 100644
--- a/libs/renderengine/include/renderengine/RenderEngine.h
+++ b/libs/renderengine/include/renderengine/RenderEngine.h
@@ -167,7 +167,9 @@
// drawing any layers.
// @param layers The layers to draw onto the display, in Z-order.
// @param buffer The buffer which will be drawn to. This buffer will be
- // ready once displayFence fires.
+ // ready once drawFence fires.
+ // @param bufferFence Fence signalling that the buffer is ready to be drawn
+ // to.
// @param drawFence A pointer to a fence, which will fire when the buffer
// has been drawn to and is ready to be examined. The fence will be
// initialized by this method. The caller will be responsible for owning the
@@ -176,7 +178,8 @@
// now, this always returns NO_ERROR.
virtual status_t drawLayers(const DisplaySettings& display,
const std::vector<LayerSettings>& layers,
- ANativeWindowBuffer* buffer, base::unique_fd* drawFence) = 0;
+ ANativeWindowBuffer* buffer, base::unique_fd&& bufferFence,
+ base::unique_fd* drawFence) = 0;
protected:
// Gets a framebuffer to render to. This framebuffer may or may not be