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/tests/RenderEngineTest.cpp b/libs/renderengine/tests/RenderEngineTest.cpp
index f82beeb..f28f672 100644
--- a/libs/renderengine/tests/RenderEngineTest.cpp
+++ b/libs/renderengine/tests/RenderEngineTest.cpp
@@ -105,7 +105,8 @@
std::vector<renderengine::LayerSettings> layers,
sp<GraphicBuffer> buffer) {
base::unique_fd fence;
- status_t status = sRE->drawLayers(settings, layers, buffer->getNativeBuffer(), &fence);
+ status_t status = sRE->drawLayers(settings, layers, buffer->getNativeBuffer(),
+ base::unique_fd(), &fence);
int fd = fence.release();
if (fd >= 0) {