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/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index adc4a61..c624371 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -3323,12 +3323,12 @@
renderengine::DisplaySettings clientCompositionDisplay;
std::vector<renderengine::LayerSettings> clientCompositionLayers;
sp<GraphicBuffer> buf;
+ base::unique_fd fd;
if (hasClientComposition) {
ALOGV("hasClientComposition");
- buf = display->getRenderSurface()->dequeueBuffer();
-
+ buf = display->getRenderSurface()->dequeueBuffer(&fd);
if (buf == nullptr) {
ALOGW("Dequeuing buffer for display [%s] failed, bailing out of "
"client composition for this frame",
@@ -3349,7 +3349,6 @@
m[3][0] = displayTransform[2][0];
m[3][1] = displayTransform[2][1];
m[3][3] = displayTransform[2][2];
-
clientCompositionDisplay.globalTransform = m;
const auto* profile = display->getDisplayColorProfile();
@@ -3449,7 +3448,7 @@
}
}
getRenderEngine().drawLayers(clientCompositionDisplay, clientCompositionLayers,
- buf->getNativeBuffer(), readyFence);
+ buf->getNativeBuffer(), std::move(fd), readyFence);
}
return true;
}
@@ -5626,9 +5625,12 @@
});
clientCompositionDisplay.clearRegion = clearRegion;
+ // Use an empty fence for the buffer fence, since we just created the buffer so
+ // there is no need for synchronization with the GPU.
+ base::unique_fd bufferFence;
base::unique_fd drawFence;
getRenderEngine().drawLayers(clientCompositionDisplay, clientCompositionLayers, buffer,
- &drawFence);
+ std::move(bufferFence), &drawFence);
*outSyncFd = drawFence.release();
}