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/tests/unittests/CompositionTest.cpp b/services/surfaceflinger/tests/unittests/CompositionTest.cpp
index d0f7b90..6deec29 100644
--- a/services/surfaceflinger/tests/unittests/CompositionTest.cpp
+++ b/services/surfaceflinger/tests/unittests/CompositionTest.cpp
@@ -312,7 +312,7 @@
.WillRepeatedly(
[](const renderengine::DisplaySettings& displaySettings,
const std::vector<renderengine::LayerSettings>& /*layerSettings*/,
- ANativeWindowBuffer*, base::unique_fd*) -> status_t {
+ ANativeWindowBuffer*, base::unique_fd&&, base::unique_fd*) -> status_t {
EXPECT_EQ(DEFAULT_DISPLAY_MAX_LUMINANCE, displaySettings.maxLuminance);
EXPECT_EQ(Rect(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
displaySettings.physicalDisplay);
@@ -351,7 +351,7 @@
.WillRepeatedly(
[](const renderengine::DisplaySettings& displaySettings,
const std::vector<renderengine::LayerSettings>& /*layerSettings*/,
- ANativeWindowBuffer*, base::unique_fd*) -> status_t {
+ ANativeWindowBuffer*, base::unique_fd&&, base::unique_fd*) -> status_t {
EXPECT_EQ(DEFAULT_DISPLAY_MAX_LUMINANCE, displaySettings.maxLuminance);
EXPECT_EQ(Rect(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
displaySettings.physicalDisplay);
@@ -580,7 +580,8 @@
EXPECT_CALL(*test->mRenderEngine, drawLayers)
.WillOnce([](const renderengine::DisplaySettings& displaySettings,
const std::vector<renderengine::LayerSettings>& layerSettings,
- ANativeWindowBuffer*, base::unique_fd*) -> status_t {
+ ANativeWindowBuffer*, base::unique_fd&&,
+ base::unique_fd*) -> status_t {
EXPECT_EQ(DEFAULT_DISPLAY_MAX_LUMINANCE, displaySettings.maxLuminance);
EXPECT_EQ(Rect(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
displaySettings.physicalDisplay);
@@ -624,7 +625,8 @@
EXPECT_CALL(*test->mRenderEngine, drawLayers)
.WillOnce([](const renderengine::DisplaySettings& displaySettings,
const std::vector<renderengine::LayerSettings>& layerSettings,
- ANativeWindowBuffer*, base::unique_fd*) -> status_t {
+ ANativeWindowBuffer*, base::unique_fd&&,
+ base::unique_fd*) -> status_t {
EXPECT_EQ(DEFAULT_DISPLAY_MAX_LUMINANCE, displaySettings.maxLuminance);
EXPECT_EQ(Rect(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
displaySettings.physicalDisplay);
@@ -693,7 +695,8 @@
EXPECT_CALL(*test->mRenderEngine, drawLayers)
.WillOnce([](const renderengine::DisplaySettings& displaySettings,
const std::vector<renderengine::LayerSettings>& layerSettings,
- ANativeWindowBuffer*, base::unique_fd*) -> status_t {
+ ANativeWindowBuffer*, base::unique_fd&&,
+ base::unique_fd*) -> status_t {
EXPECT_EQ(DEFAULT_DISPLAY_MAX_LUMINANCE, displaySettings.maxLuminance);
EXPECT_EQ(Rect(DEFAULT_DISPLAY_WIDTH, DEFAULT_DISPLAY_HEIGHT),
displaySettings.physicalDisplay);