[SurfaceFlinger] Refine expensive rendering trigger.
Previously we turned on expensive rendering when color mode is DISPLAY_P3
because wide color gamut implies V0_SCRGB dataspace with FP16 pixel format,
which can't be handled by hardware composer and it's also very expensive in GPU
composition. Now that DISPLAY_P3 color mode doesn't have this implication, we
should move the code to only trigger it if we hit GPU composition in DISPLAY_P3
color mode.
BUG: 114226412
Test: Build, flash and boot.
Test: Verify by modifying WCG to scRGB and checking GPU frequency.
Change-Id: Ia3d3c14574e9ac628497d2f9733e6dd84a2ed01d
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index e50dd08..128ebf9 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -3364,6 +3364,16 @@
// Perform some cleanup steps if we used client composition.
if (hasClientComposition) {
clientCompositionDisplay.clearRegion = clearRegion;
+
+ // We boost GPU frequency here because there will be color spaces conversion
+ // and it's expensive. We boost the GPU frequency so that GPU composition can
+ // finish in time. We must reset GPU frequency afterwards, because high frequency
+ // consumes extra battery.
+ const bool expensiveRenderingExpected =
+ clientCompositionDisplay.outputDataspace == Dataspace::DISPLAY_P3;
+ if (expensiveRenderingExpected && displayId) {
+ mPowerAdvisor.setExpensiveRenderingExpected(*displayId, true);
+ }
if (!debugRegion.isEmpty()) {
Region::const_iterator it = debugRegion.begin();
Region::const_iterator end = debugRegion.end();
@@ -3379,6 +3389,9 @@
}
renderEngine.drawLayers(clientCompositionDisplay, clientCompositionLayers,
buf->getNativeBuffer(), std::move(fd), readyFence);
+ if (expensiveRenderingExpected && displayId) {
+ mPowerAdvisor.setExpensiveRenderingExpected(*displayId, false);
+ }
}
return true;
}