bufferqueues: Move the gl fence wait from dequeue to releaseBuffer
Bug: 339705065
Flag: com.android.graphics.libgui.flags.bq_gl_fence_cleanup
Test: old tests
Change-Id: I429118e2f23691c8858100343f40b8cc156133ea
diff --git a/libs/gui/BufferQueueConsumer.cpp b/libs/gui/BufferQueueConsumer.cpp
index d0607bf..9855b5b 100644
--- a/libs/gui/BufferQueueConsumer.cpp
+++ b/libs/gui/BufferQueueConsumer.cpp
@@ -28,6 +28,10 @@
#define VALIDATE_CONSISTENCY()
#endif
+#define EGL_EGLEXT_PROTOTYPES
+#include <EGL/egl.h>
+#include <EGL/eglext.h>
+
#include <gui/BufferItem.h>
#include <gui/BufferQueueConsumer.h>
#include <gui/BufferQueueCore.h>
@@ -486,6 +490,27 @@
return BAD_VALUE;
}
+#if COM_ANDROID_GRAPHICS_LIBGUI_FLAGS(BQ_GL_FENCE_CLEANUP)
+ if (eglFence != EGL_NO_SYNC_KHR) {
+ // Most platforms will be using native fences, so it's unlikely that we'll ever have to
+ // process an eglFence. Ideally we can remove this code eventually. In the mean time, do our
+ // best to wait for it so the buffer stays valid, otherwise return an error to the caller.
+ //
+ // EGL_SYNC_FLUSH_COMMANDS_BIT_KHR so that we don't wait forever on a fence that hasn't
+ // shown up on the GPU yet.
+ EGLint result = eglClientWaitSyncKHR(eglDisplay, eglFence, EGL_SYNC_FLUSH_COMMANDS_BIT_KHR,
+ 1000000000);
+ if (result == EGL_FALSE) {
+ BQ_LOGE("releaseBuffer: error %#x waiting for fence", eglGetError());
+ return UNKNOWN_ERROR;
+ } else if (result == EGL_TIMEOUT_EXPIRED_KHR) {
+ BQ_LOGE("releaseBuffer: timeout waiting for fence");
+ return UNKNOWN_ERROR;
+ }
+ eglDestroySyncKHR(eglDisplay, eglFence);
+ }
+#endif
+
sp<IProducerListener> listener;
{ // Autolock scope
std::lock_guard<std::mutex> lock(mCore->mMutex);
@@ -507,8 +532,10 @@
return BAD_VALUE;
}
+#if !COM_ANDROID_GRAPHICS_LIBGUI_FLAGS(BQ_GL_FENCE_CLEANUP)
mSlots[slot].mEglDisplay = eglDisplay;
mSlots[slot].mEglFence = eglFence;
+#endif
mSlots[slot].mFence = releaseFence;
mSlots[slot].mBufferState.release();