SF: Factor out expected present time computation
Compute expected present time once and pass it to traversed layers
instead of calling back into SF for each layer. This will simplify
synchronization for per-display refresh.
Also, recompute on Binder transaction, since the cached value computed
on invalidate may be stale.
Bug: 130554049
Bug: 123715322
Test: go/wm-smoke
Change-Id: I7153a728360e789dc4f97d2c39c4bdaa14183624
diff --git a/services/surfaceflinger/BufferQueueLayer.h b/services/surfaceflinger/BufferQueueLayer.h
index 7def33a..e60a083 100644
--- a/services/surfaceflinger/BufferQueueLayer.h
+++ b/services/surfaceflinger/BufferQueueLayer.h
@@ -61,7 +61,7 @@
// -----------------------------------------------------------------------
public:
bool fenceHasSignaled() const override;
- bool framePresentTimeIsCurrent() const override;
+ bool framePresentTimeIsCurrent(nsecs_t expectedPresentTime) const override;
private:
nsecs_t getDesiredPresentTime() override;
@@ -77,7 +77,7 @@
int getDrawingApi() const override;
PixelFormat getPixelFormat() const override;
- uint64_t getFrameNumber() const override;
+ uint64_t getFrameNumber(nsecs_t expectedPresentTime) const override;
bool getAutoRefresh() const override;
bool getSidebandStreamChanged() const override;
@@ -89,7 +89,8 @@
void setFilteringEnabled(bool enabled) override;
status_t bindTextureImage() override;
- status_t updateTexImage(bool& recomputeVisibleRegions, nsecs_t latchTime) override;
+ status_t updateTexImage(bool& recomputeVisibleRegions, nsecs_t latchTime,
+ nsecs_t expectedPresentTime) override;
status_t updateActiveBuffer() override;
status_t updateFrameNumber(nsecs_t latchTime) override;