SF - plumbing game mode for metrics (Part 1)
This change adds a game mode in the Layer metadata that gets updated every
time a game app comes to the foreground. The gameMode is then set on the
Layer based on the metadata and reparenting.
The game mode will then be
updated in TimeStats as a dimension (Part 2, in a separate CL later).
Bug: 186025682
Test: libsurfaceflinger_unittest:GameModeTest
Change-Id: I09deffc01d1b318cc08d0475611289dec055c190
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index a7c8704..d78a822 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -1651,12 +1651,25 @@
return count;
}
+void Layer::setGameModeForTree(int parentGameMode) {
+ int gameMode = parentGameMode;
+ auto& currentState = getCurrentState();
+ if (currentState.metadata.has(METADATA_GAME_MODE)) {
+ gameMode = currentState.metadata.getInt32(METADATA_GAME_MODE, 0);
+ }
+ setGameMode(gameMode);
+ for (const sp<Layer>& child : mCurrentChildren) {
+ child->setGameModeForTree(gameMode);
+ }
+}
+
void Layer::addChild(const sp<Layer>& layer) {
mChildrenChanged = true;
setTransactionFlags(eTransactionNeeded);
mCurrentChildren.add(layer);
layer->setParent(this);
+ layer->setGameModeForTree(mGameMode);
updateTreeHasFrameRateVote();
}
@@ -1668,6 +1681,7 @@
const auto removeResult = mCurrentChildren.remove(layer);
updateTreeHasFrameRateVote();
+ layer->setGameModeForTree(0);
layer->updateTreeHasFrameRateVote();
return removeResult;