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/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 881ee5b..3f75af2 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -4018,6 +4018,13 @@
std::optional<nsecs_t> dequeueBufferTimestamp;
if (what & layer_state_t::eMetadataChanged) {
dequeueBufferTimestamp = s.metadata.getInt64(METADATA_DEQUEUE_TIME);
+ auto gameMode = s.metadata.getInt32(METADATA_GAME_MODE, -1);
+ if (gameMode != -1) {
+ // The transaction will be received on the Task layer and needs to be applied to all
+ // child layers. Child layers that are added at a later point will obtain the game mode
+ // info through addChild().
+ layer->setGameModeForTree(gameMode);
+ }
if (layer->setMetadata(s.metadata)) flags |= eTraversalNeeded;
}
if (what & layer_state_t::eColorSpaceAgnosticChanged) {