Clean up Renderengine caching semantics
* Add unbindExternalTextureBuffer, so that callers such as
BufferLayerConsumer can help manage the cache directly, which improves
system utilization.
* Remove the CacheHint, as it's no longer needed.
* Remove the backing image cache in BufferLayerConsumer, as it has not
been used. We still need a shadow array to properly callback into
RenderEngine, but we no longer need to store EGLImages here.
Bug: 123107664
Test: systrace
Test: open and close apps with GL composition forced, check for buffer
leakage through dumpsys
Change-Id: Ie48f99868dd46a4e18b5d659eea520e97a9eb300
diff --git a/services/surfaceflinger/BufferLayerConsumer.h b/services/surfaceflinger/BufferLayerConsumer.h
index e2a6d2e..32ccfbb 100644
--- a/services/surfaceflinger/BufferLayerConsumer.h
+++ b/services/surfaceflinger/BufferLayerConsumer.h
@@ -149,11 +149,6 @@
// for use with bilinear filtering.
void setFilteringEnabled(bool enabled);
- // Sets mCurrentTextureBufferStaleForGpu to true to indicate that the
- // buffer is now "stale" for GPU composition, and returns the old staleness
- // bit as a caching hint.
- bool getAndSetCurrentBufferCacheHint();
-
// getCurrentBuffer returns the buffer associated with the current image.
// When outSlot is not nullptr, the current buffer slot index is also
// returned. Simiarly, when outFence is not nullptr, the current output
@@ -218,6 +213,22 @@
status_t bindTextureImageLocked();
private:
+ // Utility class for managing GraphicBuffer references into renderengine
+ class Image {
+ public:
+ Image(sp<GraphicBuffer> graphicBuffer, renderengine::RenderEngine& engine)
+ : mGraphicBuffer(graphicBuffer), mRE(engine) {}
+ virtual ~Image();
+ const sp<GraphicBuffer>& graphicBuffer() { return mGraphicBuffer; }
+
+ private:
+ // mGraphicBuffer is the buffer that was used to create this image.
+ sp<GraphicBuffer> mGraphicBuffer;
+ // Back-reference into renderengine to initiate cleanup.
+ renderengine::RenderEngine& mRE;
+ DISALLOW_COPY_AND_ASSIGN(Image);
+ };
+
// freeBufferLocked frees up the given buffer slot. If the slot has been
// initialized this will release the reference to the GraphicBuffer in
// that slot. Otherwise it has no effect.
@@ -248,14 +259,10 @@
// consume buffers as hardware textures.
static const uint64_t DEFAULT_USAGE_FLAGS = GraphicBuffer::USAGE_HW_TEXTURE;
- // mCurrentTextureImage is the buffer containing the current texture. It's
+ // mCurrentTextureBuffer is the buffer containing the current texture. It's
// possible that this buffer is not associated with any buffer slot, so we
// must track it separately in order to support the getCurrentBuffer method.
- sp<GraphicBuffer> mCurrentTextureBuffer;
-
- // True if the buffer was used for the previous client composition frame,
- // and false otherwise.
- bool mCurrentTextureBufferStaleForGpu;
+ std::shared_ptr<Image> mCurrentTextureBuffer;
// mCurrentCrop is the crop rectangle that applies to the current texture.
// It gets set each time updateTexImage is called.
@@ -333,16 +340,8 @@
// reset mCurrentTexture to INVALID_BUFFER_SLOT.
int mCurrentTexture;
- // Cached image used for rendering the current texture through GPU
- // composition, which contains the cached image after freeBufferLocked is
- // called on the current buffer. Whenever latchBuffer is called, this is
- // expected to be cleared. Then, if bindTexImage is called before the next
- // buffer is acquired, then this image is bound.
- std::unique_ptr<renderengine::Image> mCurrentTextureImageFreed;
-
- // Cached images used for rendering the current texture through GPU
- // composition.
- std::unique_ptr<renderengine::Image> mImages[BufferQueueDefs::NUM_BUFFER_SLOTS];
+ // Shadow buffer cache for cleaning up renderengine references.
+ std::shared_ptr<Image> mImages[BufferQueueDefs::NUM_BUFFER_SLOTS];
// A release that is pending on the receipt of a new release fence from
// presentDisplay