SF: Do not duplicate fences per layer per frame
Convert the unique_fd of RenderEngineResult (and futures thereof) into
sp<Fence> such that postFramebuffer does not duplicate release/present
fences.
Remove a few copies of shared futures/pointers with std::move.
Bug: 232436803
Test: simpleperf (-33% cycles in sys_dup)
Change-Id: Ia7c6c8333a712441f3612fb5c720ea2932799636
diff --git a/services/surfaceflinger/BufferStateLayer.cpp b/services/surfaceflinger/BufferStateLayer.cpp
index c5d7a60..c885110 100644
--- a/services/surfaceflinger/BufferStateLayer.cpp
+++ b/services/surfaceflinger/BufferStateLayer.cpp
@@ -73,8 +73,7 @@
// -----------------------------------------------------------------------
// Interface implementation for Layer
// -----------------------------------------------------------------------
-void BufferStateLayer::onLayerDisplayed(
- std::shared_future<renderengine::RenderEngineResult> futureRenderEngineResult) {
+void BufferStateLayer::onLayerDisplayed(std::shared_future<FenceResult> futureFenceResult) {
// If we are displayed on multiple displays in a single composition cycle then we would
// need to do careful tracking to enable the use of the mLastClientCompositionFence.
// For example we can only use it if all the displays are client comp, and we need
@@ -118,7 +117,7 @@
if (ch != nullptr) {
ch->previousReleaseCallbackId = mPreviousReleaseCallbackId;
- ch->previousReleaseFences.emplace_back(futureRenderEngineResult);
+ ch->previousReleaseFences.emplace_back(std::move(futureFenceResult));
ch->name = mName;
}
}