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/TransactionCallbackInvoker.cpp b/services/surfaceflinger/TransactionCallbackInvoker.cpp
index e1f348f..fa8cffc 100644
--- a/services/surfaceflinger/TransactionCallbackInvoker.cpp
+++ b/services/surfaceflinger/TransactionCallbackInvoker.cpp
@@ -133,10 +133,10 @@
if (surfaceControl) {
sp<Fence> prevFence = nullptr;
- for (const auto& futureStruct : handle->previousReleaseFences) {
- sp<Fence> currentFence = sp<Fence>::make(dup(futureStruct.get().drawFence));
+ for (const auto& future : handle->previousReleaseFences) {
+ sp<Fence> currentFence = future.get().value_or(Fence::NO_FENCE);
if (prevFence == nullptr && currentFence->getStatus() != Fence::Status::Invalid) {
- prevFence = currentFence;
+ prevFence = std::move(currentFence);
handle->previousReleaseFence = prevFence;
} else if (prevFence != nullptr) {
// If both fences are signaled or both are unsignaled, we need to merge
@@ -147,7 +147,7 @@
snprintf(fenceName, 32, "%.28s", handle->name.c_str());
sp<Fence> mergedFence = Fence::merge(fenceName, prevFence, currentFence);
if (mergedFence->isValid()) {
- handle->previousReleaseFence = mergedFence;
+ handle->previousReleaseFence = std::move(mergedFence);
prevFence = handle->previousReleaseFence;
}
} else if (currentFence->getStatus() == Fence::Status::Unsignaled) {
@@ -158,11 +158,12 @@
// by this point, they will have both signaled and only the timestamp
// will be slightly off; any dependencies after this point will
// already have been met.
- handle->previousReleaseFence = currentFence;
+ handle->previousReleaseFence = std::move(currentFence);
}
}
}
- handle->previousReleaseFences = {};
+ handle->previousReleaseFences.clear();
+
FrameEventHistoryStats eventStats(handle->frameNumber,
handle->gpuCompositionDoneFence->getSnapshot().fence,
handle->compositorTiming, handle->refreshStartTime,