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.h b/services/surfaceflinger/TransactionCallbackInvoker.h
index a68cd87..b96444d 100644
--- a/services/surfaceflinger/TransactionCallbackInvoker.h
+++ b/services/surfaceflinger/TransactionCallbackInvoker.h
@@ -28,8 +28,8 @@
#include <android-base/thread_annotations.h>
#include <binder/IBinder.h>
+#include <compositionengine/FenceResult.h>
#include <gui/ITransactionCompletedListener.h>
-#include <renderengine/RenderEngine.h>
#include <ui/Fence.h>
namespace android {
@@ -46,7 +46,7 @@
bool releasePreviousBuffer = false;
std::string name;
sp<Fence> previousReleaseFence;
- std::vector<std::shared_future<renderengine::RenderEngineResult>> previousReleaseFences;
+ std::vector<std::shared_future<FenceResult>> previousReleaseFences;
std::variant<nsecs_t, sp<Fence>> acquireTimeOrFence = -1;
nsecs_t latchTime = -1;
uint32_t transformHint = 0;