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/tests/unittests/CompositionTest.cpp b/services/surfaceflinger/tests/unittests/CompositionTest.cpp
index c541b92..bbfedc7 100644
--- a/services/surfaceflinger/tests/unittests/CompositionTest.cpp
+++ b/services/surfaceflinger/tests/unittests/CompositionTest.cpp
@@ -245,15 +245,14 @@
HAL_PIXEL_FORMAT_RGBA_8888, 1,
usage);
- auto result = mFlinger.renderScreenImpl(*renderArea, traverseLayers, mCaptureScreenBuffer,
+ auto future = mFlinger.renderScreenImpl(*renderArea, traverseLayers, mCaptureScreenBuffer,
forSystem, regionSampling);
- EXPECT_TRUE(result.valid());
+ ASSERT_TRUE(future.valid());
+ const auto fenceResult = future.get();
- auto& [status, drawFence] = result.get();
-
- EXPECT_EQ(NO_ERROR, status);
- if (drawFence.ok()) {
- sync_wait(drawFence.get(), -1);
+ EXPECT_EQ(NO_ERROR, fenceStatus(fenceResult));
+ if (fenceResult.ok()) {
+ fenceResult.value()->waitForever(LOG_TAG);
}
LayerCase::cleanup(this);