BlastBufferQueue: Fix wait in onFrameAvailable
Use the same logic in both onFrameAvailable and processNextBufferLocked
to check if we can acquire a buffer. Otherwise, there is a chance we
will not be waiting long enough in onFrameAvailable.
Also add error logs if we return unexpectedly when trying to acquire a
buffer.
Test: go/wm-smoke with blast enabled
Test: atest SurfaceViewBufferTests
Change-Id: I2f8afa2fc2efb0371ccc86b422524e474e3f6170
Change-Id: Ibf2733725f7a4334eff38b516f0f5cec87dfd493
diff --git a/libs/gui/BLASTBufferQueue.cpp b/libs/gui/BLASTBufferQueue.cpp
index c3f045e..0b94219 100644
--- a/libs/gui/BLASTBufferQueue.cpp
+++ b/libs/gui/BLASTBufferQueue.cpp
@@ -213,12 +213,9 @@
ATRACE_CALL();
BQA_LOGV("processNextBufferLocked useNextTransaction=%s", toString(useNextTransaction));
- // Wait to acquire a buffer if there are no frames available or we have acquired the maximum
+ // Wait to acquire a buffer if there are no frames available or we have acquired the max
// number of buffers.
- // As a special case, we wait for the first callback before acquiring the second buffer so we
- // can ensure the first buffer is presented if multiple buffers are queued in succession.
- if (mNumFrameAvailable == 0 || mNumAcquired == MAX_ACQUIRED_BUFFERS + 1 ||
- (!mInitialCallbackReceived && mNumAcquired == 1)) {
+ if (mNumFrameAvailable == 0 || maxBuffersAcquired()) {
BQA_LOGV("processNextBufferLocked waiting for frame available or callback");
return;
}
@@ -241,6 +238,7 @@
status_t status = mBufferItemConsumer->acquireBuffer(&bufferItem, -1, false);
if (status != OK) {
+ BQA_LOGE("Failed to acquire a buffer, err=%s", statusToString(status).c_str());
return;
}
auto buffer = bufferItem.mGraphicBuffer;
@@ -248,6 +246,7 @@
if (buffer == nullptr) {
mBufferItemConsumer->releaseBuffer(bufferItem, Fence::NO_FENCE);
+ BQA_LOGE("Buffer was empty");
return;
}
@@ -311,7 +310,7 @@
toString(nextTransactionSet), toString(mFlushShadowQueue));
if (nextTransactionSet || mFlushShadowQueue) {
- while (mNumFrameAvailable > 0 || mNumAcquired == MAX_ACQUIRED_BUFFERS + 1) {
+ while (mNumFrameAvailable > 0 || maxBuffersAcquired()) {
BQA_LOGV("waiting in onFrameAvailable...");
mCallbackCV.wait(_lock);
}
@@ -344,4 +343,13 @@
// reject buffers if the buffer size doesn't match.
return bufWidth != mWidth || bufHeight != mHeight;
}
+
+// Check if we have acquired the maximum number of buffers.
+// As a special case, we wait for the first callback before acquiring the second buffer so we
+// can ensure the first buffer is presented if multiple buffers are queued in succession.
+bool BLASTBufferQueue::maxBuffersAcquired() const {
+ return mNumAcquired == MAX_ACQUIRED_BUFFERS + 1 ||
+ (!mInitialCallbackReceived && mNumAcquired == 1);
+}
+
} // namespace android
diff --git a/libs/gui/include/gui/BLASTBufferQueue.h b/libs/gui/include/gui/BLASTBufferQueue.h
index d1a0eec..634a7aa 100644
--- a/libs/gui/include/gui/BLASTBufferQueue.h
+++ b/libs/gui/include/gui/BLASTBufferQueue.h
@@ -94,9 +94,10 @@
BLASTBufferQueue(const BLASTBufferQueue& rhs);
void processNextBufferLocked(bool useNextTransaction) REQUIRES(mMutex);
- Rect computeCrop(const BufferItem& item);
+ Rect computeCrop(const BufferItem& item) REQUIRES(mMutex);
// Return true if we need to reject the buffer based on the scaling mode and the buffer size.
- bool rejectBuffer(const BufferItem& item) const;
+ bool rejectBuffer(const BufferItem& item) const REQUIRES(mMutex);
+ bool maxBuffersAcquired() const REQUIRES(mMutex);
std::string mName;
sp<SurfaceControl> mSurfaceControl;