Merge "DO NOT MERGE: SurfaceFlinger: Don't wake for pending transactions." into rvc-dev
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index 5a4d9cd..9655277 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -855,11 +855,14 @@
}
}
- // If we still have pending updates, wake SurfaceFlinger back up and point
- // it at this layer so we can process them
+ // If we still have pending updates, we need to ensure SurfaceFlinger
+ // will keep calling doTransaction, and so we set the transaction flags.
+ // However, our pending states won't clear until a frame is available,
+ // and so there is no need to specifically trigger a wakeup. Rather
+ // we set the flags and wait for something else to wake us up.
if (!mPendingStates.empty()) {
setTransactionFlags(eTransactionNeeded);
- mFlinger->setTransactionFlags(eTraversalNeeded);
+ mFlinger->setTransactionFlagsNoWake(eTraversalNeeded);
}
mCurrentState.modified = false;
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 83f49dd..2e22735 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -3243,6 +3243,10 @@
return old;
}
+uint32_t SurfaceFlinger::setTransactionFlagsNoWake(uint32_t flags) {
+ return mTransactionFlags.fetch_or(flags);
+}
+
bool SurfaceFlinger::flushTransactionQueues() {
// to prevent onHandleDestroyed from being called while the lock is held,
// we must keep a copy of the transactions (specifically the composer
diff --git a/services/surfaceflinger/SurfaceFlinger.h b/services/surfaceflinger/SurfaceFlinger.h
index 4cfbddd..113b035 100644
--- a/services/surfaceflinger/SurfaceFlinger.h
+++ b/services/surfaceflinger/SurfaceFlinger.h
@@ -628,6 +628,12 @@
uint32_t peekTransactionFlags();
// Can only be called from the main thread or with mStateLock held
uint32_t setTransactionFlags(uint32_t flags);
+ // Set the transaction flags, but don't trigger a wakeup! We use this cases where
+ // there are still pending transactions but we know they won't be ready until a frame
+ // arrives from a different layer. So we need to ensure we performTransaction from invalidate
+ // but there is no need to try and wake up immediately to do it. Rather we rely on
+ // onFrameAvailable to wake us up.
+ uint32_t setTransactionFlagsNoWake(uint32_t flags);
uint32_t setTransactionFlags(uint32_t flags, Scheduler::TransactionStart transactionStart);
void commitTransaction() REQUIRES(mStateLock);
void commitOffscreenLayers();