Do not set eTraversalNeeded w/out wake up
Multiple layers may set eTraversalNeeded during Layer->doTransaction.
If a prior layer doesn't wish to wake up SF, setting eTraversalNeeded
may block a later layer from triggering a wake-up. Set
force transaction instead to trigger doTransaction at a later
time.
Bug: 158409746
Test: build, boot, manual, SurfaceFlinger_test,
libsurfaceflinger_unittest
Change-Id: I6a43eb53323073361c5b1ebe87e4ceb8a6d3f120
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index 3255aac..4839824 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -866,13 +866,12 @@
}
// If we still have pending updates, we need to ensure SurfaceFlinger
- // will keep calling doTransaction, and so we set the transaction flags.
+ // will keep calling doTransaction, and so we force a traversal.
// 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.
+ // and so there is no need to specifically trigger a wakeup.
if (!mPendingStates.empty()) {
setTransactionFlags(eTransactionNeeded);
- mFlinger->setTransactionFlagsNoWake(eTraversalNeeded);
+ mFlinger->setTraversalNeeded();
}
mCurrentState.modified = false;
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index b73361b..fd691a4 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -2764,7 +2764,8 @@
* (perform the transaction for each of them if needed)
*/
- if ((transactionFlags & eTraversalNeeded) || mTraversalNeededMainThread) {
+ if ((transactionFlags & eTraversalNeeded) || mForceTraversal) {
+ mForceTraversal = false;
mCurrentState.traverse([&](Layer* layer) {
uint32_t trFlags = layer->getTransactionFlags(eTransactionNeeded);
if (!trFlags) return;
@@ -2777,7 +2778,6 @@
mInputInfoChanged = true;
}
});
- mTraversalNeededMainThread = false;
}
/*
@@ -3248,8 +3248,8 @@
return old;
}
-uint32_t SurfaceFlinger::setTransactionFlagsNoWake(uint32_t flags) {
- return mTransactionFlags.fetch_or(flags);
+void SurfaceFlinger::setTraversalNeeded() {
+ mForceTraversal = true;
}
bool SurfaceFlinger::flushTransactionQueues() {
@@ -3449,7 +3449,7 @@
// so we don't have to wake up again next frame to preform an uneeded traversal.
if (isMainThread && (transactionFlags & eTraversalNeeded)) {
transactionFlags = transactionFlags & (~eTraversalNeeded);
- mTraversalNeededMainThread = true;
+ mForceTraversal = true;
}
if (transactionFlags) {
diff --git a/services/surfaceflinger/SurfaceFlinger.h b/services/surfaceflinger/SurfaceFlinger.h
index e7bfdc7..e048f32 100644
--- a/services/surfaceflinger/SurfaceFlinger.h
+++ b/services/surfaceflinger/SurfaceFlinger.h
@@ -628,12 +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
+ // Indicate SF should call doTraversal on layers, 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);
+ // onFrameAvailable or another layer update to wake us up.
+ void setTraversalNeeded();
uint32_t setTransactionFlags(uint32_t flags, Scheduler::TransactionStart transactionStart);
void commitTransaction() REQUIRES(mStateLock);
void commitOffscreenLayers();
@@ -1001,7 +1001,7 @@
bool mTransactionPending = false;
bool mAnimTransactionPending = false;
SortedVector<sp<Layer>> mLayersPendingRemoval;
- bool mTraversalNeededMainThread = false;
+ bool mForceTraversal = false;
// global color transform states
Daltonizer mDaltonizer;