Plumbing through GPU context priority from SF to RE
Test: Run the code. Check logcat.
atest librenderengine_test
Bug: 168740533
Change-Id: I6e34c4064dfd75ac96b86e0af587a208fc93d975
diff --git a/libs/renderengine/threaded/RenderEngineThreaded.cpp b/libs/renderengine/threaded/RenderEngineThreaded.cpp
index 5453302..08f2949 100644
--- a/libs/renderengine/threaded/RenderEngineThreaded.cpp
+++ b/libs/renderengine/threaded/RenderEngineThreaded.cpp
@@ -304,6 +304,21 @@
resultFuture.wait();
}
+int RenderEngineThreaded::getContextPriority() {
+ std::promise<int> resultPromise;
+ std::future<int> resultFuture = resultPromise.get_future();
+ {
+ std::lock_guard lock(mThreadMutex);
+ mFunctionCalls.push([&resultPromise](renderengine::RenderEngine& instance) {
+ ATRACE_NAME("REThreaded::getContextPriority");
+ int priority = instance.getContextPriority();
+ resultPromise.set_value(priority);
+ });
+ }
+ mCondition.notify_one();
+ return resultFuture.get();
+}
+
} // namespace threaded
} // namespace renderengine
} // namespace android