Create EGLImages during buffer allocation
EGLImage creation is now performed on an async binder thread, so now GPU
composition should rarely be stalled by expensive image creation.
Bug: 129008989
Test: systrace
Change-Id: I9732f866933a8950a4c69ff51d5ac1622bbb3470
diff --git a/libs/gui/include/gui/BufferQueue.h b/libs/gui/include/gui/BufferQueue.h
index da95274..721427b 100644
--- a/libs/gui/include/gui/BufferQueue.h
+++ b/libs/gui/include/gui/BufferQueue.h
@@ -61,6 +61,7 @@
void onDisconnect() override;
void onFrameAvailable(const BufferItem& item) override;
void onFrameReplaced(const BufferItem& item) override;
+ void onBufferAllocated(const BufferItem& item) override;
void onBuffersReleased() override;
void onSidebandStreamChanged() override;
void addAndGetFrameTimestamps(
diff --git a/libs/gui/include/gui/ConsumerBase.h b/libs/gui/include/gui/ConsumerBase.h
index 366ced3..7c26482 100644
--- a/libs/gui/include/gui/ConsumerBase.h
+++ b/libs/gui/include/gui/ConsumerBase.h
@@ -141,6 +141,7 @@
// classes if they want the notification.
virtual void onFrameAvailable(const BufferItem& item) override;
virtual void onFrameReplaced(const BufferItem& item) override;
+ virtual void onBufferAllocated(const BufferItem& item) override;
virtual void onBuffersReleased() override;
virtual void onSidebandStreamChanged() override;
diff --git a/libs/gui/include/gui/IConsumerListener.h b/libs/gui/include/gui/IConsumerListener.h
index c082882..03fefbe 100644
--- a/libs/gui/include/gui/IConsumerListener.h
+++ b/libs/gui/include/gui/IConsumerListener.h
@@ -61,6 +61,13 @@
// This is called without any lock held and can be called concurrently by multiple threads.
virtual void onFrameReplaced(const BufferItem& /* item */) {} /* Asynchronous */
+ // onBufferAllocated is called to notify the buffer consumer that the BufferQueue has allocated
+ // a GraphicBuffer for a particular slot. Only the GraphicBuffer pointer and the slot ID will
+ // be populated.
+ //
+ // This is called without any lock held and can be called concurrently by multiple threads.
+ virtual void onBufferAllocated(const BufferItem& /* item */) {} /* Asynchronous */
+
// onBuffersReleased is called to notify the buffer consumer that the BufferQueue has released
// its references to one or more GraphicBuffers contained in its slots. The buffer consumer
// should then call BufferQueue::getReleasedBuffers to retrieve the list of buffers.