diff options
author | chaviw <chaviw@google.com> | 2021-08-20 12:15:48 -0500 |
---|---|---|
committer | Rob Carr <racarr@google.com> | 2021-11-24 23:38:34 +0000 |
commit | e97e296c811d16a3169c99b2b9e14a25cc245356 (patch) | |
tree | fe269f7cb38cb43c81e8e77427568eda92c21f00 /libs/hwui/renderthread/CanvasContext.cpp | |
parent | 27cef855be711db25d8664977de3c92a4ef8c1ea (diff) |
Rework blast sync callback model
The previous code waited for a frame complete callback from hwui before
notifying WMS that a draw had occurred. However, frame complete callback
was not guaranteed to get called since it only invokes a callback if a
draw actually occured. VRI really needs a signal that RT has completed,
since it just needs to know that a draw was possible so it can notify
WMS that the RT completed its pass.
Instead, rename frameCompleteCallback to frameCommitCallback since that
API is exposed to a public API when a frame was actually drawn.
Create a new callback, frameCompleteCallback, that is invoked when the
draw has completed, regardless if a frame was actually drawn.
When the frameCompleteCallback is invoked, VRI can check to see if a new
frame actually drew. VRI can call into BBQ to see if the frame acquired
matches the frame that was attempted to draw. If so, VRI can wait on a
transaction callback. If not, it can allow VRI to continue. In either case,
it will notify WMS that the draw has finished.
Test: Split over and over
Bug: 195262673
Bug: 193634619
Change-Id: I24dd19ab2746be3fc33e597761abf8c5249f8b5b
Merged-In: I24dd19ab2746be3fc33e597761abf8c5249f8b5b
Diffstat (limited to 'libs/hwui/renderthread/CanvasContext.cpp')
-rw-r--r-- | libs/hwui/renderthread/CanvasContext.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/libs/hwui/renderthread/CanvasContext.cpp b/libs/hwui/renderthread/CanvasContext.cpp index 2f3a509831d1..a066e6f7c693 100644 --- a/libs/hwui/renderthread/CanvasContext.cpp +++ b/libs/hwui/renderthread/CanvasContext.cpp @@ -491,10 +491,10 @@ nsecs_t CanvasContext::draw() { // Notify the callbacks, even if there's nothing to draw so they aren't waiting // indefinitely waitOnFences(); - for (auto& func : mFrameCompleteCallbacks) { - std::invoke(func, mFrameNumber); + for (auto& func : mFrameCommitCallbacks) { + std::invoke(func, false /* didProduceBuffer */); } - mFrameCompleteCallbacks.clear(); + mFrameCommitCallbacks.clear(); return 0; } @@ -603,10 +603,10 @@ nsecs_t CanvasContext::draw() { #endif if (didSwap) { - for (auto& func : mFrameCompleteCallbacks) { - std::invoke(func, frameCompleteNr); + for (auto& func : mFrameCommitCallbacks) { + std::invoke(func, true /* didProduceBuffer */); } - mFrameCompleteCallbacks.clear(); + mFrameCommitCallbacks.clear(); } if (requireSwap) { |