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authorJesse Hall <jessehall@google.com>2017-01-19 17:59:08 -0800
committerJesse Hall <jessehall@google.com>2017-01-20 15:58:20 -0800
commitfd104e7fde7f53700da58cbab57d73b938b837a7 (patch)
treeb8011607d809cf0d1372538ee46b04dd7e58945a /tools/aapt2/diff/Diff.cpp
parent20cf769d96f1a2dae9e99d50f0d3dedc1e92b83f (diff)
Load EGL early in Activity launch, instead of in Zygote
Preloading EGL in Zygote was originally a memory footprint optimization, but it turns out to be an important app startup time optimization as well. Preloading EGL in Zygote is incompatible with updatable graphics drivers, but we don't want to do it on-demand as part of drawing the first frame either, since that increases first-frame latency unacceptably. This change removes Zygote preload, and instead loads EGL on a low-priority background thread immediately after choosing which graphics driver to use. This means it is usually done well before drawing the first frame, without significantly disrupting other activity launch work. Test: observe systrace of Calculator launch on bullhead Bug: 34404021 Change-Id: I6a0f6b90ade21848a10d51ddae62c936f70151b5 Merged-In: I887aa09bd35b088b16f53a89838a0c7c98f15761
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