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The scenario is the following:
1. Process1 creates a T1 with a new buffer, release callback, and
transaction callback. The release callback is stored locally in
mReleaseBufferCallbacks so it only lives in Process1.
2. Process2 creates a T2 with a transaction callback
3. When T1 and T2 are merged, the SC from T1 end up getting the
transaction callbacks from T2. SC will end up with multiple transaction
callbacks
4. In BufferStateLayer, we only added mPreviousReleaseCallbackId to one
transaction callback. There's a chance the release callback would only
end up on the transaction callback for Process2.
Process2 doesn't have the data about the callback since it was only
stored in Process1. When Process2 gets the transaction callback, it
will not handle the releaseCallbackId since it doesn't know what release
callback it represents. Process1 will get a transaction callback, but will
not contain a releaseCallbackId.
To fix, add releaseBufferEndpoint that is set when the client calls
setBuffer. This is used in SurfaceFlinger to recognize which listener
was the one that set the buffer so it can send the release information
to the correct listener.
Test: ReleaseBufferCallback_test
Bug: 193565751
Change-Id: I534fbde2a54608c2e30852e48dc0c75c86b22525
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Now that we only write to current state from the main thread
we can actually just write directly in to drawing state and
avoid copying current to drawing state on each frame. simpleperf
on bouncing ball indicates this was saving around 8% CPU or so
per frame. As a next target we will eliminate the remaining work
in doTransaction and eliminate the doTransaction pass.
Test: Existing tests pass. simpleperf
Bug: 186200583
Change-Id: I59b75747d7371b3ffe870129c8be100c7daa6c4e
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Allocate HAL virtual display and generate HAL/GPU virtual display ID in
SF rather than CE. This centralizes the HAL vs. GPU decision as a first
step in isolating display configuration (e.g. hotplug, modeset) to be a
distinct stage from invalidate/refresh.
Rework SF backend hooks for screen capture. Plumb the PhysicalDisplayId
to be mirrored by the virtual display to Composer::createVirtualDisplay.
This enables the ARC backend to know which display to mirror (instead of
making assumptions about the layer stack) or error out if not mirroring
(previously done through maybeAllocateDisplayIdForVirtualDisplay), such
that SF falls back to creating a GPU virtual display.
Bug: 182939859
Bug: 129481165
Test: Enable overlay display and toggle HAL/GPU
Test: libsurfaceflinger_unittest
Test: libcompositionengine_test
Change-Id: I209b245966e544d5ff55d5d118140cfcfa85db15
Merged-In: I209b245966e544d5ff55d5d118140cfcfa85db15
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Revert submission 14199598-revert-14086921-renderengine-external-tex-QJNBWQMQEU
Reason for revert: Prepare for relanding
Reverted Changes:
I01e65a7f4:Revert "Update WaylandRenderSurface to accomodate ...
I7d58118c1:Revert "Update Readback VTS to align with RenderEn...
I1501890f4:Revert "Add ExternalTexture class into RenderEngin...
Added the following fixes:
1. CachedSet renders to intermediate texture variable rather than
mTexture directly, since mTexture is not guaranteed to be nonnull.
2. Add null check when setting new buffer in BLAST.
Bug: 185524947
Bug: 180767535
Test: builds, boots
Test: librenderengine_test
Change-Id: I52ea82e24336b496d996bbe3e445db0affe1abb8
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sc-dev
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Revert submission 14086921-renderengine-external-tex
Reason for revert: Potential culprit for b/185361988
Reverted Changes:
I7796764e2:Update WaylandRenderSurface to accomodate interfac...
I13904eec4:Update Readback VTS to align with RenderEngine int...
I222c71e6e:Add ExternalTexture class into RenderEngine interf...
Change-Id: I1501890f4861a3df7ce273f1fe2ccdb275e2632c
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ExternalTexture is an RAII structure that wraps raw GraphicBuffers that
are passed into RenderEngine. ExternalTexture's role is to help with
managing GPU resources of GraphicBuffers by mapping buffers into
textures, EGLImages, or AutoBackendTextures depending on the
RenderEngine backend. Under the hood, mapExternalTextureBuffer and
unmapExternalTextureBuffer (renamed from cacheExternalTextureBuffer and
unbindExternalTextureBuffer respectively) are used to help tie
resource management to the ExternalTexture lifetime.
The main motivation for this is that currently managing buffer
lifecycle has historically been errorprone and caused memory leaks, so
this improves code health.
As part of this:
* mapExternalTextureBuffer and unmapExternalTextureBuffer
are now protected methods, and are never called outside of RenderEngine
with the exception of creating and destroying ExternalTextures.
* Because GLESRenderEngine's output buffers are cached differently from
Skia RenderEngine, if there are output-only buffers then disable the
mapExternalTextureBuffer calls whenever GLESRenderEngine is used.
* Custom RAII classes in the Planner and in BufferLayerConsumer are now
removed since they're subsumed by ExternalTexture
* RenderSurface now controls its own management of ExternalTextures in a
small queue
* cleanFramebufferCache is now unimplemented for Skia, because
ExternalTextures are now deleted whenever a RenderSurface is deleted.
Bug: 180767535
Test: libsurfaceflinger_unittest
Test: libcompositionengine_test
Test: librenderengine_test
Test: Simulate virtual displays
Test: Screen reotation
Test: Movie playback on Google TV
Test: Force GPU composition
Test: screenshot
Change-Id: I222c71e6e1c67485cdeac49e2cb829289af9efec
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There are no users left
Bug: 168505645
Change-Id: I81725bf3c0ef4704e9da25da9a75854b4f172885
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Currently BLAST clients use the TransactionCompleted callbacks to
determine when to release buffers. The TransactionCompleted callback
is overloaded. For transactions without buffers, the callback is
called when the transaction is applied on the server. If the
Transaction contains one or more buffers, the callback is called when
all the buffers are latched and ready to be presented. If we have
multiple buffers on multiple transactions, where one or more buffers
maybe dropped, the pending callbacks are called together. This may
delay signaling the client when a buffer can be released.
To fix this, we introduce a new buffer release callback that is
called as soon as a buffer is dropped by the server or when a new
buffer has been latched and the buffer will no longer be presented.
This new callback provides a graphic bufferid to identify the buffer
that can be released and a release fence to wait on.
BlastBufferQueue has been switched to use this new callback. Other
BLAST users continue to use the existing callback.
Test: go/wm-smoke
Test: atest ReleaseBufferCallbackTest
Bug: 178385281
Change-Id: Idd88e4994e543443198a5a8cfa0e3f5f67d5d482
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Our assumption is that a buffer committed into drawing state will be
latched and presented. Based on this assumption, we present a
BufferSurfaceFrame only at latch time instead of commit time. However,
during back to back invalidates, there is a chance that the first
committed buffer is not latched. It could be replaced by another buffer
in the second invalidate. This leads to the SurfaceFrame getting stuck
in the pending classification list. To prevent this, have a check in
commitTransaction that drops the SurfaceFrame properly if it hasn't been
presented before.
Back to back invalidate can currently be triggered by just flashing a
clean build and launching the dialer.
Bug: 182214053
Test: libsurfaceflinger_unittest
Change-Id: I6cd9c4cbfb2ca50b96654ed240664758dad86f19
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Add a boolean that tells if the SurfaceFrame is representing a buffer or
not. This makes it easy to debug lost/stuck frames in the pending
classification list. Also add a miniDump for SurfaceFrame to enable
debugging the lost frame.
Bug: 182214639
Test: Build and flash
Change-Id: I6ceef46887a021c2f36e76f37fab8368802465a4
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Since we already check for token invalid cases while attributing jank
and tracing, we shouldn't perpetuate this to the creation of
SurfaceFrames. Doing so can also result in a case where a buffer is
changed but we don't attribute it to a SurfaceFrame. This change makes
it so that the State's buffer and BufferSurfaceFrame are tied together
and change together.
Bug: 179940619
Test: libsurfaceflinger_unittest
Change-Id: Id420e5924f162d703adc6831edebf4f100db12de
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Allowing frames with prediction expired causes a undesirable skew in the
trace. Since the timestamps are zero for this case, the trace packets
are also sent out with zero timestamp. These zero timestamps are seen as
the earliest possible time in a trace and hence make it look like the
trace contains 1000s of seconds of data while it actually doesn't.
This change addresses this issue by making SurfaceFrames not send any
expected timeline packets if prediction is expired. For actual timeline
packets, we apply a delta to the end time so that it looks like the
frame has a start and an end.
For dropped SurfaceFrames, we don't have an actual end time so far. This
change adds a dropTime to the SurfaceFrame so that we can keep track of
it in trace and dumpsys.
Bug: 179905685
Test: libsurfaceflinger_unittest:FrameTimelineTest
Change-Id: I573037be27f8a74670a65cad791841fa6ed75e20
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In SurfaceFrame::getJankType(), a dropped frame won't have any present
time set and will return std::nullopt currently. This behavior can
result in a memory leak in releasePendingBuffer. Whenever SurfaceFrames
are created, they are added to a deque 'mPendingJankClassification'.
This deque is popped from the front as and when the frames are
presented. However, if a dropped frame is in the front of the deque, the
deque keeps growing in size to infinity. Since getJankType() reports a
std::nullopt, it assumes that the frame hasn't been presented yet and
keeps waiting for it.
Bug: 179701581
Test: libsurfaceflinger_unittest
Change-Id: I8ad1ed07222d39e4f98e4f7f3178db9fe52ea712
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The current setup only supports one SurfaceFrame per DrawingState for
Transactions. This becomes problematic if more than one Transaction is
submitted for the same vsync, on the same layer. On top of this, the
Blast transactions can have a buffer that could result in a buffer drop.
This change adds the support to hold multiple SurfaceFrames in the
Layer's State. It also adds a bufferSurfaceFrame that's intended only
for Blast Transactions with a Buffer. All other Transactions are tracked
in the bufferlessSurfaceFrames.
Additionally, this change also adds a lastLatchTime. It is needed for
classifying BufferStuffing properly.
Bug: 176106798
Test: open any app from the launcher and at the same time check dumpsys
Change-Id: Id3b8369ca206f8b89be3041e5fc018f1f1be1d23
Merged-In: Id3b8369ca206f8b89be3041e5fc018f1f1be1d23
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