Make HWUI's surface Reliable^TM
You won't believe this one weird trick to make
EGL_BAD_ALLOC errors never happen again! libgui
hates it!
Bug: way too many to list
Test: none - there probably should be, though
Change-Id: I8e7fc3e584f90c01e0fd932497604a1d93710ba6
diff --git a/libs/hwui/renderthread/CanvasContext.cpp b/libs/hwui/renderthread/CanvasContext.cpp
index f1a522e..182233f 100644
--- a/libs/hwui/renderthread/CanvasContext.cpp
+++ b/libs/hwui/renderthread/CanvasContext.cpp
@@ -142,7 +142,12 @@
void CanvasContext::setSurface(sp<Surface>&& surface) {
ATRACE_CALL();
- mNativeSurface = std::move(surface);
+ if (surface) {
+ mNativeSurface = new ReliableSurface{std::move(surface)};
+ mNativeSurface->setDequeueTimeout(500_ms);
+ } else {
+ mNativeSurface = nullptr;
+ }
ColorMode colorMode = mWideColorGamut ? ColorMode::WideColorGamut : ColorMode::SRGB;
bool hasSurface = mRenderPipeline->setSurface(mNativeSurface.get(), mSwapBehavior, colorMode);
@@ -285,6 +290,7 @@
info.damageAccumulator = &mDamageAccumulator;
info.layerUpdateQueue = &mLayerUpdateQueue;
+ info.out.canDrawThisFrame = true;
mAnimationContext->startFrame(info.mode);
mRenderPipeline->onPrepareTree();
@@ -304,7 +310,7 @@
mIsDirty = true;
- if (CC_UNLIKELY(!mNativeSurface.get())) {
+ if (CC_UNLIKELY(!hasSurface())) {
mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
info.out.canDrawThisFrame = false;
return;
@@ -323,27 +329,6 @@
// the deadline for RT animations
info.out.canDrawThisFrame = false;
}
- /* This logic exists to try and recover from a display latch miss, which essentially
- * results in the bufferqueue being double-buffered instead of triple-buffered.
- * SurfaceFlinger itself now tries to handle & recover from this situation, so this
- * logic should no longer be necessary. As it's occasionally triggering when
- * undesired disable it.
- * TODO: Remove this entirely if the results are solid.
- else if (vsyncDelta >= mRenderThread.timeLord().frameIntervalNanos() * 3 ||
- (latestVsync - mLastDropVsync) < 500_ms) {
- // It's been several frame intervals, assume the buffer queue is fine
- // or the last drop was too recent
- info.out.canDrawThisFrame = true;
- } else {
- info.out.canDrawThisFrame = !isSwapChainStuffed();
- if (!info.out.canDrawThisFrame) {
- // dropping frame
- mLastDropVsync = mRenderThread.timeLord().latestVsync();
- }
- }
- */
- } else {
- info.out.canDrawThisFrame = true;
}
// TODO: Do we need to abort out if the backdrop is added but not ready? Should that even
@@ -354,6 +339,19 @@
if (!info.out.canDrawThisFrame) {
mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
+ return;
+ }
+
+ int err = mNativeSurface->reserveNext();
+ if (err != OK) {
+ mCurrentFrameInfo->addFlag(FrameInfoFlags::SkippedFrame);
+ info.out.canDrawThisFrame = false;
+ ALOGW("reserveNext failed, error = %d", err);
+ if (err != TIMED_OUT) {
+ // A timed out surface can still recover, but assume others are permanently dead.
+ setSurface(nullptr);
+ }
+ return;
}
bool postedFrameCallback = false;