ui freeze workaround: reenable triple buffering mode
we're seeing UI freezes when window updates and
composition are separated. for now we workaround this
by always doing a composition after window updates on
vsync. triple buffering is reenabled for performance.
Change-Id: I693d705000b7452489bb0b4918fbeadb9879315c
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index b30adaf..88666ea 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -403,7 +403,8 @@
void SurfaceFlinger::onMessageReceived(int32_t what)
{
switch (what) {
- case MessageQueue::INVALIDATE: {
+ case MessageQueue::REFRESH: {
+// case MessageQueue::INVALIDATE: {
// check for transactions
if (CC_UNLIKELY(mConsoleSignals)) {
handleConsoleEvents();
@@ -419,19 +420,25 @@
// post surfaces (if needed)
handlePageFlip();
- signalRefresh();
- } break;
+// signalRefresh();
+//
+// } break;
+//
+// case MessageQueue::REFRESH: {
- case MessageQueue::REFRESH: {
- // NOTE: it is mandatory to call hw.compositionComplete()
- // after handleRefresh()
- const DisplayHardware& hw(graphicPlane(0).displayHardware());
handleRefresh();
+ const DisplayHardware& hw(graphicPlane(0).displayHardware());
+
+// if (mDirtyRegion.isEmpty()) {
+// return;
+// }
+
if (CC_UNLIKELY(mHwWorkListDirty)) {
// build the h/w work list
handleWorkList();
}
+
if (CC_LIKELY(hw.canDraw())) {
// repaint the framebuffer (if needed)
handleRepaint();