Surfaces are now destroyed properly in SurfaceFlinger.
First, the window manager tells us when a surface is no longer needed. At this point, several things happen:
- the surface is removed from the active/visible list
- it is added to a purgatory list, where it waits for all clients to release their reference
- it destroys all data/state that can be spared
Later, when all clients are done, the remains of the Surface are disposed off: it is removed from the purgatory and destroyed.
In particular its gralloc buffers are destroyed at that point (when we're sure nobody is using them anymore).
diff --git a/libs/surfaceflinger/SurfaceFlinger.cpp b/libs/surfaceflinger/SurfaceFlinger.cpp
index 1b6d6de..993a6ae 100644
--- a/libs/surfaceflinger/SurfaceFlinger.cpp
+++ b/libs/surfaceflinger/SurfaceFlinger.cpp
@@ -639,16 +639,26 @@
mFreezeDisplay = mCurrentState.freezeDisplay;
}
+ if (currentLayers.size() > mDrawingState.layersSortedByZ.size()) {
+ // layers have been added
+ mVisibleRegionsDirty = true;
+ }
+
// some layers might have been removed, so
// we need to update the regions they're exposing.
if (mLayersRemoved) {
mVisibleRegionsDirty = true;
- }
-
- const LayerVector& currentLayers = mCurrentState.layersSortedByZ;
- if (currentLayers.size() > mDrawingState.layersSortedByZ.size()) {
- // layers have been added
- mVisibleRegionsDirty = true;
+ const LayerVector& previousLayers(mDrawingState.layersSortedByZ);
+ const ssize_t count = previousLayers.size();
+ for (ssize_t i=0 ; i<count ; i++) {
+ const sp<LayerBase>& layer(previousLayers[i]);
+ if (currentLayers.indexOf( layer ) < 0) {
+ // this layer is not visible anymore
+ // FIXME: would be better to call without the lock held
+ //LOGD("ditching layer %p", layer.get());
+ layer->ditch();
+ }
+ }
}
// get rid of all resources we don't need anymore
@@ -1275,27 +1285,17 @@
/*
* called by the window manager, when a surface should be marked for
* destruction.
+ *
+ * The surface is removed from the current and drawing lists, but placed
+ * in the purgatory queue, so it's not destroyed right-away (we need
+ * to wait for all client's references to go away first).
*/
-
- // TODO: here we should make the surface disappear from the screen
- // and mark it for removal. however, we can't free anything until all
- // client are done. All operations on this surface should return errors.
-
- status_t err = NAME_NOT_FOUND;
- sp<LayerBaseClient> layer;
-
- { // scope for the lock
- Mutex::Autolock _l(mStateLock);
- layer = getLayerUser_l(index);
- err = purgatorizeLayer_l(layer);
- if (err == NO_ERROR) {
- setTransactionFlags(eTransactionNeeded);
- }
- }
- if (layer != 0) {
- // do this outside of mStateLock
- layer->ditch();
+ Mutex::Autolock _l(mStateLock);
+ sp<LayerBaseClient> layer = getLayerUser_l(index);
+ status_t err = purgatorizeLayer_l(layer);
+ if (err == NO_ERROR) {
+ setTransactionFlags(eTransactionNeeded);
}
return err;
}
@@ -1304,35 +1304,26 @@
{
/*
* called by ~ISurface() when all references are gone
- */
-
- /* FIXME:
- * - ideally we want to release as much GL state as possible after
- * purgatorizeLayer_l() has been called and the surface is not in any
- * active list.
+ *
+ * the surface must be removed from purgatory from the main thread
+ * since its dtor must run from there (b/c of OpenGL ES).
*/
class MessageDestroySurface : public MessageBase {
- sp<SurfaceFlinger> flinger;
+ SurfaceFlinger* flinger;
sp<LayerBaseClient> layer;
public:
- MessageDestroySurface(const sp<SurfaceFlinger>& flinger,
- const sp<LayerBaseClient>& layer)
- : MessageBase(0), flinger(flinger), layer(layer) {
- }
- ~MessageDestroySurface() {
- //LOGD("~MessageDestroySurface, layer=%p", layer.get());
- }
+ MessageDestroySurface(
+ SurfaceFlinger* flinger, const sp<LayerBaseClient>& layer)
+ : flinger(flinger), layer(layer) { }
virtual bool handler() {
- //LOGD("MessageDestroySurface handler, layer=%p", layer.get());
Mutex::Autolock _l(flinger->mStateLock);
- flinger->mLayerPurgatory.remove(layer);
+ ssize_t idx = flinger->mLayerPurgatory.remove(layer);
+ LOGE_IF(idx<0, "layer=%p is not in the purgatory list", layer.get());
return true;
}
};
-
mEventQueue.postMessage( new MessageDestroySurface(this, layer) );
-
return NO_ERROR;
}