[SurfaceFlinger] support EGLImage management in BLAST
This mirrors a performance optimization for BufferQueueLayers where
EGLImages were allocated in onFrameAvailable. Here when buffers are
passed over to SurfaceFlinger in a transaction, an EGLImage is also
created for that buffer.
This is critical for reducing jank when operating in higher refresh
rates, as eglCreateImageKHR can take long enough for frames to miss.
Bug: 133627730
Test: systrace of chrome in landscope orientation caches properly
Change-Id: I2022564fbecace7cadd00c89abdcc358d6323315
diff --git a/services/surfaceflinger/BufferStateLayer.cpp b/services/surfaceflinger/BufferStateLayer.cpp
index 05c721f..bcc9915 100644
--- a/services/surfaceflinger/BufferStateLayer.cpp
+++ b/services/surfaceflinger/BufferStateLayer.cpp
@@ -50,12 +50,6 @@
mOverrideScalingMode = NATIVE_WINDOW_SCALING_MODE_SCALE_TO_WINDOW;
mCurrentState.dataspace = ui::Dataspace::V0_SRGB;
}
-BufferStateLayer::~BufferStateLayer() {
- if (mActiveBuffer != nullptr) {
- auto& engine(mFlinger->getRenderEngine());
- engine.unbindExternalTextureBuffer(mActiveBuffer->getId());
- }
-}
// -----------------------------------------------------------------------
// Interface implementation for Layer
@@ -571,11 +565,6 @@
return BAD_VALUE;
}
- if (mActiveBuffer != nullptr) {
- // todo: get this to work with BufferStateLayerCache
- auto& engine(mFlinger->getRenderEngine());
- engine.unbindExternalTextureBuffer(mActiveBuffer->getId());
- }
mActiveBuffer = s.buffer;
mActiveBufferFence = s.acquireFence;
auto& layerCompositionState = getCompositionLayer()->editState().frontEnd;
@@ -621,6 +610,10 @@
}
}
+void BufferStateLayer::bufferErased(const client_cache_t& clientCacheId) {
+ mFlinger->getRenderEngine().unbindExternalTextureBuffer(clientCacheId.id);
+}
+
void BufferStateLayer::HwcSlotGenerator::bufferErased(const client_cache_t& clientCacheId) {
std::lock_guard lock(mMutex);
if (!clientCacheId.isValid()) {