Fix FenceTracker releaseFence
This patch:
* Fixes the release fence when GPU compositing.
* Stores the final release fence in ConsumerBase just
before releasing the Buffer, which helps ensure
sync points aren't added unknowningly.
* Makes HWC2 release pending buffers as the first step
of postCompostion, rather than the last, which should
allow dequeue to unblock a little earlier and helps
make sure the previous buffer's release fence has
been finalized before FenceTracker::addFrame is
called.
* Fence tracker only sets the release fence once it
has been finalized so it does not report a release
fence for a buffer that is still latched.
Test: adb shell /data/nativetest/libgui_test/libgui_test
--gtest_filter=*GetFrameTimestamps*
Change-Id: I27d484bfd48f730bdcea2628f96795c6f4b4df7b
diff --git a/include/gui/ConsumerBase.h b/include/gui/ConsumerBase.h
index 9f8b638..ce85fc3 100644
--- a/include/gui/ConsumerBase.h
+++ b/include/gui/ConsumerBase.h
@@ -180,7 +180,7 @@
// Derived classes should override this method to perform any cleanup that
// must take place when a buffer is released back to the BufferQueue. If
// it is overridden the derived class's implementation must call
- // ConsumerBase::releaseBufferLocked.e
+ // ConsumerBase::releaseBufferLocked.
virtual status_t releaseBufferLocked(int slot,
const sp<GraphicBuffer> graphicBuffer,
EGLDisplay display, EGLSyncKHR eglFence);
@@ -244,6 +244,10 @@
// if none is supplied
sp<IGraphicBufferConsumer> mConsumer;
+ // The final release fence of the most recent buffer released by
+ // releaseBufferLocked.
+ sp<Fence> mPrevFinalReleaseFence;
+
// mMutex is the mutex used to prevent concurrent access to the member
// variables of ConsumerBase objects. It must be locked whenever the
// member variables are accessed or when any of the *Locked methods are
diff --git a/include/gui/GLConsumer.h b/include/gui/GLConsumer.h
index 6267625..6ff1303 100644
--- a/include/gui/GLConsumer.h
+++ b/include/gui/GLConsumer.h
@@ -250,7 +250,7 @@
// mEglSlots array in addition to the ConsumerBase.
virtual status_t releaseBufferLocked(int slot,
const sp<GraphicBuffer> graphicBuffer,
- EGLDisplay display, EGLSyncKHR eglFence);
+ EGLDisplay display, EGLSyncKHR eglFence) override;
status_t releaseBufferLocked(int slot,
const sp<GraphicBuffer> graphicBuffer, EGLSyncKHR eglFence) {