Clean up Renderengine caching semantics
* Add unbindExternalTextureBuffer, so that callers such as
BufferLayerConsumer can help manage the cache directly, which improves
system utilization.
* Remove the CacheHint, as it's no longer needed.
* Remove the backing image cache in BufferLayerConsumer, as it has not
been used. We still need a shadow array to properly callback into
RenderEngine, but we no longer need to store EGLImages here.
Bug: 123107664
Test: systrace
Test: open and close apps with GL composition forced, check for buffer
leakage through dumpsys
Change-Id: Ie48f99868dd46a4e18b5d659eea520e97a9eb300
diff --git a/services/surfaceflinger/BufferStateLayer.cpp b/services/surfaceflinger/BufferStateLayer.cpp
index f6b69eb..6390e85 100644
--- a/services/surfaceflinger/BufferStateLayer.cpp
+++ b/services/surfaceflinger/BufferStateLayer.cpp
@@ -48,7 +48,12 @@
mOverrideScalingMode = NATIVE_WINDOW_SCALING_MODE_SCALE_TO_WINDOW;
mCurrentState.dataspace = ui::Dataspace::V0_SRGB;
}
-BufferStateLayer::~BufferStateLayer() = default;
+BufferStateLayer::~BufferStateLayer() {
+ if (mActiveBuffer != nullptr) {
+ auto& engine(mFlinger->getRenderEngine());
+ engine.unbindExternalTextureBuffer(mActiveBuffer->getId());
+ }
+}
// -----------------------------------------------------------------------
// Interface implementation for Layer
@@ -468,7 +473,7 @@
const State& s(getDrawingState());
auto& engine(mFlinger->getRenderEngine());
- return engine.bindExternalTextureBuffer(mTextureName, s.buffer, s.acquireFence, false);
+ return engine.bindExternalTextureBuffer(mTextureName, s.buffer, s.acquireFence);
}
status_t BufferStateLayer::updateTexImage(bool& /*recomputeVisibleRegions*/, nsecs_t latchTime) {
@@ -542,6 +547,11 @@
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;
@@ -551,11 +561,6 @@
return NO_ERROR;
}
-bool BufferStateLayer::useCachedBufferForClientComposition() const {
- // TODO: Store a proper staleness bit to support EGLImage caching.
- return false;
-}
-
status_t BufferStateLayer::updateFrameNumber(nsecs_t /*latchTime*/) {
// TODO(marissaw): support frame history events
mCurrentFrameNumber = mFrameNumber;