Transfer HWC release fences to BufferQueue
After a HWC set, each SurfaceFlinger Layer retrieves the release fence
HWC returned and gives it to the layer's SurfaceTexture. The
SurfaceTexture accumulates the fences into a merged fence until the
next updateTexImage, then passes the merged fence to the BufferQueue
in releaseBuffer.
In a follow-on change, BufferQueue will return the fence along with
the buffer slot in dequeueBuffer. For now, dequeueBuffer waits for the
fence to signal before returning.
The releaseFence default value for BufferQueue::releaseBuffer() is
temporary to avoid transient build breaks with a multi-project
checkin. It'll disappear in the next change.
Change-Id: Iaa9a0d5775235585d9cbf453d3a64623d08013d9
diff --git a/libs/gui/BufferQueue.cpp b/libs/gui/BufferQueue.cpp
index a2e08c0..23ac882 100644
--- a/libs/gui/BufferQueue.cpp
+++ b/libs/gui/BufferQueue.cpp
@@ -307,6 +307,7 @@
status_t returnFlags(OK);
EGLDisplay dpy = EGL_NO_DISPLAY;
EGLSyncKHR fence = EGL_NO_SYNC_KHR;
+ sp<Fence> releaseFence;
{ // Scope for the lock
Mutex::Autolock lock(mMutex);
@@ -318,7 +319,6 @@
usage |= mConsumerUsageBits;
int found = -1;
- int foundSync = -1;
int dequeuedCount = 0;
bool tryAgain = true;
while (tryAgain) {
@@ -369,7 +369,6 @@
// look for a free buffer to give to the client
found = INVALID_BUFFER_SLOT;
- foundSync = INVALID_BUFFER_SLOT;
dequeuedCount = 0;
for (int i = 0; i < mBufferCount; i++) {
const int state = mSlots[i].mBufferState;
@@ -393,7 +392,6 @@
bool isOlder = mSlots[i].mFrameNumber <
mSlots[found].mFrameNumber;
if (found < 0 || isOlder) {
- foundSync = i;
found = i;
}
}
@@ -484,6 +482,7 @@
mSlots[buf].mGraphicBuffer = graphicBuffer;
mSlots[buf].mRequestBufferCalled = false;
mSlots[buf].mFence = EGL_NO_SYNC_KHR;
+ mSlots[buf].mReleaseFence.clear();
mSlots[buf].mEglDisplay = EGL_NO_DISPLAY;
returnFlags |= ISurfaceTexture::BUFFER_NEEDS_REALLOCATION;
@@ -491,7 +490,9 @@
dpy = mSlots[buf].mEglDisplay;
fence = mSlots[buf].mFence;
+ releaseFence = mSlots[buf].mReleaseFence;
mSlots[buf].mFence = EGL_NO_SYNC_KHR;
+ mSlots[buf].mReleaseFence.clear();
} // end lock scope
if (fence != EGL_NO_SYNC_KHR) {
@@ -507,6 +508,16 @@
eglDestroySyncKHR(dpy, fence);
}
+ if (releaseFence.get()) {
+ int err = releaseFence->wait(1000);
+ if (err == -ETIME) {
+ ALOGE("dequeueBuffer: timeout waiting for release fence");
+ } else if (err != NO_ERROR) {
+ ALOGE("dequeueBuffer: error waiting for sync fence: %d", err);
+ }
+ releaseFence.clear();
+ }
+
ST_LOGV("dequeueBuffer: returning slot=%d buf=%p flags=%#x", *outBuf,
mSlots[*outBuf].mGraphicBuffer->handle, returnFlags);
@@ -846,6 +857,7 @@
eglDestroySyncKHR(mSlots[i].mEglDisplay, mSlots[i].mFence);
mSlots[i].mFence = EGL_NO_SYNC_KHR;
}
+ mSlots[i].mReleaseFence.clear();
}
void BufferQueue::freeAllBuffersLocked() {
@@ -896,7 +908,7 @@
}
status_t BufferQueue::releaseBuffer(int buf, EGLDisplay display,
- EGLSyncKHR fence) {
+ EGLSyncKHR fence, const sp<Fence>& releaseFence) {
ATRACE_CALL();
ATRACE_BUFFER_INDEX(buf);
@@ -908,6 +920,7 @@
mSlots[buf].mEglDisplay = display;
mSlots[buf].mFence = fence;
+ mSlots[buf].mReleaseFence = releaseFence;
// The buffer can now only be released if its in the acquired state
if (mSlots[buf].mBufferState == BufferSlot::ACQUIRED) {