Pass fences from BufferQueue to SurfaceTextureClient
ISurfaceTexture::dequeueBuffer now returns the buffer's fence for the
client to wait on. For BufferQueue, this means passing it through
Binder so it can be returned to the SurfaceTextureClient. Now
SurfaceTextureClient is responsible for waiting on the fence in
dequeueBuffer instead of BufferQueue: one step closer to the goal.
Change-Id: I677ae758bcd23acee2d784b8cec11b32cccc196d
diff --git a/libs/gui/SurfaceTextureClient.cpp b/libs/gui/SurfaceTextureClient.cpp
index 8195de9..57bc604 100644
--- a/libs/gui/SurfaceTextureClient.cpp
+++ b/libs/gui/SurfaceTextureClient.cpp
@@ -198,7 +198,8 @@
int buf = -1;
int reqW = mReqWidth ? mReqWidth : mUserWidth;
int reqH = mReqHeight ? mReqHeight : mUserHeight;
- status_t result = mSurfaceTexture->dequeueBuffer(&buf, reqW, reqH,
+ sp<Fence> fence;
+ status_t result = mSurfaceTexture->dequeueBuffer(&buf, fence, reqW, reqH,
mReqFormat, mReqUsage);
if (result < 0) {
ALOGV("dequeueBuffer: ISurfaceTexture::dequeueBuffer(%d, %d, %d, %d)"
@@ -219,6 +220,15 @@
return result;
}
}
+
+ if (fence.get()) {
+ status_t err = fence->wait(Fence::TIMEOUT_NEVER);
+ if (err != OK) {
+ ALOGE("dequeueBuffer: error waiting for fence: %d", err);
+ }
+ fence.clear();
+ }
+
*buffer = gbuf.get();
*fenceFd = -1;
return OK;