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author | Eino-Ville Talvala <etalvala@google.com> | 2013-09-19 12:49:13 -0700 |
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committer | Eino-Ville Talvala <etalvala@google.com> | 2013-09-19 13:43:42 -0700 |
commit | a3402c33c61b55e8d068b8b4e06aae158fd1af4e (patch) | |
tree | 4b709dca585b2cb2d8890fe7e49767a021720d11 /core/jni | |
parent | 7cb93f4e227d603dadd065ea4173b6779279221e (diff) | |
download | frameworks_base-a3402c33c61b55e8d068b8b4e06aae158fd1af4e.zip frameworks_base-a3402c33c61b55e8d068b8b4e06aae158fd1af4e.tar.gz frameworks_base-a3402c33c61b55e8d068b8b4e06aae158fd1af4e.tar.bz2 |
TextureView/GLES20Canvas: Support synchronous GLConsumers
Always update to the newest available frame from a GLConsumer.
Otherwise, with a synchronous queue, rendering can fall behind and
eventually deadlock with producer.
Bug: 10830400
Change-Id: I7f1d752c80ae5dac892a26d82e86806c27f5d955
Diffstat (limited to 'core/jni')
-rw-r--r-- | core/jni/android_view_GLES20Canvas.cpp | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/core/jni/android_view_GLES20Canvas.cpp b/core/jni/android_view_GLES20Canvas.cpp index dc90da7..b720e73 100644 --- a/core/jni/android_view_GLES20Canvas.cpp +++ b/core/jni/android_view_GLES20Canvas.cpp @@ -878,6 +878,23 @@ static void android_view_GLES20Canvas_updateTextureLayer(JNIEnv* env, jobject cl sp<GLConsumer> surfaceTexture(SurfaceTexture_getSurfaceTexture(env, surface)); if (surfaceTexture->updateTexImage() == NO_ERROR) { + int64_t frameNumber = surfaceTexture->getFrameNumber(); + // If the GLConsumer queue is in synchronous mode, need to discard all + // but latest frame, using the frame number to tell when we no longer + // have newer frames to target. Since we can't tell which mode it is in, + // do this unconditionally. + int dropCounter = 0; + while (surfaceTexture->updateTexImage() == NO_ERROR) { + int64_t newFrameNumber = surfaceTexture->getFrameNumber(); + if (newFrameNumber == frameNumber) break; + frameNumber = newFrameNumber; + dropCounter++; + } + #if DEBUG_RENDERER + if (dropCounter > 0) { + RENDERER_LOGD("Dropped %d frames on texture layer update", dropCounter); + } + #endif surfaceTexture->getTransformMatrix(transform); GLenum renderTarget = surfaceTexture->getCurrentTextureTarget(); |