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authorJohn Reck <jreck@google.com>2015-01-14 10:40:15 -0800
committerJohn Reck <jreck@google.com>2015-01-14 10:40:15 -0800
commita22c9b2cd171a656fa684d57a915dbe636da5f6a (patch)
treed7b4e944191fc2dc62d12f1e2bb4b73642267fc4 /libs
parent820088587e732fe04b705248a06f275bf264be33 (diff)
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Vsyncs are hard
Bug: 18866485 Change-Id: I7d304df0f20a3296956cb6887a72adba9243f117
Diffstat (limited to 'libs')
-rw-r--r--libs/hwui/renderthread/RenderThread.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/libs/hwui/renderthread/RenderThread.cpp b/libs/hwui/renderthread/RenderThread.cpp
index 3e4e965..84826b7 100644
--- a/libs/hwui/renderthread/RenderThread.cpp
+++ b/libs/hwui/renderthread/RenderThread.cpp
@@ -284,6 +284,14 @@ bool RenderThread::threadLoop() {
mPendingRegistrationFrameCallbacks.clear();
requestVsync();
}
+
+ if (!mFrameCallbackTaskPending && !mVsyncRequested && mFrameCallbacks.size()) {
+ // TODO: Clean this up. This is working around an issue where a combination
+ // of bad timing and slow drawing can result in dropping a stale vsync
+ // on the floor (correct!) but fails to schedule to listen for the
+ // next vsync (oops), so none of the callbacks are run.
+ requestVsync();
+ }
}
return false;