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authorAndroid Build Coastguard Worker <android-build-coastguard-worker@google.com>2021-09-11 03:06:46 +0000
committerAndroid Build Coastguard Worker <android-build-coastguard-worker@google.com>2021-09-11 03:06:46 +0000
commitb91655e8e0c80a95234c23d93632c43cc5c45c43 (patch)
tree263cafc17d38fb22ed32a597dce872b3bb9184cf
parent46796dc577e75c481c7e095726dbb087a6ac3044 (diff)
parent81274cba0f038554c7ce58421676042df6c8de10 (diff)
downloadnative-b91655e8e0c80a95234c23d93632c43cc5c45c43.tar.gz
Snap for 7723257 from 81274cba0f038554c7ce58421676042df6c8de10 to sc-qpr1-release
Change-Id: Id558b28e153826f77c2ec48cb09ee2a37a6a9aaa
-rw-r--r--libs/renderengine/skia/SkiaGLRenderEngine.cpp35
-rw-r--r--libs/renderengine/skia/SkiaGLRenderEngine.h5
2 files changed, 29 insertions, 11 deletions
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.cpp b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
index 3c59f11395..94023e6247 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.cpp
@@ -424,14 +424,28 @@ base::unique_fd SkiaGLRenderEngine::flush() {
return fenceFd;
}
-bool SkiaGLRenderEngine::waitFence(base::unique_fd fenceFd) {
+void SkiaGLRenderEngine::waitFence(base::borrowed_fd fenceFd) {
+ if (fenceFd.get() >= 0 && !waitGpuFence(fenceFd)) {
+ ATRACE_NAME("SkiaGLRenderEngine::waitFence");
+ sync_wait(fenceFd.get(), -1);
+ }
+}
+
+bool SkiaGLRenderEngine::waitGpuFence(base::borrowed_fd fenceFd) {
if (!gl::GLExtensions::getInstance().hasNativeFenceSync() ||
!gl::GLExtensions::getInstance().hasWaitSync()) {
return false;
}
+ // Duplicate the fence for passing to eglCreateSyncKHR.
+ base::unique_fd fenceDup(dup(fenceFd.get()));
+ if (fenceDup.get() < 0) {
+ ALOGE("failed to create duplicate fence fd: %d", fenceDup.get());
+ return false;
+ }
+
// release the fd and transfer the ownership to EGLSync
- EGLint attribs[] = {EGL_SYNC_NATIVE_FENCE_FD_ANDROID, fenceFd.release(), EGL_NONE};
+ EGLint attribs[] = {EGL_SYNC_NATIVE_FENCE_FD_ANDROID, fenceDup.release(), EGL_NONE};
EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_NATIVE_FENCE_ANDROID, attribs);
if (sync == EGL_NO_SYNC_KHR) {
ALOGE("failed to create EGL native fence sync: %#x", eglGetError());
@@ -726,14 +740,6 @@ status_t SkiaGLRenderEngine::drawLayers(const DisplaySettings& display,
return NO_ERROR;
}
- if (bufferFence.get() >= 0) {
- // Duplicate the fence for passing to waitFence.
- base::unique_fd bufferFenceDup(dup(bufferFence.get()));
- if (bufferFenceDup < 0 || !waitFence(std::move(bufferFenceDup))) {
- ATRACE_NAME("Waiting before draw");
- sync_wait(bufferFence.get(), -1);
- }
- }
if (buffer == nullptr) {
ALOGE("No output buffer provided. Aborting GPU composition.");
return BAD_VALUE;
@@ -758,6 +764,9 @@ status_t SkiaGLRenderEngine::drawLayers(const DisplaySettings& display,
true, mTextureCleanupMgr);
}
+ // wait on the buffer to be ready to use prior to using it
+ waitFence(bufferFence);
+
const ui::Dataspace dstDataspace =
mUseColorManagement ? display.outputDataspace : ui::Dataspace::V0_SRGB_LINEAR;
sk_sp<SkSurface> dstSurface = surfaceTextureRef->getOrCreateSurface(dstDataspace, grContext);
@@ -1014,6 +1023,12 @@ status_t SkiaGLRenderEngine::drawLayers(const DisplaySettings& display,
false, mTextureCleanupMgr);
}
+ // if the layer's buffer has a fence, then we must must respect the fence prior to using
+ // the buffer.
+ if (layer->source.buffer.fence != nullptr) {
+ waitFence(layer->source.buffer.fence->get());
+ }
+
// isOpaque means we need to ignore the alpha in the image,
// replacing it with the alpha specified by the LayerSettings. See
// https://developer.android.com/reference/android/view/SurfaceControl.Builder#setOpaque(boolean)
diff --git a/libs/renderengine/skia/SkiaGLRenderEngine.h b/libs/renderengine/skia/SkiaGLRenderEngine.h
index a852bbcaf8..238ad8f452 100644
--- a/libs/renderengine/skia/SkiaGLRenderEngine.h
+++ b/libs/renderengine/skia/SkiaGLRenderEngine.h
@@ -99,7 +99,10 @@ private:
inline GrDirectContext* getActiveGrContext() const;
base::unique_fd flush();
- bool waitFence(base::unique_fd fenceFd);
+ // waitFence attempts to wait in the GPU, and if unable to waits on the CPU instead.
+ void waitFence(base::borrowed_fd fenceFd);
+ bool waitGpuFence(base::borrowed_fd fenceFd);
+
void initCanvas(SkCanvas* canvas, const DisplaySettings& display);
void drawShadow(SkCanvas* canvas, const SkRRect& casterRRect,
const ShadowSettings& shadowSettings);