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-rw-r--r--libs/gui/BufferQueueProducer.cpp20
1 files changed, 14 insertions, 6 deletions
diff --git a/libs/gui/BufferQueueProducer.cpp b/libs/gui/BufferQueueProducer.cpp
index 05923b5d35..ce4778435f 100644
--- a/libs/gui/BufferQueueProducer.cpp
+++ b/libs/gui/BufferQueueProducer.cpp
@@ -921,7 +921,11 @@ status_t BufferQueueProducer::queueBuffer(int slot,
// Call back without the main BufferQueue lock held, but with the callback
// lock held so we can ensure that callbacks occur in order
- {
+
+ int connectedApi;
+ sp<Fence> lastQueuedFence;
+
+ { // scope for the lock
Mutex::Autolock lock(mCallbackMutex);
while (callbackTicket != mCurrentCallbackTicket) {
mCallbackCondition.wait(mCallbackMutex);
@@ -933,20 +937,24 @@ status_t BufferQueueProducer::queueBuffer(int slot,
frameReplacedListener->onFrameReplaced(item);
}
+ connectedApi = mCore->mConnectedApi;
+ lastQueuedFence = std::move(mLastQueueBufferFence);
+
+ mLastQueueBufferFence = std::move(fence);
+ mLastQueuedCrop = item.mCrop;
+ mLastQueuedTransform = item.mTransform;
+
++mCurrentCallbackTicket;
mCallbackCondition.broadcast();
}
// Wait without lock held
- if (mCore->mConnectedApi == NATIVE_WINDOW_API_EGL) {
+ if (connectedApi == NATIVE_WINDOW_API_EGL) {
// Waiting here allows for two full buffers to be queued but not a
// third. In the event that frames take varying time, this makes a
// small trade-off in favor of latency rather than throughput.
- mLastQueueBufferFence->waitForever("Throttling EGL Production");
+ lastQueuedFence->waitForever("Throttling EGL Production");
}
- mLastQueueBufferFence = fence;
- mLastQueuedCrop = item.mCrop;
- mLastQueuedTransform = item.mTransform;
return NO_ERROR;
}