diff options
| author | 2020-10-16 10:54:41 -0700 | |
|---|---|---|
| committer | 2020-10-16 10:58:55 -0700 | |
| commit | bf25577c69c51ad2d1fc54532bb54510da5ddc7c (patch) | |
| tree | 198511953c18104687184d6fb43b6e18cda8f62f /libs/gui/BLASTBufferQueue.cpp | |
| parent | 7eb670ae5357ea9f609e1630759a57ea31537271 (diff) | |
BlastBufferQueue: Fix wait in onFrameAvailable
Use the same logic in both onFrameAvailable and processNextBufferLocked
to check if we can acquire a buffer. Otherwise, there is a chance we
will not be waiting long enough in onFrameAvailable.
Also add error logs if we return unexpectedly when trying to acquire a
buffer.
Test: go/wm-smoke with blast enabled
Test: atest SurfaceViewBufferTests
Change-Id: I2f8afa2fc2efb0371ccc86b422524e474e3f6170
Change-Id: Ibf2733725f7a4334eff38b516f0f5cec87dfd493
Diffstat (limited to 'libs/gui/BLASTBufferQueue.cpp')
| -rw-r--r-- | libs/gui/BLASTBufferQueue.cpp | 20 |
1 files changed, 14 insertions, 6 deletions
diff --git a/libs/gui/BLASTBufferQueue.cpp b/libs/gui/BLASTBufferQueue.cpp index c3f045e868..0b942199c3 100644 --- a/libs/gui/BLASTBufferQueue.cpp +++ b/libs/gui/BLASTBufferQueue.cpp @@ -213,12 +213,9 @@ void BLASTBufferQueue::processNextBufferLocked(bool useNextTransaction) { ATRACE_CALL(); BQA_LOGV("processNextBufferLocked useNextTransaction=%s", toString(useNextTransaction)); - // Wait to acquire a buffer if there are no frames available or we have acquired the maximum + // Wait to acquire a buffer if there are no frames available or we have acquired the max // number of buffers. - // As a special case, we wait for the first callback before acquiring the second buffer so we - // can ensure the first buffer is presented if multiple buffers are queued in succession. - if (mNumFrameAvailable == 0 || mNumAcquired == MAX_ACQUIRED_BUFFERS + 1 || - (!mInitialCallbackReceived && mNumAcquired == 1)) { + if (mNumFrameAvailable == 0 || maxBuffersAcquired()) { BQA_LOGV("processNextBufferLocked waiting for frame available or callback"); return; } @@ -241,6 +238,7 @@ void BLASTBufferQueue::processNextBufferLocked(bool useNextTransaction) { status_t status = mBufferItemConsumer->acquireBuffer(&bufferItem, -1, false); if (status != OK) { + BQA_LOGE("Failed to acquire a buffer, err=%s", statusToString(status).c_str()); return; } auto buffer = bufferItem.mGraphicBuffer; @@ -248,6 +246,7 @@ void BLASTBufferQueue::processNextBufferLocked(bool useNextTransaction) { if (buffer == nullptr) { mBufferItemConsumer->releaseBuffer(bufferItem, Fence::NO_FENCE); + BQA_LOGE("Buffer was empty"); return; } @@ -311,7 +310,7 @@ void BLASTBufferQueue::onFrameAvailable(const BufferItem& /*item*/) { toString(nextTransactionSet), toString(mFlushShadowQueue)); if (nextTransactionSet || mFlushShadowQueue) { - while (mNumFrameAvailable > 0 || mNumAcquired == MAX_ACQUIRED_BUFFERS + 1) { + while (mNumFrameAvailable > 0 || maxBuffersAcquired()) { BQA_LOGV("waiting in onFrameAvailable..."); mCallbackCV.wait(_lock); } @@ -344,4 +343,13 @@ bool BLASTBufferQueue::rejectBuffer(const BufferItem& item) const { // reject buffers if the buffer size doesn't match. return bufWidth != mWidth || bufHeight != mHeight; } + +// Check if we have acquired the maximum number of buffers. +// As a special case, we wait for the first callback before acquiring the second buffer so we +// can ensure the first buffer is presented if multiple buffers are queued in succession. +bool BLASTBufferQueue::maxBuffersAcquired() const { + return mNumAcquired == MAX_ACQUIRED_BUFFERS + 1 || + (!mInitialCallbackReceived && mNumAcquired == 1); +} + } // namespace android |