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author Dominik Laskowski <domlaskowski@google.com> 2022-05-07 15:52:55 -0700
committer Dominik Laskowski <domlaskowski@google.com> 2022-05-16 08:13:25 -0700
commitbb448ce9aa521f9574d94c9ec2d57eb7d37382cb (patch)
treece3b4e8cc398b8b38543908f423370450731c99a /services/surfaceflinger/Layer.cpp
parent0f24a7c37b3e65996c9bb88c3e22038ae2ca58ef (diff)
SF: Do not duplicate fences per layer per frame
Convert the unique_fd of RenderEngineResult (and futures thereof) into sp<Fence> such that postFramebuffer does not duplicate release/present fences. Remove a few copies of shared futures/pointers with std::move. Bug: 232436803 Test: simpleperf (-33% cycles in sys_dup) Change-Id: Ia7c6c8333a712441f3612fb5c720ea2932799636
Diffstat (limited to 'services/surfaceflinger/Layer.cpp')
-rw-r--r--services/surfaceflinger/Layer.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index e1eec8b97e..2298f038e9 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -213,8 +213,7 @@ LayerCreationArgs::LayerCreationArgs(SurfaceFlinger* flinger, sp<Client> client,
* Layer. So, the implementation is done in BufferLayer. When called on a
* EffectLayer object, it's essentially a NOP.
*/
-void Layer::onLayerDisplayed(
- std::shared_future<renderengine::RenderEngineResult> /*futureRenderEngineResult*/) {}
+void Layer::onLayerDisplayed(std::shared_future<FenceResult>) {}
void Layer::removeRelativeZ(const std::vector<Layer*>& layersInTree) {
if (mDrawingState.zOrderRelativeOf == nullptr) {