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author Adithya Srinivasan <adsrini@google.com> 2020-06-19 14:57:06 -0700
committer Adithya Srinivasan <adsrini@google.com> 2020-07-16 17:44:41 +0000
commit6dd9fd763a385adba96c8de6d8919c5b61991e7d (patch)
tree3ad584087fd21b8596a00184c2658bcc02ade9dc /vulkan/libvulkan/driver.cpp
parentbc5927524f36a5291d481b12f5e28bff170a637c (diff)
Trace acquire fence at queue time instead of at latch time
For apps that do not use frame pacing, there is a chance that they keep dequeueing and queueing a buffer before the SF wake up. In this case, the older queue item gets dropped by SurfaceFlinger if the expected present time of the later submitted buffer gets satisfied. The GPU work still happens for all the submissions however. The acquire fence gets signalled whenever GPU is done with such work. We currently do not trace this acquirefence and instead, we trace only the one that gets latched by flinger. This behavior can break the new phases UI where the slices are formed based on certain assumptions. This change fixes that by tracing AcquireFence at queue time instead of latch time. Test: Take a trace with blur enabled. Bug: 159472563 Change-Id: I329a11c53dc18eb5d03df096c19dba5c9704ea4a (cherry picked from commit f1e87abccf9b394ab903579c5e0b6ffe3d5da7b4)
Diffstat (limited to 'vulkan/libvulkan/driver.cpp')
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