Fix vr flinger deadlock and race condition
While investigating hangs when transitioning from 2d --> vr and back I found a deadlock and race condition in the vr flinger pause/resume handling. This CL should fix both issues. Unfortunately there's still another deadlock related to multiple threads trying to suspend/resume vr flinger, but considering how vr flinger is currently used by surface flinger we shouldn't ever hit that scenario in practice. Bug: None Test: I was able to reliably get a hang when starting/stopping vr launcher a few times, but with this CL applied and another CL to remove calls to SetPowerMode() applied (that CL will be submitted separately), I no longer see any hangs. Change-Id: Ie842bf9fb00e4e2937769ed7e1e2ec9cc47861f7 (cherry picked from commit cf921a3919d68d8c8d1b8be39e03a372f6346f57)
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