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Commit 6a840708 authored by John Reck's avatar John Reck Committed by Android (Google) Code Review
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Merge "Always submit after texture uploads" into sc-dev

parents 1c405c33 cf1170fb
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+6 −2
Original line number Diff line number Diff line
@@ -207,12 +207,16 @@ bool SkiaPipeline::createOrUpdateLayer(RenderNode* node, const DamageAccumulator

void SkiaPipeline::prepareToDraw(const RenderThread& thread, Bitmap* bitmap) {
    GrDirectContext* context = thread.getGrContext();
    if (context) {
    if (context && !bitmap->isHardware()) {
        ATRACE_FORMAT("Bitmap#prepareToDraw %dx%d", bitmap->width(), bitmap->height());
        auto image = bitmap->makeImage();
        if (image.get() && !bitmap->isHardware()) {
        if (image.get()) {
            SkImage_pinAsTexture(image.get(), context);
            SkImage_unpinAsTexture(image.get(), context);
            // A submit is necessary as there may not be a frame coming soon, so without a call
            // to submit these texture uploads can just sit in the queue building up until
            // we run out of RAM
            context->flushAndSubmit();
        }
    }
}
+6 −0
Original line number Diff line number Diff line
@@ -130,6 +130,12 @@ void DrawFrameTask::run() {
    if (CC_LIKELY(canDrawThisFrame)) {
        dequeueBufferDuration = context->draw();
    } else {
        // Do a flush in case syncFrameState performed any texture uploads. Since we skipped
        // the draw() call, those uploads (or deletes) will end up sitting in the queue.
        // Do them now
        if (GrDirectContext* grContext = mRenderThread->getGrContext()) {
            grContext->flushAndSubmit();
        }
        // wait on fences so tasks don't overlap next frame
        context->waitOnFences();
    }