BLASTBufferQueue: Cap shadow queue size during sync
While waiting for the transaction commit callback on a previous sync transaction BLASTBufferQueue will halt buffer processing to ensure later frames do not arrive at SurfaceFlinger first. These buffers wait in the shadow queue (tracked by mNumFrameAvailable) to be acquired later. If we end up in a situation where all the buffers are either in a sync transaction or in the shadow queue then dequeue buffer will begin to block. This isn't ideal, as dequeue buffer blocking can cause UI thread to block, aka UI thread can block on RenderThread. However completing the sync transaction (from a previous frame) can also depend on UI thread, aka RenderThread can now block on UI thread (since we need the transaction to apply in order to thaw the shadow queue). In this CL we try and avoid that situation by only keeping 1 frame in the shadow queue while waiting for the sync to complete. If a second frame comes in we will acquire and release the first before acquiring the second. Bug: 200285149 Change-Id: I5072765e7b94820b3e66c557f5a96172ccef8172 Merged-In: I5072765e7b94820b3e66c557f5a96172ccef8172
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