Loading services/surfaceflinger/SurfaceFlinger.cpp +5 −3 Original line number Diff line number Diff line Loading @@ -1664,6 +1664,7 @@ void SurfaceFlinger::setTransactionState( const Vector<DisplayState>& displays, uint32_t flags) { ATRACE_CALL(); Mutex::Autolock _l(mStateLock); uint32_t transactionFlags = 0; Loading @@ -1671,11 +1672,12 @@ void SurfaceFlinger::setTransactionState( // For window updates that are part of an animation we must wait for // previous animation "frames" to be handled. while (mAnimTransactionPending) { status_t err = mTransactionCV.waitRelative(mStateLock, 500 * 1000); status_t err = mTransactionCV.waitRelative(mStateLock, s2ns(5)); if (CC_UNLIKELY(err != NO_ERROR)) { // just in case something goes wrong in SF, return to the // caller after a few hundred microseconds. ALOGW_IF(err == TIMED_OUT, "setTransactionState timed out!"); // caller after a few seconds. ALOGW_IF(err == TIMED_OUT, "setTransactionState timed out " "waiting for previous animation frame"); mAnimTransactionPending = false; break; } Loading Loading
services/surfaceflinger/SurfaceFlinger.cpp +5 −3 Original line number Diff line number Diff line Loading @@ -1664,6 +1664,7 @@ void SurfaceFlinger::setTransactionState( const Vector<DisplayState>& displays, uint32_t flags) { ATRACE_CALL(); Mutex::Autolock _l(mStateLock); uint32_t transactionFlags = 0; Loading @@ -1671,11 +1672,12 @@ void SurfaceFlinger::setTransactionState( // For window updates that are part of an animation we must wait for // previous animation "frames" to be handled. while (mAnimTransactionPending) { status_t err = mTransactionCV.waitRelative(mStateLock, 500 * 1000); status_t err = mTransactionCV.waitRelative(mStateLock, s2ns(5)); if (CC_UNLIKELY(err != NO_ERROR)) { // just in case something goes wrong in SF, return to the // caller after a few hundred microseconds. ALOGW_IF(err == TIMED_OUT, "setTransactionState timed out!"); // caller after a few seconds. ALOGW_IF(err == TIMED_OUT, "setTransactionState timed out " "waiting for previous animation frame"); mAnimTransactionPending = false; break; } Loading