BufferQueue: alloc without holding the lock

This change makes BufferQueue::dequeueBuffer release its mutex before
allocating new buffers.  This should alleviate lock contention in
SurfaceFlinger where SF's main thread can get blocked waiting for an allocation
operation to complete.

Bug: 7335075
Change-Id: I1b000539cc616a695afab2e9c68507db69e57b13
This commit is contained in:
Jamie Gennis 2012-10-04 18:34:01 -07:00
parent f0c89b28be
commit 1efe099a51
1 changed files with 25 additions and 11 deletions

View File

@ -385,18 +385,8 @@ status_t BufferQueue::dequeueBuffer(int *outBuf, sp<Fence>& outFence,
(uint32_t(buffer->format) != format) ||
((uint32_t(buffer->usage) & usage) != usage))
{
status_t error;
sp<GraphicBuffer> graphicBuffer(
mGraphicBufferAlloc->createGraphicBuffer(
w, h, format, usage, &error));
if (graphicBuffer == 0) {
ST_LOGE("dequeueBuffer: SurfaceComposer::createGraphicBuffer "
"failed");
return error;
}
mSlots[buf].mAcquireCalled = false;
mSlots[buf].mGraphicBuffer = graphicBuffer;
mSlots[buf].mGraphicBuffer = NULL;
mSlots[buf].mRequestBufferCalled = false;
mSlots[buf].mEglFence = EGL_NO_SYNC_KHR;
mSlots[buf].mFence.clear();
@ -412,6 +402,30 @@ status_t BufferQueue::dequeueBuffer(int *outBuf, sp<Fence>& outFence,
mSlots[buf].mFence.clear();
} // end lock scope
if (returnFlags & ISurfaceTexture::BUFFER_NEEDS_REALLOCATION) {
status_t error;
sp<GraphicBuffer> graphicBuffer(
mGraphicBufferAlloc->createGraphicBuffer(
w, h, format, usage, &error));
if (graphicBuffer == 0) {
ST_LOGE("dequeueBuffer: SurfaceComposer::createGraphicBuffer "
"failed");
return error;
}
{ // Scope for the lock
Mutex::Autolock lock(mMutex);
if (mAbandoned) {
ST_LOGE("dequeueBuffer: SurfaceTexture has been abandoned!");
return NO_INIT;
}
mSlots[*outBuf].mGraphicBuffer = graphicBuffer;
}
}
if (eglFence != EGL_NO_SYNC_KHR) {
EGLint result = eglClientWaitSyncKHR(dpy, eglFence, 0, 1000000000);
// If something goes wrong, log the error, but return the buffer without