SurfaceFlinger: Prevent deadlock by updating an atomic layer set.
Bug: 12934849 Change-Id: I9dede7316f1e967de4140bd731ac810115ea302f
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@ -277,6 +277,11 @@ public:
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*/
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Rect getContentCrop() const;
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/*
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* Returns if a frame is queued.
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*/
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bool hasQueuedFrame() const { return mQueuedFrames > 0; }
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// -----------------------------------------------------------------------
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void clearWithOpenGL(const sp<const DisplayDevice>& hw, const Region& clip) const;
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@ -1541,9 +1541,24 @@ void SurfaceFlinger::handlePageFlip()
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bool visibleRegions = false;
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const LayerVector& layers(mDrawingState.layersSortedByZ);
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const size_t count = layers.size();
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for (size_t i=0 ; i<count ; i++) {
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// Store the set of layers that need updates. This set must not change as
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// buffers are being latched, as this could result in a deadlock.
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// Example: Two producers share the same command stream and:
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// 1.) Layer 0 is latched
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// 2.) Layer 0 gets a new frame
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// 2.) Layer 1 gets a new frame
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// 3.) Layer 1 is latched.
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// Display is now waiting on Layer 1's frame, which is behind layer 0's
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// second frame. But layer 0's second frame could be waiting on display.
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Vector<Layer*> layersWithQueuedFrames;
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for (size_t i = 0, count = layers.size(); i<count ; i++) {
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const sp<Layer>& layer(layers[i]);
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if (layer->hasQueuedFrame())
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layersWithQueuedFrames.push_back(layer.get());
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}
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for (size_t i = 0, count = layersWithQueuedFrames.size() ; i<count ; i++) {
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Layer* layer = layersWithQueuedFrames[i];
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const Region dirty(layer->latchBuffer(visibleRegions));
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const Layer::State& s(layer->getDrawingState());
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invalidateLayerStack(s.layerStack, dirty);
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