SurfaceTexture: use eglWaitSync

This change adds a compile-option to use eglWaitSyncANDROID to ensure that
texturing operations that access the current buffer of a SurfaceTexture do not
occur until the buffer is completely written.  It also moves this
synchronization into a new SurfaceTexture method called doGLFenceWait and
changes SurfaceFlinger's Layer class to use that method rather than performing
its own wait on the fence.

Change-Id: I70afa88086ca7ff49a80e3cd03d423767db7cb88
This commit is contained in:
Jamie Gennis 2012-09-09 17:48:42 -07:00
parent 010dd4fb89
commit 61e04b92bd
3 changed files with 84 additions and 7 deletions

View File

@ -77,6 +77,9 @@ public:
//
// This call may only be made while the OpenGL ES context to which the
// target texture belongs is bound to the calling thread.
//
// After calling this method the doGLFenceWait method must be called
// before issuing OpenGL ES commands that access the texture contents.
status_t updateTexImage();
// setReleaseFence stores a fence file descriptor that will signal when the
@ -154,6 +157,12 @@ public:
// ready to be read from.
sp<Fence> getCurrentFence() const;
// doGLFenceWait inserts a wait command into the OpenGL ES command stream
// to ensure that it is safe for future OpenGL ES commands to access the
// current texture buffer. This must be called each time updateTexImage
// is called before issuing OpenGL ES commands that access the texture.
status_t doGLFenceWait() const;
// isSynchronousMode returns whether the SurfaceTexture is currently in
// synchronous mode.
bool isSynchronousMode() const;

View File

@ -48,9 +48,19 @@
#ifdef USE_FENCE_SYNC
#error "USE_NATIVE_FENCE_SYNC and USE_FENCE_SYNC are incompatible"
#endif
const bool useNativeFenceSync = true;
static const bool useNativeFenceSync = true;
#else
const bool useNativeFenceSync = false;
static const bool useNativeFenceSync = false;
#endif
// This compile option makes SurfaceTexture use the EGL_ANDROID_sync_wait
// extension to insert server-side waits into the GLES command stream. This
// feature requires the EGL_ANDROID_native_fence_sync and
// EGL_ANDROID_wait_sync extensions.
#ifdef USE_WAIT_SYNC
static const bool useWaitSync = true;
#else
static const bool useWaitSync = false;
#endif
// This compile option makes SurfaceTexture use the EGL_KHR_fence_sync extension
@ -725,6 +735,66 @@ sp<Fence> SurfaceTexture::getCurrentFence() const {
return mCurrentFence;
}
status_t SurfaceTexture::doGLFenceWait() const {
Mutex::Autolock lock(mMutex);
EGLDisplay dpy = eglGetCurrentDisplay();
EGLContext ctx = eglGetCurrentContext();
if (mEglDisplay != dpy || mEglDisplay == EGL_NO_DISPLAY) {
ST_LOGE("doGLFenceWait: invalid current EGLDisplay");
return INVALID_OPERATION;
}
if (mEglContext != ctx || mEglContext == EGL_NO_CONTEXT) {
ST_LOGE("doGLFenceWait: invalid current EGLContext");
return INVALID_OPERATION;
}
if (mCurrentFence != NULL) {
if (useWaitSync) {
// Create an EGLSyncKHR from the current fence.
int fenceFd = mCurrentFence->dup();
if (fenceFd == -1) {
ST_LOGE("doGLFenceWait: error dup'ing fence fd: %d", errno);
return -errno;
}
EGLint attribs[] = {
EGL_SYNC_NATIVE_FENCE_FD_ANDROID, fenceFd,
EGL_NONE
};
EGLSyncKHR sync = eglCreateSyncKHR(dpy,
EGL_SYNC_NATIVE_FENCE_ANDROID, attribs);
if (sync == EGL_NO_SYNC_KHR) {
close(fenceFd);
ST_LOGE("doGLFenceWait: error creating EGL fence: %#x",
eglGetError());
return UNKNOWN_ERROR;
}
// XXX: The spec draft is inconsistent as to whether this should
// return an EGLint or void. Ignore the return value for now, as
// it's not strictly needed.
eglWaitSyncANDROID(dpy, sync, 0);
EGLint eglErr = eglGetError();
eglDestroySyncKHR(dpy, sync);
if (eglErr != EGL_SUCCESS) {
ST_LOGE("doGLFenceWait: error waiting for EGL fence: %#x",
eglErr);
return UNKNOWN_ERROR;
}
} else {
status_t err = mCurrentFence->wait(Fence::TIMEOUT_NEVER);
if (err != NO_ERROR) {
ST_LOGE("doGLFenceWait: error waiting for fence: %d", err);
return err;
}
}
}
return NO_ERROR;
}
bool SurfaceTexture::isSynchronousMode() const {
Mutex::Autolock lock(mMutex);
return mBufferQueue->isSynchronousMode();

View File

@ -333,11 +333,9 @@ void Layer::onDraw(const sp<const DisplayDevice>& hw, const Region& clip) const
return;
}
// TODO: replace this with a server-side wait
sp<Fence> fence = mSurfaceTexture->getCurrentFence();
if (fence.get()) {
status_t err = fence->wait(Fence::TIMEOUT_NEVER);
ALOGW_IF(err != OK, "Layer::onDraw: failed waiting for fence: %d", err);
status_t err = mSurfaceTexture->doGLFenceWait();
if (err != OK) {
ALOGE("onDraw: failed waiting for fence: %d", err);
// Go ahead and draw the buffer anyway; no matter what we do the screen
// is probably going to have something visibly wrong.
}