SurfaceFlinger: disable VSync thread if no clients requiring.
In EventThread, 2 VSYNCs are needed to do composition and update the client status. So, a 30FPS video may leads to 60FPS VSYNC, which means the DispSync thread would be waked 60FPS. This is a unexpected behavior which takes more power consumption. Now we update the SF status soon after the first VSYNC, which means no extra VSYNC needed, and the DispSync could be awaked as expected, and consequently power get saved. Change-Id: If486eb9b87f109a71f71b510768f15dd733f1233 Orig-Change-Id: I1d3b166021e15a81b2ad770b039761fc2c15fddf Tracked-On: https://jira01.devtools.intel.com/browse/IMINAN-12211 Category: aosp improvement Domain: Graphics-SF Origin: internal Upstream-Candidate: yes Signed-off-by: Wang, Yue A <yue.a.wang@intel.com> Reviewed-on: https://android.intel.com:443/238344
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@ -283,11 +283,11 @@ Vector< sp<EventThread::Connection> > EventThread::waitForEvent(
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// Here we figure out if we need to enable or disable vsyncs
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// Here we figure out if we need to enable or disable vsyncs
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if (timestamp && !waitForVSync) {
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if (!waitForVSync) {
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// we received a VSYNC but we have no clients
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// we have no clients waiting on next VSYNC
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// don't report it, and disable VSYNC events
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// just disable VSYNC events.
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disableVSyncLocked();
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disableVSyncLocked();
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} else if (!timestamp && waitForVSync) {
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} else if (!timestamp) {
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// we have at least one client, so we want vsync enabled
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// we have at least one client, so we want vsync enabled
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// (TODO: this function is called right after we finish
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// (TODO: this function is called right after we finish
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// notifying clients of a vsync, so this call will be made
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// notifying clients of a vsync, so this call will be made
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