SurfaceFlinger: Limit to 4k Layers
Sets a limit of 4k Layers which SurfaceFlinger will allow to be in existence at any given time. An attempt to create Layers in excess of this limit will fail with NO_MEMORY. Bug: 20674586 Change-Id: I2dfaf59643d826f982b2fa44e8a9ed643176d972
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@ -1994,18 +1994,25 @@ void SurfaceFlinger::drawWormhole(const sp<const DisplayDevice>& hw, const Regio
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engine.fillRegionWithColor(region, height, 0, 0, 0, 0);
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}
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void SurfaceFlinger::addClientLayer(const sp<Client>& client,
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status_t SurfaceFlinger::addClientLayer(const sp<Client>& client,
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const sp<IBinder>& handle,
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const sp<IGraphicBufferProducer>& gbc,
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const sp<Layer>& lbc)
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{
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// add this layer to the current state list
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{
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Mutex::Autolock _l(mStateLock);
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if (mCurrentState.layersSortedByZ.size() >= MAX_LAYERS) {
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return NO_MEMORY;
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}
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mCurrentState.layersSortedByZ.add(lbc);
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mGraphicBufferProducerList.add(IInterface::asBinder(gbc));
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}
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// attach this layer to the client
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client->attachLayer(handle, lbc);
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// add this layer to the current state list
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Mutex::Autolock _l(mStateLock);
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mCurrentState.layersSortedByZ.add(lbc);
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mGraphicBufferProducerList.add(IInterface::asBinder(gbc));
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return NO_ERROR;
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}
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status_t SurfaceFlinger::removeLayer(const sp<Layer>& layer) {
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@ -2262,10 +2269,16 @@ status_t SurfaceFlinger::createLayer(
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break;
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}
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if (result == NO_ERROR) {
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addClientLayer(client, *handle, *gbp, layer);
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setTransactionFlags(eTransactionNeeded);
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if (result != NO_ERROR) {
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return result;
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}
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result = addClientLayer(client, *handle, *gbp, layer);
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if (result != NO_ERROR) {
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return result;
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}
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setTransactionFlags(eTransactionNeeded);
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return result;
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}
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@ -144,6 +144,8 @@ private:
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// every half hour.
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enum { LOG_FRAME_STATS_PERIOD = 30*60*60 };
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static const size_t MAX_LAYERS = 4096;
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// We're reference counted, never destroy SurfaceFlinger directly
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virtual ~SurfaceFlinger();
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@ -305,7 +307,7 @@ private:
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status_t removeLayer(const sp<Layer>& layer);
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// add a layer to SurfaceFlinger
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void addClientLayer(const sp<Client>& client,
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status_t addClientLayer(const sp<Client>& client,
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const sp<IBinder>& handle,
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const sp<IGraphicBufferProducer>& gbc,
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const sp<Layer>& lbc);
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