Update ANativeWindow clients for sync
This change updates the uses of ANativeWindow to use the new ANW functions that
accept and return Sync HAL fence file descriptors.
Change-Id: I3ca648b6ac33f7360e86754f924aa072f95242f6
diff --git a/opengl/libagl/egl.cpp b/opengl/libagl/egl.cpp
index c31aebf..172ef95 100644
--- a/opengl/libagl/egl.cpp
+++ b/opengl/libagl/egl.cpp
@@ -31,6 +31,7 @@
#include <utils/threads.h>
#include <ui/ANativeObjectBase.h>
+#include <ui/Fence.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
@@ -372,7 +373,16 @@
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN);
// dequeue a buffer
- if (nativeWindow->dequeueBuffer(nativeWindow, &buffer) != NO_ERROR) {
+ int fenceFd = -1;
+ if (nativeWindow->dequeueBuffer(nativeWindow, &buffer,
+ &fenceFd) != NO_ERROR) {
+ return setError(EGL_BAD_ALLOC, EGL_FALSE);
+ }
+
+ // wait for the buffer
+ sp<Fence> fence(new Fence(fenceFd));
+ if (fence->wait(Fence::TIMEOUT_NEVER) != NO_ERROR) {
+ nativeWindow->cancelBuffer(nativeWindow, buffer, fenceFd);
return setError(EGL_BAD_ALLOC, EGL_FALSE);
}
@@ -392,8 +402,6 @@
// keep a reference on the buffer
buffer->common.incRef(&buffer->common);
- // Lock the buffer
- nativeWindow->lockBuffer(nativeWindow, buffer);
// pin the buffer down
if (lock(buffer, GRALLOC_USAGE_SW_READ_OFTEN |
GRALLOC_USAGE_SW_WRITE_OFTEN, &bits) != NO_ERROR) {
@@ -412,7 +420,7 @@
unlock(buffer);
}
// enqueue the last frame
- nativeWindow->queueBuffer(nativeWindow, buffer);
+ nativeWindow->queueBuffer(nativeWindow, buffer, -1);
if (buffer) {
buffer->common.decRef(&buffer->common);
buffer = 0;
@@ -517,15 +525,17 @@
unlock(buffer);
previousBuffer = buffer;
- nativeWindow->queueBuffer(nativeWindow, buffer);
+ nativeWindow->queueBuffer(nativeWindow, buffer, -1);
buffer = 0;
// dequeue a new buffer
- if (nativeWindow->dequeueBuffer(nativeWindow, &buffer) == NO_ERROR) {
-
- // TODO: lockBuffer should rather be executed when the very first
- // direct rendering occurs.
- nativeWindow->lockBuffer(nativeWindow, buffer);
+ int fenceFd = -1;
+ if (nativeWindow->dequeueBuffer(nativeWindow, &buffer, &fenceFd) == NO_ERROR) {
+ sp<Fence> fence(new Fence(fenceFd));
+ if (fence->wait(Fence::TIMEOUT_NEVER)) {
+ nativeWindow->cancelBuffer(nativeWindow, buffer, fenceFd);
+ return setError(EGL_BAD_ALLOC, EGL_FALSE);
+ }
// reallocate the depth-buffer if needed
if ((width != buffer->width) || (height != buffer->height)) {