Restore buildLayer()'s old behavior; it's synchronous again
Bug #9193833
Change-Id: I4ee07e65c0a8967f0b55da030ecaad6dfc46136f
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index d95a62c..fa1eb97 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -33,6 +33,7 @@
#include "OpenGLRenderer.h"
#include "DeferredDisplayList.h"
#include "DisplayListRenderer.h"
+#include "Fence.h"
#include "PathTessellator.h"
#include "Properties.h"
#include "Vector.h"
@@ -552,6 +553,8 @@
bool OpenGLRenderer::updateLayer(Layer* layer, bool inFrame) {
if (layer->deferredUpdateScheduled && layer->renderer &&
layer->displayList && layer->displayList->isRenderable()) {
+ ATRACE_CALL();
+
Rect& dirty = layer->dirtyRect;
if (inFrame) {
@@ -619,8 +622,11 @@
sprintf(layerName, "Layer #%d", i);
startMark(layerName);
+ ATRACE_BEGIN("flushLayer");
Layer* layer = mLayerUpdates.itemAt(i);
layer->flush();
+ ATRACE_END();
+
mCaches.resourceCache.decrementRefcount(layer);
endMark();
@@ -661,6 +667,14 @@
}
}
+void OpenGLRenderer::flushLayerUpdates() {
+ syncState();
+ updateLayers();
+ flushLayers();
+ // Wait for all the layer updates to be executed
+ AutoFence fence;
+}
+
///////////////////////////////////////////////////////////////////////////////
// State management
///////////////////////////////////////////////////////////////////////////////