Bag of scheduling tweaks
Bug: 15118640
* Prevent over-stuffing the queue by dropping frames
* Prevent double-drawing in one pulse by RT by deferring
vsync registration until post-draw so that it catches
the next vsync pulse instead of the current one
* Bias vsync race condition towards the UI thread
* Fix queueDelay to actually work
Change-Id: Ibf584258bd93ebcbba058bd976dc8b307f1c6155
diff --git a/libs/hwui/TreeInfo.h b/libs/hwui/TreeInfo.h
index d4a23b8..8355f83 100644
--- a/libs/hwui/TreeInfo.h
+++ b/libs/hwui/TreeInfo.h
@@ -52,6 +52,7 @@
: hasFunctors(false)
, hasAnimations(false)
, requiresUiRedraw(false)
+ , canDrawThisFrame(true)
{}
bool hasFunctors;
// This is only updated if evaluateAnimations is true
@@ -60,6 +61,13 @@
// animate itself, such as if hasFunctors is true
// This is only set if hasAnimations is true
bool requiresUiRedraw;
+ // This is set to true if draw() can be called this frame
+ // false means that we must delay until the next vsync pulse as frame
+ // production is outrunning consumption
+ // NOTE that if this is false CanvasContext will set either requiresUiRedraw
+ // *OR* will post itself for the next vsync automatically, use this
+ // only to avoid calling draw()
+ bool canDrawThisFrame;
} out;
// TODO: Damage calculations