Avoid starving RT anims

Test: Manual, usleep(16000) in DrawFrameTask and tap
on recents

Change-Id: I88bb30a2503bc908ec45650c7d36b6fb3cc750d0
This commit is contained in:
John Reck
2016-11-15 10:22:01 -08:00
parent ceb9ec6dbf
commit 12efa55094

View File

@@ -21,6 +21,7 @@
#include "EglManager.h"
#include "RenderProxy.h"
#include "VulkanManager.h"
#include "utils/FatVector.h"
#include <gui/DisplayEventReceiver.h>
#include <gui/ISurfaceComposer.h>
@@ -285,10 +286,18 @@ bool RenderThread::threadLoop() {
"RenderThread Looper POLL_ERROR!");
nsecs_t nextWakeup;
// Process our queue, if we have anything
while (RenderTask* task = nextTask(&nextWakeup)) {
task->run();
// task may have deleted itself, do not reference it again
{
FatVector<RenderTask*, 10> workQueue;
// Process our queue, if we have anything. By first acquiring
// all the pending events then processing them we avoid vsync
// starvation if more tasks are queued while we are processing tasks.
while (RenderTask* task = nextTask(&nextWakeup)) {
workQueue.push_back(task);
}
for (auto task : workQueue) {
task->run();
// task may have deleted itself, do not reference it again
}
}
if (nextWakeup == LLONG_MAX) {
timeoutMillis = -1;