Remove old workaround for display issues

Bug: 76086140
Test: A bunch of systraces, things looked OK
Change-Id: I447e976a937160c0bb3b52afd57661e7ffa0c9ec
This commit is contained in:
John Reck
2018-03-21 14:43:40 -07:00
parent 17d3b47e20
commit 6f75da0474

View File

@@ -355,7 +355,14 @@ void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t sy
// Already drew for this vsync pulse, UI draw request missed
// the deadline for RT animations
info.out.canDrawThisFrame = false;
} else if (vsyncDelta >= mRenderThread.timeLord().frameIntervalNanos() * 3 ||
}
/* This logic exists to try and recover from a display latch miss, which essentially
* results in the bufferqueue being double-buffered instead of triple-buffered.
* SurfaceFlinger itself now tries to handle & recover from this situation, so this
* logic should no longer be necessary. As it's occasionally triggering when
* undesired disable it.
* TODO: Remove this entirely if the results are solid.
else if (vsyncDelta >= mRenderThread.timeLord().frameIntervalNanos() * 3 ||
(latestVsync - mLastDropVsync) < 500_ms) {
// It's been several frame intervals, assume the buffer queue is fine
// or the last drop was too recent
@@ -367,6 +374,7 @@ void CanvasContext::prepareTree(TreeInfo& info, int64_t* uiFrameInfo, int64_t sy
mLastDropVsync = mRenderThread.timeLord().latestVsync();
}
}
*/
} else {
info.out.canDrawThisFrame = true;
}