Insert a small delay after submitting to surface flinger and before returning the buffer to the decoder.
Since we cannot tell how long it'll take until surface flinger has displayed the data onscreen, we'll just have to guess... We must not return the buffer to the decoder before it's been displayed.
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@@ -83,6 +83,11 @@ void QComHardwareRenderer::render(
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}
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mISurface->postBuffer(offset);
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// Since we cannot tell how long it'll take until surface flinger
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// has displayed the data onscreen, we'll just have to guess...
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// We must not return the buffer to the decoder before it's been displayed.
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usleep(25000);
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}
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bool QComHardwareRenderer::getOffset(void *platformPrivate, size_t *offset) {
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