don't emit GL commands when sf is in freeze mode

We were emitting GL commands, calling composition complete and releasing clients
without ever calling eglSwapBuffers(), which is completely wrong on non-direct
renders. This could cause transient drawing artifacts when unfreezing the
screen (upon orientaion change for instance) and could also block the clients
for ever as they are waiting for their previous buffer to be rendered.
This commit is contained in:
Mathias Agopian
2009-09-27 22:47:27 -07:00
parent 1a3c895039
commit 81384bf927

View File

@@ -491,7 +491,7 @@ bool SurfaceFlinger::threadLoop()
handlePageFlip(); handlePageFlip();
const DisplayHardware& hw(graphicPlane(0).displayHardware()); const DisplayHardware& hw(graphicPlane(0).displayHardware());
if (LIKELY(hw.canDraw())) { if (LIKELY(hw.canDraw() && !isFrozen())) {
// repaint the framebuffer (if needed) // repaint the framebuffer (if needed)
handleRepaint(); handleRepaint();
@@ -512,14 +512,6 @@ bool SurfaceFlinger::threadLoop()
void SurfaceFlinger::postFramebuffer() void SurfaceFlinger::postFramebuffer()
{ {
if (isFrozen()) {
// we are not allowed to draw, but pause a bit to make sure
// apps don't end up using the whole CPU, if they depend on
// surfaceflinger for synchronization.
usleep(8333); // 8.3ms ~ 120fps
return;
}
if (!mInvalidRegion.isEmpty()) { if (!mInvalidRegion.isEmpty()) {
const DisplayHardware& hw(graphicPlane(0).displayHardware()); const DisplayHardware& hw(graphicPlane(0).displayHardware());
const nsecs_t now = systemTime(); const nsecs_t now = systemTime();