Test: Manual, usleep(16000) in DrawFrameTask and tap
on recents
Merged-In: I88bb30a2503bc908ec45650c7d36b6fb3cc750d0
Change-Id: I88bb30a2503bc908ec45650c7d36b6fb3cc750d0
Bug: 29628138
1: Make windowPositionLost synchronous as that's
what the Java side was expecting
2: Make the listener ref counted as otherwise
there's a race condition with the GC, which could
end up with use-after-frees
3: Ensure that all position updates are invoked
prior to frame completion
Change-Id: Iedbc017f611ba2878a49b4586612f79249ca2fe3
(cherry picked from commit 7b570deea6)
bug:30895941
Prevents a race where frame work could interleave between frames,
causing SurfaceView position updates to be delivered out of order.
Change-Id: I01e4cc557b69dcf33e877a0e16c0d115ec95e4cc
Bug: 30442298
We already do this for initialize(), fix
it so that update() is parallel with the
UI thread as well.
Shaves ~7ms off of the 99th percentile on
NotificationShade open & close
Change-Id: I1791df495453fb9e1e12362c68e3d20e837e62be
Bug: 30342017
Upload recents thumbnails in the
dead gaps between frames instead of
at the start of a frame. This eliminates
jank caused by the large texture
upload.
Change-Id: I507cd286d199109c7a9a1511d68ba5ab5d28069f
When we stop scheduling for new frames on RenderThread, we should
put the running animations on pause, rather than purge the list
of the running animations, such that in the next full
sync, the animations that were paused will continue to run.
BUG: 30226711
Change-Id: I36ff6f5d26ffa7999f60ca0ff676a35157577dc2
Bug: 30440166
If we are using HWC2, there's a change in timing
when in triple buffering with the pipelined offsets.
This changes JankTracker to recognize that and silently
erase that from the total duration
Change-Id: Ib1fd4209070f17dbd2baed707c8cf73fb11c3cf2
Bug: 30342762
Frame dropping was too frequent and would trigger
during normal triple buffering steady state. Bump
the threshold to drop from 3ms stall to 6ms stall.
Change-Id: I5c1faeaabf0d02323a28e697a4af4105fbcf1c53
bug:29771461
bug:29413700
bug:30181577
Changes frame interval gap detection to look for wider gaps, as they
were incorrectly firing all the time.
Also adds a 500ms minimum gap between frames dropped because of stuffed
swap chain, to prevent dropping too often.
Change-Id: If16ed637d54bf37015704be102c5c2e3731a0824
Add a new mode, controlled by sys.use_fifo_ui property, that enables the
top app's UI and RenderThread to be SCHED_FIFO. This eliminates almost
all jank due to scheduling competition with non-UI critical
threads. This mode may not be suitable for all devices.
bug 24503801
Change-Id: I7b8a31830ad80f7efa00236928d5476998ed4e00
Bug: 29628138
1: Make windowPositionLost synchronous as that's
what the Java side was expecting
2: Make the listener ref counted as otherwise
there's a race condition with the GC, which could
end up with use-after-frees
3: Ensure that all position updates are invoked
prior to frame completion
Change-Id: Iedbc017f611ba2878a49b4586612f79249ca2fe3
Fixes: 29072773
By using computeFrameTime AnimationContext would
potentially end up modifying the latest vsync if
a very-slow frame was received from the UI thread.
This could potentially desync animations that were
RT & UI thread 'synchronized', but more significantly
it would confuse the swap chain which tries to only
draw one frame per vsync causing unneccessary frame
drops.
Change-Id: Ibd2ec3157ce32fee1eec8d56837c45a35e622895