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Walleye offsets for GPU composition
Window animations now have rounded corners, meaning that the shader that we use is more expensive than it used to be. Because of this, we need to adjust the SF offsets, to make sure that we'll have enough time to finish the GPU composition without dropping frames. These offsets as similar to blueline's, adjusted slightly because we were getting false "frame missed" signals if composition starts too early. Bug: 122347746 Test: systrace Change-Id: I8173e12b006bc1cab6b4cb0b3a5db9f9b3489819
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10
device.mk
10
device.mk
@@ -722,3 +722,13 @@ PRODUCT_DEFAULT_PROPERTY_OVERRIDES += ro.surface_flinger.use_color_management=tr
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# Must align with HAL types Dataspace
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# The data space of wide color gamut composition preference is Dataspace::DISPLAY_P3
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PRODUCT_DEFAULT_PROPERTY_OVERRIDES += ro.surface_flinger.wcg_composition_dataspace=143261696
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# Early phase offset configuration for SurfaceFlinger
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PRODUCT_PROPERTY_OVERRIDES += \
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debug.sf.early_phase_offset_ns=1500000
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PRODUCT_PROPERTY_OVERRIDES += \
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debug.sf.early_app_phase_offset_ns=1500000
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PRODUCT_PROPERTY_OVERRIDES += \
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debug.sf.early_gl_phase_offset_ns=3000000
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PRODUCT_PROPERTY_OVERRIDES += \
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debug.sf.early_gl_app_phase_offset_ns=15000000
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