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
This commit is contained in:
Lucas Dupin
2019-03-14 17:04:05 -07:00
parent 79ba0f1bcb
commit 014f714999

View File

@@ -722,3 +722,13 @@ PRODUCT_DEFAULT_PROPERTY_OVERRIDES += ro.surface_flinger.use_color_management=tr
# Must align with HAL types Dataspace
# The data space of wide color gamut composition preference is Dataspace::DISPLAY_P3
PRODUCT_DEFAULT_PROPERTY_OVERRIDES += ro.surface_flinger.wcg_composition_dataspace=143261696
# Early phase offset configuration for SurfaceFlinger
PRODUCT_PROPERTY_OVERRIDES += \
debug.sf.early_phase_offset_ns=1500000
PRODUCT_PROPERTY_OVERRIDES += \
debug.sf.early_app_phase_offset_ns=1500000
PRODUCT_PROPERTY_OVERRIDES += \
debug.sf.early_gl_phase_offset_ns=3000000
PRODUCT_PROPERTY_OVERRIDES += \
debug.sf.early_gl_app_phase_offset_ns=15000000