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Commit 2134856

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author
Sally Qi
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Treat blurs as expensive rendering
It's part of revert commit Iff92fc56c43aefdb4fd978e837969f8ddc9c24f4 Bug: 399853723 Test: Manual Flag: EXEMPT bugfix Change-Id: I10b783469581297337f479134f6efd446f1f2106
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Lines changed: 2 additions & 1 deletion

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  • services/surfaceflinger/CompositionEngine/src

services/surfaceflinger/CompositionEngine/src/Output.cpp

Lines changed: 2 additions & 1 deletion
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@@ -1389,7 +1389,8 @@ std::optional<base::unique_fd> Output::composeSurfaces(
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// or complex GPU shaders and it's expensive. We boost the GPU frequency so that
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// GPU composition can finish in time. We must reset GPU frequency afterwards,
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// because high frequency consumes extra battery.
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const bool expensiveRenderingExpected =
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const bool expensiveBlurs = mLayerRequestingBackgroundBlur != nullptr;
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const bool expensiveRenderingExpected = expensiveBlurs ||
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std::any_of(clientCompositionLayers.begin(), clientCompositionLayers.end(),
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[outputDataspace =
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clientCompositionDisplay.outputDataspace](const auto& layer) {

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