From 35d2ae96e5f690a945e5a62bc49d3fd9294b0c38 Mon Sep 17 00:00:00 2001 From: Lucas Dupin Date: Thu, 14 Mar 2019 17:04:05 -0700 Subject: msm8996-common: Kang 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. Change-Id: I8173e12b006bc1cab6b4cb0b3a5db9f9b3489819 --- vendor_prop.mk | 7 +++++++ 1 file changed, 7 insertions(+) (limited to 'vendor_prop.mk') diff --git a/vendor_prop.mk b/vendor_prop.mk index ad6db40..8305d77 100644 --- a/vendor_prop.mk +++ b/vendor_prop.mk @@ -163,6 +163,13 @@ PRODUCT_PROPERTY_OVERRIDES += \ persist.data.df.iwlan_mux=9 \ persist.data.df.dev_name=rmnet_usb0 +# Surfaceflinger +PRODUCT_PROPERTY_OVERRIDES += \ + debug.sf.early_phase_offset_ns=1500000 \ + debug.sf.early_app_phase_offset_ns=1500000 \ + debug.sf.early_gl_phase_offset_ns=3000000 \ + debug.sf.early_gl_app_phase_offset_ns=15000000 + # TimeService PRODUCT_PROPERTY_OVERRIDES += \ persist.timed.enable=true \ -- cgit v1.2.3