we make sure to call compositionComplete after everytime we do
composition with the GPU (even for the screenshot case), which is
where the buffer locks are released.
Change-Id: I450430d1e4d1ee9ce1023970642378c42cdcfa4c
logger.log(GraphicLog::SF_REPAINT_DONE, index);
} else {
// pretend we did the post
+ hw.compositionComplete();
unlockClients();
usleep(16667); // 60 fps period
}
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
glDeleteRenderbuffersOES(1, &tname);
glDeleteFramebuffersOES(1, &name);
+
+ hw.compositionComplete();
+
return result;
}