#include "CanvasContext.h"
#include "EglManager.h"
#include "RenderProxy.h"
+#include "utils/FatVector.h"
#include <gui/DisplayEventReceiver.h>
#include <gui/ISurfaceComposer.h>
"RenderThread Looper POLL_ERROR!");
nsecs_t nextWakeup;
- // Process our queue, if we have anything
- while (RenderTask* task = nextTask(&nextWakeup)) {
- task->run();
- // task may have deleted itself, do not reference it again
+ {
+ FatVector<RenderTask*, 10> workQueue;
+ // Process our queue, if we have anything. By first acquiring
+ // all the pending events then processing them we avoid vsync
+ // starvation if more tasks are queued while we are processing tasks.
+ while (RenderTask* task = nextTask(&nextWakeup)) {
+ workQueue.push_back(task);
+ }
+ for (auto task : workQueue) {
+ task->run();
+ // task may have deleted itself, do not reference it again
+ }
}
if (nextWakeup == LLONG_MAX) {
timeoutMillis = -1;