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authorLucas Dupin <dupin@google.com>2019-03-14 17:04:05 -0700
committerNolen Johnson <johnsonnolen@gmail.com>2020-10-23 11:19:53 -0400
commit65e6a14ee5e6f39abcc163d568be934ac1933074 (patch)
tree90430a97a010ee0d80eb5a387a6ee0d47cb7ecd5 /system.prop
parente517b5ad6af4167a7ae41939161f8d06ad610305 (diff)
pro1: 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
Diffstat (limited to 'system.prop')
-rw-r--r--system.prop4
1 files changed, 4 insertions, 0 deletions
diff --git a/system.prop b/system.prop
index 70d4b2e..62605ee 100644
--- a/system.prop
+++ b/system.prop
@@ -21,6 +21,10 @@ ro.com.google.ime.bs_theme=true
# Graphics
debug.hwui.use_buffer_age=false
+debug.sf.early_app_phase_offset_ns=1500000
+debug.sf.early_phase_offset_ns=1500000
+debug.sf.early_gl_app_phase_offset_ns=15000000
+debug.sf.early_gl_phase_offset_ns=3000000
debug.sf.enable_hwc_vds=1
debug.sf.latch_unsignaled=1
persist.debug.wfd.enable=1