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authorLucas Dupin <dupin@google.com>2019-03-14 17:04:05 -0700
committerMichael Bestas <mkbestas@lineageos.org>2020-04-30 00:49:34 +0300
commit16fbc7472ca33dc26b29b56caeb49723aa54d69b (patch)
tree92054141fe2890f23639e1b2cfc14df1d837c9b4
parentae3ab06694df6e34b7b1c7edcba841c4b0c6e314 (diff)
sdm660-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
-rw-r--r--properties.mk4
1 files changed, 4 insertions, 0 deletions
diff --git a/properties.mk b/properties.mk
index f4cd6ad..d455a79 100644
--- a/properties.mk
+++ b/properties.mk
@@ -102,6 +102,10 @@ PRODUCT_SYSTEM_DEFAULT_PROPERTIES += \
# Display
PRODUCT_PROPERTY_OVERRIDES += \
+ debug.sf.early_app_phase_offset_ns=1500000 \
+ debug.sf.early_gl_app_phase_offset_ns=15000000 \
+ debug.sf.early_gl_phase_offset_ns=3000000 \
+ debug.sf.early_phase_offset_ns=1500000 \
debug.sf.enable_gl_backpressure=1 \
debug.sf.enable_hwc_vds=1 \
debug.sf.hw=1 \