From 16fbc7472ca33dc26b29b56caeb49723aa54d69b Mon Sep 17 00:00:00 2001 From: Lucas Dupin Date: Thu, 14 Mar 2019 17:04:05 -0700 Subject: 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 --- properties.mk | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'properties.mk') 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 \ -- cgit v1.2.3