Vulkan: Cleanup garbage when destroying EGL images
SurfaceFlinger will optimistically create EGL images just in case it
does need them in the future, since creating them can be slow and
waiting until they're necessary can cause jank on 90hz+ devices.
However, since the images are never actually used, ANGLE's garbage is
never cleaned up so vkDestroyImage() and the memory is never freed. This
can lead to exhausting the device's memory when many EGL images are
allocated. For example, when running the CTS test
CtsBiometricsTestCases.
This CL adds a call to always cleanup the renderer's garbage when an EGL
image is destroyed via eglDestroyImageKHR(), since we can't know if a
draw will ever be performed in the future (which would normally cleanup
the garbage).
Bug: b/184388756
Test: atest CtsBiometricsTestCases
Change-Id: I104c05c7be44f1e57123ac7eed23effaa982837a
Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2848131Reviewed-by:
Jamie Madill <jmadill@chromium.org>
Reviewed-by:
Jason Macnak <natsu@google.com>
Reviewed-by:
Charlie Lao <cclao@google.com>
Commit-Queue: Tim Van Patten <timvp@google.com>
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