From 8db56459cb4f850d07bd260873258f4be422042e Mon Sep 17 00:00:00 2001 From: Lucas Dupin Date: Thu, 14 Mar 2019 17:04:05 -0700 Subject: [PATCH] sanders: 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 Signed-off-by: ronaxdevil --- vendor_prop.mk | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/vendor_prop.mk b/vendor_prop.mk index 292fb3e..7512a3a 100644 --- a/vendor_prop.mk +++ b/vendor_prop.mk @@ -309,6 +309,12 @@ PRODUCT_PROPERTY_OVERRIDES += \ persist.data.qmi.adb_logmask=0 \ telephony.lteOnCdmaDevice=1 +PRODUCT_PROPERTY_OVERRIDES += \ + debug.sf.early_phase_offset_ns=1500000 \ + debug.sf.early_app_phase_offset_ns=1500000 \ + debug.sf.early_gl_phase_offset_ns=3000000 \ + debug.sf.early_gl_app_phase_offset_ns=15000000 + # RmNet Data PRODUCT_PROPERTY_OVERRIDES += \ persist.data.wda.enable=true \