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authorJesse Hall <jessehall@google.com>2012-05-16 23:44:34 -0700
committerJesse Hall <jessehall@google.com>2012-05-17 11:25:21 -0700
commit90ed8508ed89b4fdb5c21d621b29369d31dcb958 (patch)
treef76f8b27b48b3bdd21c7fc68b130b8db32c7719b
parente804aa4819a764e1f3929f4c578e9a44593a1467 (diff)
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Recreate EGLImage for previously used slots
SurfaceTexture would only create an EGLImage for a buffer slot when BufferQueue returns a GraphicBuffer, i.e. either the slot was acquired for the first time ever, or the buffer for the slot was reallocated. But the EGLImage may also need to be re-created for a previously-acquired buffer if the slot's EGLImage was destroyed during detachFromContext(); in this case BufferQueue won't return a GraphicBuffer since SurfaceTexture already has a reference to the correct buffer. Bug: 6461693 Change-Id: Ib95d0d757192efe336c5fda0866f857481a6617d
-rw-r--r--libs/gui/SurfaceTexture.cpp8
-rw-r--r--libs/gui/tests/SurfaceTexture_test.cpp28
2 files changed, 33 insertions, 3 deletions
diff --git a/libs/gui/SurfaceTexture.cpp b/libs/gui/SurfaceTexture.cpp
index 1e58a21..feaf07a 100644
--- a/libs/gui/SurfaceTexture.cpp
+++ b/libs/gui/SurfaceTexture.cpp
@@ -228,14 +228,16 @@ status_t SurfaceTexture::updateTexImage() {
mEGLSlots[buf].mGraphicBuffer = item.mGraphicBuffer;
}
- // Update the GL texture object.
+ // Update the GL texture object. We may have to do this even when
+ // item.mGraphicBuffer == NULL, if we destroyed the EGLImage when
+ // detaching from a context but the buffer has not been re-allocated.
EGLImageKHR image = mEGLSlots[buf].mEglImage;
if (image == EGL_NO_IMAGE_KHR) {
- if (item.mGraphicBuffer == 0) {
+ if (mEGLSlots[buf].mGraphicBuffer == NULL) {
ST_LOGE("updateTexImage: buffer at slot %d is null", buf);
return BAD_VALUE;
}
- image = createImage(dpy, item.mGraphicBuffer);
+ image = createImage(dpy, mEGLSlots[buf].mGraphicBuffer);
mEGLSlots[buf].mEglImage = image;
if (image == EGL_NO_IMAGE_KHR) {
// NOTE: if dpy was invalid, createImage() is guaranteed to
diff --git a/libs/gui/tests/SurfaceTexture_test.cpp b/libs/gui/tests/SurfaceTexture_test.cpp
index d708f6d..078c17b 100644
--- a/libs/gui/tests/SurfaceTexture_test.cpp
+++ b/libs/gui/tests/SurfaceTexture_test.cpp
@@ -2577,4 +2577,32 @@ TEST_F(SurfaceTextureMultiContextGLTest,
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
}
+TEST_F(SurfaceTextureMultiContextGLTest,
+ UpdateTexImageSucceedsForBufferConsumedBeforeDetach) {
+ ASSERT_EQ(NO_ERROR, mST->setSynchronousMode(true));
+ ASSERT_EQ(NO_ERROR, mST->setBufferCountServer(2));
+
+ // produce two frames and consume them both on the primary context
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+
+ // produce one more frame
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Detach from the primary context and attach to the secondary context
+ ASSERT_EQ(OK, mST->detachFromContext());
+ ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mSecondEglContext));
+ ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
+
+ // Consume final frame on secondary context
+ mFW->waitForFrame();
+ ASSERT_EQ(OK, mST->updateTexImage());
+}
+
} // namespace android