Fix blank / partial screenshots

The screen capture code wasn't waiting for the render to finish,
so sometimes you'd see an empty or partial image.

Bug 11131777

Change-Id: Ic64087322ce3bb15bb5f4fb1eb07579880fe6197
This commit is contained in:
Andy McFadden 2013-10-09 16:38:02 -07:00
parent 98c197d826
commit 2d8d120dc1
1 changed files with 21 additions and 0 deletions

View File

@ -2982,6 +2982,27 @@ status_t SurfaceFlinger::captureScreenImplLocked(
renderScreenImplLocked(hw, reqWidth, reqHeight,
minLayerZ, maxLayerZ, true);
// Create a sync point and wait on it, so we know the buffer is
// ready before we pass it along. We can't trivially call glFlush(),
// so we use a wait flag instead.
// TODO: pass a sync fd to queueBuffer() and let the consumer wait.
EGLSyncKHR sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_FENCE_KHR, NULL);
if (sync != EGL_NO_SYNC_KHR) {
EGLint result = eglClientWaitSyncKHR(mEGLDisplay, sync,
EGL_SYNC_FLUSH_COMMANDS_BIT_KHR, 2000000000 /*2 sec*/);
EGLint eglErr = eglGetError();
eglDestroySyncKHR(mEGLDisplay, sync);
if (result == EGL_TIMEOUT_EXPIRED_KHR) {
ALOGW("captureScreen: fence wait timed out");
} else {
ALOGW_IF(eglErr != EGL_SUCCESS,
"captureScreen: error waiting on EGL fence: %#x", eglErr);
}
} else {
ALOGW("captureScreen: error creating EGL fence: %#x", eglGetError());
// not fatal
}
if (DEBUG_SCREENSHOTS) {
uint32_t* pixels = new uint32_t[reqWidth*reqHeight];
getRenderEngine().readPixels(0, 0, reqWidth, reqHeight, pixels);