SurfaceTexture: fix an out of bounds array access
Bug: 6879028 Change-Id: Ic3d35a9384c0a6dfa4000e7743a6f6859608b0bf
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@ -316,7 +316,7 @@ status_t SurfaceTexture::updateTexImage(BufferRejecter* rejecter) {
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computeCurrentTransformMatrix();
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} else {
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if (err < 0) {
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ALOGE("updateTexImage failed on acquire %d", err);
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ST_LOGE("updateTexImage failed on acquire %d", err);
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}
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// We always bind the texture even if we don't update its contents.
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glBindTexture(mTexTarget, mTexName);
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@ -327,7 +327,7 @@ status_t SurfaceTexture::updateTexImage(BufferRejecter* rejecter) {
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}
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void SurfaceTexture::setReleaseFence(int fenceFd) {
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if (fenceFd == -1)
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if (fenceFd == -1 || mCurrentTexture == BufferQueue::INVALID_BUFFER_SLOT)
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return;
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sp<Fence> fence(new Fence(fenceFd));
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if (!mEGLSlots[mCurrentTexture].mReleaseFence.get()) {
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@ -337,7 +337,7 @@ void SurfaceTexture::setReleaseFence(int fenceFd) {
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String8("SurfaceTexture merged release"),
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mEGLSlots[mCurrentTexture].mReleaseFence, fence);
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if (!mergedFence.get()) {
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ALOGE("failed to merge release fences");
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ST_LOGE("failed to merge release fences");
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// synchronization is broken, the best we can do is hope fences
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// signal in order so the new fence will act like a union
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mEGLSlots[mCurrentTexture].mReleaseFence = fence;
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