SurfaceFlinger: Handle EGL errors more cleanly
Adds some more safety checking for cases where we get an error while
trying to create the EGLImage. The checking puts the Layer into a
failed state after detecting an error, since the shadow queue may no
longer be synchronized.
Bug: 20957332
Change-Id: I68b4c40eab3e58731b875ed5752f2c7d17f14bcb
(cherry picked from commit 65476f3332
)
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parent
9188b4bb5d
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@ -84,7 +84,8 @@ Layer::Layer(SurfaceFlinger* flinger, const sp<Client>& client,
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mQueueItemLock(),
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mQueueItemCondition(),
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mQueueItems(),
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mLastFrameNumberReceived(0)
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mLastFrameNumberReceived(0),
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mUpdateTexImageFailed(false)
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{
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mCurrentCrop.makeInvalid();
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mFlinger->getRenderEngine().genTextures(1, &mTextureName);
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@ -1313,6 +1314,24 @@ Region Layer::latchBuffer(bool& recomputeVisibleRegions)
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Mutex::Autolock lock(mQueueItemLock);
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mQueueItems.removeAt(0);
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android_atomic_dec(&mQueuedFrames);
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return outDirtyRegion;
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} else if (updateResult != NO_ERROR || mUpdateTexImageFailed) {
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// This can occur if something goes wrong when trying to create the
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// EGLImage for this buffer. If this happens, the buffer has already
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// been released, so we need to clean up the queue and bug out
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// early.
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{
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Mutex::Autolock lock(mQueueItemLock);
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mQueueItems.clear();
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android_atomic_and(0, &mQueuedFrames);
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}
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// Once we have hit this state, the shadow queue may no longer
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// correctly reflect the incoming BufferQueue's contents, so even if
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// updateTexImage starts working, the only safe course of action is
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// to continue to ignore updates.
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mUpdateTexImageFailed = true;
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return outDirtyRegion;
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}
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@ -419,6 +419,7 @@ private:
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Condition mQueueItemCondition;
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Vector<BufferItem> mQueueItems;
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uint64_t mLastFrameNumberReceived;
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bool mUpdateTexImageFailed; // This is only modified from the main thread
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};
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// ---------------------------------------------------------------------------
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