SurfaceTexture: fix a memory leak
This change fixes a memory leak. Bug: 6414806 Change-Id: I43536689b4219a042749aec2096a1d5c4e664ae3
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@ -352,7 +352,7 @@ status_t SurfaceTexture::detachFromContext() {
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// new EGLDisplay).
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for (int i =0; i < BufferQueue::NUM_BUFFER_SLOTS; i++) {
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EGLImageKHR img = mEGLSlots[i].mEglImage;
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if (img != EGL_NO_IMAGE_KHR && i != mCurrentTexture) {
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if (img != EGL_NO_IMAGE_KHR) {
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eglDestroyImageKHR(mEglDisplay, img);
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mEGLSlots[i].mEglImage = EGL_NO_IMAGE_KHR;
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}
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@ -399,21 +399,12 @@ status_t SurfaceTexture::attachToContext(GLuint tex) {
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glBindTexture(mTexTarget, tex);
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if (mCurrentTextureBuf != NULL) {
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// If the current buffer is no longer associated with a slot, then it
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// doesn't have an EGLImage. In that case we create one now, but we also
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// destroy it once we've used it to attach the buffer to the OpenGL ES
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// texture.
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bool imageNeedsDestroy = false;
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EGLImageKHR image = EGL_NO_IMAGE_KHR;
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if (mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
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image = mEGLSlots[mCurrentTexture].mEglImage;
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imageNeedsDestroy = false;
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} else {
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image = createImage(dpy, mCurrentTextureBuf);
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if (image == EGL_NO_IMAGE_KHR) {
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return UNKNOWN_ERROR;
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}
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imageNeedsDestroy = true;
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// The EGLImageKHR that was associated with the slot was destroyed when
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// the SurfaceTexture was detached from the old context, so we need to
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// recreate it here.
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EGLImageKHR image = createImage(dpy, mCurrentTextureBuf);
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if (image == EGL_NO_IMAGE_KHR) {
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return UNKNOWN_ERROR;
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}
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// Attach the current buffer to the GL texture.
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@ -427,9 +418,12 @@ status_t SurfaceTexture::attachToContext(GLuint tex) {
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err = UNKNOWN_ERROR;
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}
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if (imageNeedsDestroy) {
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eglDestroyImageKHR(dpy, image);
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}
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// We destroy the EGLImageKHR here because the current buffer may no
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// longer be associated with one of the buffer slots, so we have
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// nowhere to to store it. If the buffer is still associated with a
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// slot then another EGLImageKHR will be created next time that buffer
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// gets acquired in updateTexImage.
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eglDestroyImageKHR(dpy, image);
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if (err != OK) {
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return err;
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