make sure BufferQueue releases newly acquired buffers on failures
this prevents SurfaceTexture producer to hang in dequeueBuffer() when something goes wrong in the consumer. only the consumer gets an error and the current frame is kept instead of the new one. the producer is unaware of the problem. Bug: 6476587 Change-Id: Ie6db5526632aabc3e60229b93dfe29c19491ade4
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7e477bfe11
@ -235,17 +235,19 @@ status_t SurfaceTexture::updateTexImage() {
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if (image == EGL_NO_IMAGE_KHR) {
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if (mEGLSlots[buf].mGraphicBuffer == NULL) {
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ST_LOGE("updateTexImage: buffer at slot %d is null", buf);
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return BAD_VALUE;
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}
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err = BAD_VALUE;
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} else {
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image = createImage(dpy, mEGLSlots[buf].mGraphicBuffer);
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mEGLSlots[buf].mEglImage = image;
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if (image == EGL_NO_IMAGE_KHR) {
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// NOTE: if dpy was invalid, createImage() is guaranteed to
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// fail. so we'd end up here.
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return UNKNOWN_ERROR;
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err = UNKNOWN_ERROR;
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}
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}
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}
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if (err == NO_ERROR) {
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GLint error;
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while ((error = glGetError()) != GL_NO_ERROR) {
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ST_LOGW("updateTexImage: clearing GL error: %#04x", error);
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@ -260,11 +262,12 @@ status_t SurfaceTexture::updateTexImage() {
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err = UNKNOWN_ERROR;
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}
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if (err == OK) {
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if (err == NO_ERROR) {
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err = syncForReleaseLocked(dpy);
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}
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}
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if (err != OK) {
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if (err != NO_ERROR) {
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// Release the buffer we just acquired. It's not safe to
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// release the old buffer, so instead we just drop the new frame.
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mBufferQueue->releaseBuffer(buf, dpy, mEGLSlots[buf].mFence);
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@ -279,12 +282,13 @@ status_t SurfaceTexture::updateTexImage() {
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// release old buffer
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if (mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
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status_t status = mBufferQueue->releaseBuffer(mCurrentTexture, dpy, mEGLSlots[mCurrentTexture].mFence);
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status_t status = mBufferQueue->releaseBuffer(mCurrentTexture, dpy,
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mEGLSlots[mCurrentTexture].mFence);
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mEGLSlots[mCurrentTexture].mFence = EGL_NO_SYNC_KHR;
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if (status == BufferQueue::STALE_BUFFER_SLOT) {
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freeBufferLocked(mCurrentTexture);
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} else if (status != OK) {
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} else if (status != NO_ERROR) {
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ST_LOGE("updateTexImage: released invalid buffer");
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err = status;
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}
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