Modify EGL to disconnect the window when the surface gets destroyed.
Bug: 14445579 Change-Id: I1d263ff6cffcb6e448761fca7ca4b06466ad65aa
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119b765a05
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843cbb241d
@ -825,8 +825,8 @@ status_t BufferQueueProducer::disconnect(int api) {
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mCore->mSidebandStream.clear();
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mCore->mDequeueCondition.broadcast();
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listener = mCore->mConsumerListener;
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} else {
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BQ_LOGE("disconnect(P): connected to another API "
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} else if (mCore->mConnectedApi != BufferQueueCore::NO_CONNECTED_API) {
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BQ_LOGE("disconnect(P): still connected to another API "
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"(cur=%d req=%d)", mCore->mConnectedApi, api);
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status = BAD_VALUE;
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}
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@ -572,6 +572,15 @@ EGLBoolean eglDestroySurface(EGLDisplay dpy, EGLSurface surface)
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return setError(EGL_BAD_SURFACE, EGL_FALSE);
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egl_surface_t * const s = get_surface(surface);
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ANativeWindow* window = s->win.get();
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if (window) {
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int result = native_window_api_disconnect(window, NATIVE_WINDOW_API_EGL);
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if (result != OK) {
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ALOGE("eglDestroySurface: native_window_api_disconnect (win=%p) "
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"failed (%#x)",
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window, result);
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}
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}
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EGLBoolean result = s->cnx->egl.eglDestroySurface(dp->disp.dpy, s->surface);
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if (result == EGL_TRUE) {
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_s.terminate();
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