fix a crasher in SurfaceTexture::updateTexImage()

we now make sure to drain the buffer queue on disconnect.
this happens only when in synchrnous mode. in async mode
we clear all buffers except the head of the queue.

for extra safety we also catch the null pointer
in updateTexImage (which should  never happen) and return
an error.

Bug: 5111008

Change-Id: I5174a6ecbb0de641c6510ef56a611cbb4e9e1f59
This commit is contained in:
Mathias Agopian 2011-08-10 17:35:09 -07:00
parent 2560d14ce8
commit 8e19c2e97e
2 changed files with 74 additions and 29 deletions

View File

@ -208,13 +208,27 @@ public:
protected:
// freeAllBuffers frees the resources (both GraphicBuffer and EGLImage) for
// all slots.
// freeBufferLocked frees the resources (both GraphicBuffer and EGLImage)
// for the given slot.
void freeBufferLocked(int index);
// freeAllBuffersLocked frees the resources (both GraphicBuffer and
// EGLImage) for all slots.
void freeAllBuffersLocked();
// freeAllBuffersExceptHeadLocked frees the resources (both GraphicBuffer
// and EGLImage) for all slots except the head of mQueue
void freeAllBuffersExceptHeadLocked();
// drainQueueLocked drains the buffer queue if we're in synchronous mode
// returns immediately otherwise.
void drainQueueLocked();
// returns immediately otherwise. return NO_INIT if SurfaceTexture
// became abandoned or disconnected during this call.
status_t drainQueueLocked();
// drainQueueAndFreeBuffersLocked drains the buffer queue if we're in
// synchronous mode and free all buffers. In asynchronous mode, all buffers
// are freed except the current buffer.
status_t drainQueueAndFreeBuffersLocked();
static bool isExternalFormat(uint32_t format);

View File

@ -418,7 +418,9 @@ status_t SurfaceTexture::setSynchronousMode(bool enabled) {
if (!enabled) {
// going to asynchronous mode, drain the queue
drainQueueLocked();
err = drainQueueLocked();
if (err != NO_ERROR)
return err;
}
if (mSynchronousMode != enabled) {
@ -616,13 +618,9 @@ status_t SurfaceTexture::disconnect(int api) {
case NATIVE_WINDOW_API_MEDIA:
case NATIVE_WINDOW_API_CAMERA:
if (mConnectedApi == api) {
drainQueueAndFreeBuffersLocked();
mConnectedApi = NO_CONNECTED_API;
if (mQueue.isEmpty()) {
// if the queue is not empty, we need to wait for it
// to drain before we can free all buffers. This is
// done in updateTexImage().
freeAllBuffersLocked();
}
mDequeueCondition.signal();
} else {
LOGE("disconnect: connected to another api (cur=%d, req=%d)",
mConnectedApi, api);
@ -658,7 +656,7 @@ status_t SurfaceTexture::updateTexImage() {
if (mAbandoned) {
LOGE("calling updateTexImage() on an abandoned SurfaceTexture");
//return NO_INIT;
return NO_INIT;
}
// In asynchronous mode the list is guaranteed to be one buffer
@ -667,21 +665,14 @@ status_t SurfaceTexture::updateTexImage() {
Fifo::iterator front(mQueue.begin());
int buf = *front;
if (uint32_t(buf) >= NUM_BUFFER_SLOTS) {
LOGE("buffer index out of range (index=%d)", buf);
//return BAD_VALUE;
}
// Update the GL texture object.
EGLImageKHR image = mSlots[buf].mEglImage;
if (image == EGL_NO_IMAGE_KHR) {
EGLDisplay dpy = eglGetCurrentDisplay();
if (mSlots[buf].mGraphicBuffer == 0) {
LOGE("buffer at slot %d is null", buf);
//return BAD_VALUE;
return BAD_VALUE;
}
image = createImage(dpy, mSlots[buf].mGraphicBuffer);
mSlots[buf].mEglImage = image;
mSlots[buf].mEglDisplay = dpy;
@ -871,24 +862,64 @@ void SurfaceTexture::setFrameAvailableListener(
mFrameAvailableListener = listener;
}
void SurfaceTexture::freeBufferLocked(int i) {
mSlots[i].mGraphicBuffer = 0;
mSlots[i].mBufferState = BufferSlot::FREE;
if (mSlots[i].mEglImage != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(mSlots[i].mEglDisplay, mSlots[i].mEglImage);
mSlots[i].mEglImage = EGL_NO_IMAGE_KHR;
mSlots[i].mEglDisplay = EGL_NO_DISPLAY;
}
}
void SurfaceTexture::freeAllBuffersLocked() {
LOGW_IF(!mQueue.isEmpty(),
"freeAllBuffersLocked called but mQueue is not empty");
for (int i = 0; i < NUM_BUFFER_SLOTS; i++) {
mSlots[i].mGraphicBuffer = 0;
mSlots[i].mBufferState = BufferSlot::FREE;
if (mSlots[i].mEglImage != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(mSlots[i].mEglDisplay, mSlots[i].mEglImage);
mSlots[i].mEglImage = EGL_NO_IMAGE_KHR;
mSlots[i].mEglDisplay = EGL_NO_DISPLAY;
freeBufferLocked(i);
}
}
void SurfaceTexture::freeAllBuffersExceptHeadLocked() {
LOGW_IF(!mQueue.isEmpty(),
"freeAllBuffersExceptCurrentLocked called but mQueue is not empty");
int head = -1;
if (!mQueue.empty()) {
Fifo::iterator front(mQueue.begin());
head = *front;
}
for (int i = 0; i < NUM_BUFFER_SLOTS; i++) {
if (i != head) {
freeBufferLocked(i);
}
}
}
void SurfaceTexture::drainQueueLocked() {
status_t SurfaceTexture::drainQueueLocked() {
while (mSynchronousMode && !mQueue.isEmpty()) {
mDequeueCondition.wait(mMutex);
if (mAbandoned) {
LOGE("drainQueueLocked: SurfaceTexture has been abandoned!");
return NO_INIT;
}
if (mConnectedApi == NO_CONNECTED_API) {
LOGE("drainQueueLocked: SurfaceTexture is not connected!");
return NO_INIT;
}
}
return NO_ERROR;
}
status_t SurfaceTexture::drainQueueAndFreeBuffersLocked() {
status_t err = drainQueueLocked();
if (err == NO_ERROR) {
if (mSynchronousMode) {
freeAllBuffersLocked();
} else {
freeAllBuffersExceptHeadLocked();
}
}
return err;
}
EGLImageKHR SurfaceTexture::createImage(EGLDisplay dpy,
@ -960,10 +991,10 @@ int SurfaceTexture::query(int what, int* outValue)
void SurfaceTexture::abandon() {
Mutex::Autolock lock(mMutex);
// clear the queue
freeAllBuffersLocked();
mQueue.clear();
mAbandoned = true;
mCurrentTextureBuf.clear();
freeAllBuffersLocked();
mDequeueCondition.signal();
}