Recreate EGLImage for previously used slots

SurfaceTexture would only create an EGLImage for a buffer slot when
BufferQueue returns a GraphicBuffer, i.e. either the slot was acquired
for the first time ever, or the buffer for the slot was reallocated.
But the EGLImage may also need to be re-created for a
previously-acquired buffer if the slot's EGLImage was destroyed during
detachFromContext(); in this case BufferQueue won't return a
GraphicBuffer since SurfaceTexture already has a reference to the
correct buffer.

Bug: 6461693
Change-Id: Ib95d0d757192efe336c5fda0866f857481a6617d
This commit is contained in:
Jesse Hall 2012-05-16 23:44:34 -07:00
parent e804aa4819
commit 90ed8508ed
2 changed files with 33 additions and 3 deletions

View File

@ -228,14 +228,16 @@ status_t SurfaceTexture::updateTexImage() {
mEGLSlots[buf].mGraphicBuffer = item.mGraphicBuffer;
}
// Update the GL texture object.
// Update the GL texture object. We may have to do this even when
// item.mGraphicBuffer == NULL, if we destroyed the EGLImage when
// detaching from a context but the buffer has not been re-allocated.
EGLImageKHR image = mEGLSlots[buf].mEglImage;
if (image == EGL_NO_IMAGE_KHR) {
if (item.mGraphicBuffer == 0) {
if (mEGLSlots[buf].mGraphicBuffer == NULL) {
ST_LOGE("updateTexImage: buffer at slot %d is null", buf);
return BAD_VALUE;
}
image = createImage(dpy, item.mGraphicBuffer);
image = createImage(dpy, mEGLSlots[buf].mGraphicBuffer);
mEGLSlots[buf].mEglImage = image;
if (image == EGL_NO_IMAGE_KHR) {
// NOTE: if dpy was invalid, createImage() is guaranteed to

View File

@ -2577,4 +2577,32 @@ TEST_F(SurfaceTextureMultiContextGLTest,
ASSERT_TRUE(checkPixel( 0, 0, 35, 35, 35, 35));
}
TEST_F(SurfaceTextureMultiContextGLTest,
UpdateTexImageSucceedsForBufferConsumedBeforeDetach) {
ASSERT_EQ(NO_ERROR, mST->setSynchronousMode(true));
ASSERT_EQ(NO_ERROR, mST->setBufferCountServer(2));
// produce two frames and consume them both on the primary context
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
// produce one more frame
ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
// Detach from the primary context and attach to the secondary context
ASSERT_EQ(OK, mST->detachFromContext());
ASSERT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mSecondEglContext));
ASSERT_EQ(OK, mST->attachToContext(SECOND_TEX_ID));
// Consume final frame on secondary context
mFW->waitForFrame();
ASSERT_EQ(OK, mST->updateTexImage());
}
} // namespace android