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:
parent
e804aa4819
commit
90ed8508ed
@ -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
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user