make sure we have a context when creating the 1st surface
also add an option to dump the stack trace when calling a GL function without a context. Change-Id: I57b72bb8c322ac4253c3077bf150621bd9863b69
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@ -331,6 +331,11 @@ EGLBoolean egl_init_drivers() {
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void gl_unimplemented() {
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ALOGE("called unimplemented OpenGL ES API");
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char value[PROPERTY_VALUE_MAX];
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property_get("debug.egl.callstack", value, "0");
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if (atoi(value)) {
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CallStack stack(LOG_TAG);
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}
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}
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void gl_noop() {
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@ -487,6 +487,10 @@ status_t SurfaceFlinger::readyToRun()
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}
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}
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// make the GLContext current so that we can create textures when creating Layers
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// (which may happens before we render something)
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getDefaultDisplayDevice()->makeCurrent(mEGLDisplay, mEGLContext);
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// start the EventThread
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mEventThread = new EventThread(this);
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mEventQueue.setEventThread(mEventThread);
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