Always make GL calls with a valid EGL context.

Bug #5010760

Change-Id: If7500ef69683948e727df1406f458f18b11259d1
This commit is contained in:
Romain Guy 2011-07-11 15:33:51 -07:00
parent 582b52b064
commit e03de93794

View File

@ -31,6 +31,7 @@
#include <cutils/properties.h> #include <cutils/properties.h>
#include <cutils/memory.h> #include <cutils/memory.h>
#include <utils/CallStack.h>
#include <utils/String8.h> #include <utils/String8.h>
#include "egldefs.h" #include "egldefs.h"
@ -147,6 +148,10 @@ static int gl_no_context() {
if (egl_tls_t::logNoContextCall()) { if (egl_tls_t::logNoContextCall()) {
LOGE("call to OpenGL ES API with no current context " LOGE("call to OpenGL ES API with no current context "
"(logged once per thread)"); "(logged once per thread)");
LOGE("call stack before error:");
CallStack stack;
stack.update();
stack.dump();
} }
return 0; return 0;
} }