Always make GL calls with a valid EGL context.
Bug #5010760 Change-Id: If7500ef69683948e727df1406f458f18b11259d1
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@ -31,6 +31,7 @@
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#include <cutils/properties.h>
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#include <cutils/properties.h>
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#include <cutils/memory.h>
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#include <cutils/memory.h>
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#include <utils/CallStack.h>
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#include <utils/String8.h>
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#include <utils/String8.h>
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#include "egldefs.h"
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#include "egldefs.h"
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@ -147,6 +148,10 @@ static int gl_no_context() {
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if (egl_tls_t::logNoContextCall()) {
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if (egl_tls_t::logNoContextCall()) {
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LOGE("call to OpenGL ES API with no current context "
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LOGE("call to OpenGL ES API with no current context "
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"(logged once per thread)");
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"(logged once per thread)");
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LOGE("call stack before error:");
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CallStack stack;
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stack.update();
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stack.dump();
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}
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}
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return 0;
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return 0;
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}
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}
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