sf: Initialize EventThread before creating HWC

Once HWC is created, it could use any of the provided hooks, which
could lead to a crash if the EventThread (handler) isn't initialized
prior to creating HWC.

Change-Id: I5ea35fe9bcb150fb74aae1295b798bd787ad6cee
This commit is contained in:
Saurabh Shah 2015-06-15 17:55:51 -07:00
parent 2ab05fc551
commit f948105810
1 changed files with 9 additions and 9 deletions

View File

@ -438,6 +438,15 @@ void SurfaceFlinger::init() {
mEGLDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(mEGLDisplay, NULL, NULL);
// start the EventThread
sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync,
vsyncPhaseOffsetNs, true, "app");
mEventThread = new EventThread(vsyncSrc);
sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,
sfVsyncPhaseOffsetNs, true, "sf");
mSFEventThread = new EventThread(sfVsyncSrc);
mEventQueue.setEventThread(mSFEventThread);
// Initialize the H/W composer object. There may or may not be an
// actual hardware composer underneath.
mHwc = new HWComposer(this,
@ -489,15 +498,6 @@ void SurfaceFlinger::init() {
// (which may happens before we render something)
getDefaultDisplayDevice()->makeCurrent(mEGLDisplay, mEGLContext);
// start the EventThread
sp<VSyncSource> vsyncSrc = new DispSyncSource(&mPrimaryDispSync,
vsyncPhaseOffsetNs, true, "app");
mEventThread = new EventThread(vsyncSrc);
sp<VSyncSource> sfVsyncSrc = new DispSyncSource(&mPrimaryDispSync,
sfVsyncPhaseOffsetNs, true, "sf");
mSFEventThread = new EventThread(sfVsyncSrc);
mEventQueue.setEventThread(mSFEventThread);
mEventControlThread = new EventControlThread(this);
mEventControlThread->run("EventControl", PRIORITY_URGENT_DISPLAY);