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make sure BufferQueue releases newly acquired buffers on failures
authorMathias Agopian <mathias@google.com>
Fri, 18 May 2012 23:50:58 +0000 (16:50 -0700)
committerMathias Agopian <mathias@google.com>
Fri, 18 May 2012 23:50:58 +0000 (16:50 -0700)
this prevents SurfaceTexture producer to hang in dequeueBuffer()
when something goes wrong in the consumer.
only the consumer gets an error and the current frame is kept
instead of the new one. the producer is unaware of the problem.

Bug: 6476587
Change-Id: Ie6db5526632aabc3e60229b93dfe29c19491ade4

libs/gui/SurfaceTexture.cpp

index feaf07a..30c0d9b 100644 (file)
@@ -235,36 +235,39 @@ status_t SurfaceTexture::updateTexImage() {
         if (image == EGL_NO_IMAGE_KHR) {
             if (mEGLSlots[buf].mGraphicBuffer == NULL) {
                 ST_LOGE("updateTexImage: buffer at slot %d is null", buf);
-                return BAD_VALUE;
-            }
-            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
-                // fail. so we'd end up here.
-                return UNKNOWN_ERROR;
+                err = BAD_VALUE;
+            } else {
+                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
+                    // fail. so we'd end up here.
+                    err = UNKNOWN_ERROR;
+                }
             }
         }
 
-        GLint error;
-        while ((error = glGetError()) != GL_NO_ERROR) {
-            ST_LOGW("updateTexImage: clearing GL error: %#04x", error);
-        }
+        if (err == NO_ERROR) {
+            GLint error;
+            while ((error = glGetError()) != GL_NO_ERROR) {
+                ST_LOGW("updateTexImage: clearing GL error: %#04x", error);
+            }
 
-        glBindTexture(mTexTarget, mTexName);
-        glEGLImageTargetTexture2DOES(mTexTarget, (GLeglImageOES)image);
+            glBindTexture(mTexTarget, mTexName);
+            glEGLImageTargetTexture2DOES(mTexTarget, (GLeglImageOES)image);
 
-        while ((error = glGetError()) != GL_NO_ERROR) {
-            ST_LOGE("updateTexImage: error binding external texture image %p "
-                    "(slot %d): %#04x", image, buf, error);
-            err = UNKNOWN_ERROR;
-        }
+            while ((error = glGetError()) != GL_NO_ERROR) {
+                ST_LOGE("updateTexImage: error binding external texture image %p "
+                        "(slot %d): %#04x", image, buf, error);
+                err = UNKNOWN_ERROR;
+            }
 
-        if (err == OK) {
-            err = syncForReleaseLocked(dpy);
+            if (err == NO_ERROR) {
+                err = syncForReleaseLocked(dpy);
+            }
         }
 
-        if (err != OK) {
+        if (err != NO_ERROR) {
             // Release the buffer we just acquired.  It's not safe to
             // release the old buffer, so instead we just drop the new frame.
             mBufferQueue->releaseBuffer(buf, dpy, mEGLSlots[buf].mFence);
@@ -279,12 +282,13 @@ status_t SurfaceTexture::updateTexImage() {
 
         // release old buffer
         if (mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
-            status_t status = mBufferQueue->releaseBuffer(mCurrentTexture, dpy, mEGLSlots[mCurrentTexture].mFence);
+            status_t status = mBufferQueue->releaseBuffer(mCurrentTexture, dpy,
+                    mEGLSlots[mCurrentTexture].mFence);
 
             mEGLSlots[mCurrentTexture].mFence = EGL_NO_SYNC_KHR;
             if (status == BufferQueue::STALE_BUFFER_SLOT) {
                 freeBufferLocked(mCurrentTexture);
-            } else if (status != OK) {
+            } else if (status != NO_ERROR) {
                 ST_LOGE("updateTexImage: released invalid buffer");
                 err = status;
             }