If eglSwapBuffers is called but the under surface was destroyed,
the EGL_BAD_NATIVE_WINDOW error may also be generated according
to the EGL spec 1.4.
This really shouldn't happen from the upper, but add the graceful
handling of this case also.
Change-Id: Ic0a599808b72f401d2a01c3dc40f9e6ea0e0a564
Signed-off-by: Zhang Dongsheng <dongsheng.zhang@intel.com>
Tracked-On: https://jira01.devtools.intel.com/browse/OAM-12666
Reviewed-on: https://android.intel.com:443/460679
if (CC_LIKELY(err == EGL_SUCCESS)) {
return true;
}
- if (err == EGL_BAD_SURFACE) {
+ if (err == EGL_BAD_SURFACE || err == EGL_BAD_NATIVE_WINDOW) {
// For some reason our surface was destroyed out from under us
// This really shouldn't happen, but if it does we can recover easily
// by just not trying to use the surface anymore
- ALOGW("swapBuffers encountered EGL_BAD_SURFACE on %p, halting rendering...", surface);
+ ALOGW("swapBuffers encountered EGL error %d on %p, halting rendering...", err, surface);
return false;
}
LOG_ALWAYS_FATAL("Encountered EGL error %d %s during rendering",