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Don't rely on GLConsumer frame number in virtual camera
Sometimes the GLConsumer frame number is not set correctly (depending on how one writes into the Surface) causing the virtual camera render thread to get stuck. This change maintains an atomic bool within the virtual camera service itself to check if the first frame has been drawn. Test: VdmHost + VdmClient Test: CtsVirtualDevicesCameraTestCases Bug: 381074653 Flag: EXEMPT minor bugfix Change-Id: If108f4d8da4f52c9bea550d27f34c927d7622737