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Commit 7e477bfe authored by Mathias Agopian's avatar Mathias Agopian
Browse files

make sure BufferQueue releases newly acquired buffers on failures

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
parent f899e411
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+28 −24
Original line number Diff line number Diff line
@@ -235,17 +235,19 @@ 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;
            }
                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.
                return UNKNOWN_ERROR;
                    err = UNKNOWN_ERROR;
                }
            }
        }

        if (err == NO_ERROR) {
            GLint error;
            while ((error = glGetError()) != GL_NO_ERROR) {
                ST_LOGW("updateTexImage: clearing GL error: %#04x", error);
@@ -260,11 +262,12 @@ status_t SurfaceTexture::updateTexImage() {
                err = UNKNOWN_ERROR;
            }

        if (err == OK) {
            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;
            }