Loading services/surfaceflinger/BufferLayerConsumer.cpp +0 −13 Original line number Original line Diff line number Diff line Loading @@ -292,19 +292,6 @@ status_t BufferLayerConsumer::updateAndReleaseLocked(const BufferItem& item, int slot = item.mSlot; int slot = item.mSlot; // Ensure we have a valid EglImageKHR for the slot, creating an EglImage // if nessessary, for the gralloc buffer currently in the slot in // ConsumerBase. // We may have to do this even when item.mGraphicBuffer == NULL (which // means the buffer was previously acquired). const Rect& imageCrop = canUseImageCrop(item.mCrop) ? item.mCrop : Rect::EMPTY_RECT; err = mImages[slot]->createIfNeeded(imageCrop); if (err != NO_ERROR) { BLC_LOGW("updateAndRelease: unable to createImage on slot=%d", slot); releaseBufferLocked(slot, mSlots[slot].mGraphicBuffer); return UNKNOWN_ERROR; } // Do whatever sync ops we need to do before releasing the old slot. // Do whatever sync ops we need to do before releasing the old slot. if (slot != mCurrentTexture) { if (slot != mCurrentTexture) { err = syncForReleaseLocked(); err = syncForReleaseLocked(); Loading Loading
services/surfaceflinger/BufferLayerConsumer.cpp +0 −13 Original line number Original line Diff line number Diff line Loading @@ -292,19 +292,6 @@ status_t BufferLayerConsumer::updateAndReleaseLocked(const BufferItem& item, int slot = item.mSlot; int slot = item.mSlot; // Ensure we have a valid EglImageKHR for the slot, creating an EglImage // if nessessary, for the gralloc buffer currently in the slot in // ConsumerBase. // We may have to do this even when item.mGraphicBuffer == NULL (which // means the buffer was previously acquired). const Rect& imageCrop = canUseImageCrop(item.mCrop) ? item.mCrop : Rect::EMPTY_RECT; err = mImages[slot]->createIfNeeded(imageCrop); if (err != NO_ERROR) { BLC_LOGW("updateAndRelease: unable to createImage on slot=%d", slot); releaseBufferLocked(slot, mSlots[slot].mGraphicBuffer); return UNKNOWN_ERROR; } // Do whatever sync ops we need to do before releasing the old slot. // Do whatever sync ops we need to do before releasing the old slot. if (slot != mCurrentTexture) { if (slot != mCurrentTexture) { err = syncForReleaseLocked(); err = syncForReleaseLocked(); Loading