Loading libs/renderengine/skia/SkiaGLRenderEngine.cpp +3 −10 Original line number Diff line number Diff line Loading @@ -513,14 +513,9 @@ void SkiaGLRenderEngine::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffe } ATRACE_CALL(); // We need to switch the currently bound context if the buffer is protected but the current // context is not. The current state must then be restored after the buffer is cached. const bool protectedContextState = mInProtectedContext; if (!useProtectedContext(protectedContextState || isProtectedBuffer)) { ALOGE("Attempting to cache a buffer into a different context than what is currently bound"); return; } // If we were to support caching protected buffers then we will need to switch the currently // bound context if we are not already using the protected context (and subsequently switch // back after the buffer is cached). auto grContext = getActiveGrContext(); auto& cache = mInProtectedContext ? mProtectedTextureCache : mTextureCache; Loading @@ -534,8 +529,6 @@ void SkiaGLRenderEngine::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffe isRenderable); cache.insert({buffer->getId(), imageTextureRef}); } // restore the original state of the protected context if necessary useProtectedContext(protectedContextState); } void SkiaGLRenderEngine::unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) { Loading Loading
libs/renderengine/skia/SkiaGLRenderEngine.cpp +3 −10 Original line number Diff line number Diff line Loading @@ -513,14 +513,9 @@ void SkiaGLRenderEngine::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffe } ATRACE_CALL(); // We need to switch the currently bound context if the buffer is protected but the current // context is not. The current state must then be restored after the buffer is cached. const bool protectedContextState = mInProtectedContext; if (!useProtectedContext(protectedContextState || isProtectedBuffer)) { ALOGE("Attempting to cache a buffer into a different context than what is currently bound"); return; } // If we were to support caching protected buffers then we will need to switch the currently // bound context if we are not already using the protected context (and subsequently switch // back after the buffer is cached). auto grContext = getActiveGrContext(); auto& cache = mInProtectedContext ? mProtectedTextureCache : mTextureCache; Loading @@ -534,8 +529,6 @@ void SkiaGLRenderEngine::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffe isRenderable); cache.insert({buffer->getId(), imageTextureRef}); } // restore the original state of the protected context if necessary useProtectedContext(protectedContextState); } void SkiaGLRenderEngine::unmapExternalTextureBuffer(const sp<GraphicBuffer>& buffer) { Loading