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-rw-r--r--libs/gui/SurfaceTexture.cpp23
1 files changed, 9 insertions, 14 deletions
diff --git a/libs/gui/SurfaceTexture.cpp b/libs/gui/SurfaceTexture.cpp
index 96ab284..0925001 100644
--- a/libs/gui/SurfaceTexture.cpp
+++ b/libs/gui/SurfaceTexture.cpp
@@ -488,24 +488,14 @@ status_t SurfaceTexture::setTransform(uint32_t transform) {
status_t SurfaceTexture::updateTexImage() {
LOGV("SurfaceTexture::updateTexImage");
-
Mutex::Autolock lock(mMutex);
- int buf = mCurrentTexture;
+ // In asynchronous mode the list is guaranteed to be one buffer
+ // deep, while in synchronous mode we use the oldest buffer.
if (!mQueue.empty()) {
- // in asynchronous mode the list is guaranteed to be one buffer deep,
- // while in synchronous mode we use the oldest buffer
Fifo::iterator front(mQueue.begin());
- buf = *front;
- mQueue.erase(front);
- if (mQueue.isEmpty()) {
- mDequeueCondition.signal();
- }
- }
+ int buf = *front;
- // Initially both mCurrentTexture and buf are INVALID_BUFFER_SLOT,
- // so this check will fail until a buffer gets queued.
- if (mCurrentTexture != buf) {
// Update the GL texture object.
EGLImageKHR image = mSlots[buf].mEglImage;
if (image == EGL_NO_IMAGE_KHR) {
@@ -543,7 +533,7 @@ status_t SurfaceTexture::updateTexImage() {
}
if (mCurrentTexture != INVALID_BUFFER_SLOT) {
- // the current buffer becomes FREE if it was still in the queued
+ // The current buffer becomes FREE if it was still in the queued
// state. If it has already been given to the client
// (synchronous mode), then it stays in DEQUEUED state.
if (mSlots[mCurrentTexture].mBufferState == BufferSlot::QUEUED)
@@ -558,11 +548,16 @@ status_t SurfaceTexture::updateTexImage() {
mCurrentTransform = mSlots[buf].mTransform;
mCurrentTimestamp = mSlots[buf].mTimestamp;
computeCurrentTransformMatrix();
+
+ // Now that we've passed the point at which failures can happen,
+ // it's safe to remove the buffer from the front of the queue.
+ mQueue.erase(front);
mDequeueCondition.signal();
} else {
// We always bind the texture even if we don't update its contents.
glBindTexture(mCurrentTextureTarget, mTexName);
}
+
return OK;
}