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-rw-r--r--services/surfaceflinger/Layer.cpp21
-rw-r--r--services/surfaceflinger/Layer.h1
2 files changed, 21 insertions, 1 deletions
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index 2b733e9..8d8af52 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -84,7 +84,8 @@ Layer::Layer(SurfaceFlinger* flinger, const sp<Client>& client,
mQueueItemLock(),
mQueueItemCondition(),
mQueueItems(),
- mLastFrameNumberReceived(0)
+ mLastFrameNumberReceived(0),
+ mUpdateTexImageFailed(false)
{
mCurrentCrop.makeInvalid();
mFlinger->getRenderEngine().genTextures(1, &mTextureName);
@@ -1314,6 +1315,24 @@ Region Layer::latchBuffer(bool& recomputeVisibleRegions)
mQueueItems.removeAt(0);
android_atomic_dec(&mQueuedFrames);
return outDirtyRegion;
+ } else if (updateResult != NO_ERROR || mUpdateTexImageFailed) {
+ // This can occur if something goes wrong when trying to create the
+ // EGLImage for this buffer. If this happens, the buffer has already
+ // been released, so we need to clean up the queue and bug out
+ // early.
+ {
+ Mutex::Autolock lock(mQueueItemLock);
+ mQueueItems.clear();
+ android_atomic_and(0, &mQueuedFrames);
+ }
+
+ // Once we have hit this state, the shadow queue may no longer
+ // correctly reflect the incoming BufferQueue's contents, so even if
+ // updateTexImage starts working, the only safe course of action is
+ // to continue to ignore updates.
+ mUpdateTexImageFailed = true;
+
+ return outDirtyRegion;
}
{ // Autolock scope
diff --git a/services/surfaceflinger/Layer.h b/services/surfaceflinger/Layer.h
index 947da85..4e222b7 100644
--- a/services/surfaceflinger/Layer.h
+++ b/services/surfaceflinger/Layer.h
@@ -419,6 +419,7 @@ private:
Condition mQueueItemCondition;
Vector<BufferItem> mQueueItems;
uint64_t mLastFrameNumberReceived;
+ bool mUpdateTexImageFailed; // This is only modified from the main thread
};
// ---------------------------------------------------------------------------