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author Mathias Agopian <mathias@google.com> 2011-01-18 15:51:30 -0800
committer Sriram Raman <sriramkraman@google.com> 2011-01-18 20:02:00 -0500
commita0d9ab293354f955bbf486b5f04b076259bd635c (patch)
tree7f17abfbd0b95e54e4e38037f5f41dc387633b1d
parenta2bc3872bcd7480da0642bbadcec2a75d4ec8a51 (diff)
fix [3361121] hang in glClear() - device unresponsive, OTA fails
Generally we never want to lock a buffer for write access if it is at the "head" on the surfaceflinger side. The only exception (1) is when the buffer is not currently in use AND there is at least one queued buffer -- in which case, SurfaceFlinger will never use said buffer anymore, because on the next composition around, it will be able to retire the first queued buffer. The logic above relies on SurfaceFlinger always retiring and locking a buffer before composition -- unfortunately this didn't happen during a screenshot. This could leave us in a situation where a buffer is locked by the application for write, and used by SurfaceFlinger for texturing, causing a hang. Here, we fix this issue by never assuming the exception (1), it was intended as an optimization allowing ANativeWindow::lockBuffer() to return sooner and was justified when most of SF composition was done in software. The actual buffer locking is now ensured by gralloc. We could have handled screenshots in a similar way to a regular composition, but it could have caused glitches on screen, essentially, taking a screenshot could cause to skip a frame. Change-Id: I1f226b1ebdf6918439b687c2723955d55b842c55
-rw-r--r--libs/surfaceflinger_client/SharedBufferStack.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/libs/surfaceflinger_client/SharedBufferStack.cpp b/libs/surfaceflinger_client/SharedBufferStack.cpp
index 3b2ef848b3..af11f97a0c 100644
--- a/libs/surfaceflinger_client/SharedBufferStack.cpp
+++ b/libs/surfaceflinger_client/SharedBufferStack.cpp
@@ -261,8 +261,7 @@ bool SharedBufferClient::LockCondition::operator()() const {
// NOTE: if stack.head is messed up, we could crash the client
// or cause some drawing artifacts. This is okay, as long as it is
// limited to the client.
- return (buf != stack.index[stack.head] ||
- (stack.queued > 0 && stack.inUse != buf));
+ return (buf != stack.index[stack.head]);
}
SharedBufferServer::BuffersAvailableCondition::BuffersAvailableCondition(