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author Pablo Ceballos <pceballos@google.com> 2015-10-07 15:05:45 -0700
committer Pablo Ceballos <pceballos@google.com> 2015-11-03 12:03:51 -0800
commitccdfd60d79a8b7f1ed6401d0f2e8e29166a10584 (patch)
tree337134c63442b7f737caf43ff44487b0916f9047 /libs/gui/GLConsumer.cpp
parentc899c322ab49639c1e1b012bb5a8b7d52f8497f4 (diff)
BQ: Add support for single buffer mode
- Adds a single buffer mode to BufferQueue. In this mode designate the first dequeued buffer as the shared buffer. All calls to dequeue() and acquire() will then return the shared buffer, allowing the producer and consumer to share it. - Modify the buffer slot state tracking. Add a new SHARED state for the shared buffer in single buffer mode. Also track how many times a buffer has been dequeued/queued/acquired as it's possible for a shared buffer to be both dequeued and acquired at the same time, or dequeued/acquired multiple times. This tracking is needed to know when to drop the buffer out of the SHARED state after single buffer mode has been disabled. - Add plumbing for enabling/disabling single buffer mode from Surface. Bug 24940410 Change-Id: I3fc550c74bacb5523c049a227111356257386853
Diffstat (limited to 'libs/gui/GLConsumer.cpp')
-rw-r--r--libs/gui/GLConsumer.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/libs/gui/GLConsumer.cpp b/libs/gui/GLConsumer.cpp
index 1572a89222..83e4d66412 100644
--- a/libs/gui/GLConsumer.cpp
+++ b/libs/gui/GLConsumer.cpp
@@ -424,6 +424,11 @@ status_t GLConsumer::updateAndReleaseLocked(const BufferItem& item)
mCurrentTextureImage->graphicBufferHandle() : 0,
slot, mSlots[slot].mGraphicBuffer->handle);
+ // Hang onto the pointer so that it isn't freed in the call to
+ // releaseBufferLocked() if we're in single buffer mode and both buffers are
+ // the same.
+ sp<EglImage> nextTextureImage = mEglSlots[slot].mEglImage;
+
// release old buffer
if (mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) {
status_t status = releaseBufferLocked(
@@ -439,7 +444,7 @@ status_t GLConsumer::updateAndReleaseLocked(const BufferItem& item)
// Update the GLConsumer state.
mCurrentTexture = slot;
- mCurrentTextureImage = mEglSlots[slot].mEglImage;
+ mCurrentTextureImage = nextTextureImage;
mCurrentCrop = item.mCrop;
mCurrentTransform = item.mTransform;
mCurrentScalingMode = item.mScalingMode;