Add glFlush in surfaceflinger screenshot code.
After creating a syncKHR object with type EGL_SYNC_NATIVE_FENCE_ANDROID,
glFlush must be called before the EGL_SYNC_NATIVE_FENCE_FD_ANDROID attribute
is populated with a sync fd. We currently call eglDupNativeFenceFDANDROID
before issuing the flush.
Bug 18052459
Taken verbatim from matthew.k.gumbel@intel.com.
Change-Id: I3781d14f92862076e2bca7d27341a6dc6e7e3775
diff --git a/services/surfaceflinger/RenderEngine/RenderEngine.cpp b/services/surfaceflinger/RenderEngine/RenderEngine.cpp
index d5d5da8..a77e0e9 100644
--- a/services/surfaceflinger/RenderEngine/RenderEngine.cpp
+++ b/services/surfaceflinger/RenderEngine/RenderEngine.cpp
@@ -219,6 +219,10 @@
drawMesh(mesh);
}
+void RenderEngine::flush() {
+ glFlush();
+}
+
void RenderEngine::clearWithColor(float red, float green, float blue, float alpha) {
glClearColor(red, green, blue, alpha);
glClear(GL_COLOR_BUFFER_BIT);