fix the threading issue for setBuffercount()
this change introduces R/W locks in the right places.
on the server-side, it guarantees that setBufferCount()
is synchronized with "retire" and "resize".
on the client-side, it guarantees that setBufferCount()
is synchronized with "dequeue", "lockbuffer" and "queue"
diff --git a/libs/surfaceflinger/TextureManager.h b/libs/surfaceflinger/TextureManager.h
index 90cb62b..d0acfe9 100644
--- a/libs/surfaceflinger/TextureManager.h
+++ b/libs/surfaceflinger/TextureManager.h
@@ -36,21 +36,24 @@
// ---------------------------------------------------------------------------
-struct Texture {
- Texture() : name(-1U), width(0), height(0),
- image(EGL_NO_IMAGE_KHR), transform(0),
- NPOTAdjust(false), dirty(true) { }
+struct Image {
+ Image() : name(-1U), image(EGL_NO_IMAGE_KHR), width(0), height(0),
+ transform(0), dirty(true) { }
GLuint name;
+ EGLImageKHR image;
GLuint width;
GLuint height;
+ uint32_t transform;
+ bool dirty;
+};
+
+struct Texture : public Image {
+ Texture() : Image(), NPOTAdjust(false) { }
GLuint potWidth;
GLuint potHeight;
GLfloat wScale;
GLfloat hScale;
- EGLImageKHR image;
- uint32_t transform;
bool NPOTAdjust;
- bool dirty;
};
// ---------------------------------------------------------------------------
@@ -68,7 +71,7 @@
const Region& dirty, const GGLSurface& t);
// make active buffer an EGLImage if needed
- status_t initEglImage(Texture* texture,
+ status_t initEglImage(Image* texture,
EGLDisplay dpy, const sp<GraphicBuffer>& buffer);
};