libgui: have ST::updateTexImage check the GL ctx
This change adds a check to SurfaceTexture::updateTexImage to verify
that the current GL context is the same as the one that was used for
previous updateTexImage calls.
Change-Id: If02d2f787bcfdb528046dc9ddf6665f8a90e1bf4
diff --git a/include/gui/SurfaceTexture.h b/include/gui/SurfaceTexture.h
index f8dc3ac..cd490f2 100644
--- a/include/gui/SurfaceTexture.h
+++ b/include/gui/SurfaceTexture.h
@@ -260,7 +260,6 @@
struct EGLSlot {
EGLSlot()
: mEglImage(EGL_NO_IMAGE_KHR),
- mEglDisplay(EGL_NO_DISPLAY),
mFence(EGL_NO_SYNC_KHR) {
}
@@ -269,9 +268,6 @@
// mEglImage is the EGLImage created from mGraphicBuffer.
EGLImageKHR mEglImage;
- // mEglDisplay is the EGLDisplay used to create mEglImage.
- EGLDisplay mEglDisplay;
-
// mFence is the EGL sync object that must signal before the buffer
// associated with this buffer slot may be dequeued. It is initialized
// to EGL_NO_SYNC_KHR when the buffer is created and (optionally, based
@@ -279,6 +275,17 @@
EGLSyncKHR mFence;
};
+ // mEglDisplay is the EGLDisplay with which this SurfaceTexture is currently
+ // associated. It is intialized to EGL_NO_DISPLAY and gets set to the
+ // current display when updateTexImage is called for the first time.
+ EGLDisplay mEglDisplay;
+
+ // mEglContext is the OpenGL ES context with which this SurfaceTexture is
+ // currently associated. It is initialized to EGL_NO_CONTEXT and gets set
+ // to the current GL context when updateTexImage is called for the first
+ // time.
+ EGLContext mEglContext;
+
// mEGLSlots stores the buffers that have been allocated by the BufferQueue
// for each buffer slot. It is initialized to null pointers, and gets
// filled in with the result of BufferQueue::acquire when the
diff --git a/libs/gui/SurfaceTexture.cpp b/libs/gui/SurfaceTexture.cpp
index d8dd5bd..0f21255 100644
--- a/libs/gui/SurfaceTexture.cpp
+++ b/libs/gui/SurfaceTexture.cpp
@@ -115,6 +115,8 @@
mUseFenceSync(false),
#endif
mTexTarget(texTarget),
+ mEglDisplay(EGL_NO_DISPLAY),
+ mEglContext(EGL_NO_CONTEXT),
mAbandoned(false),
mCurrentTexture(BufferQueue::INVALID_BUFFER_SLOT)
{
@@ -178,6 +180,22 @@
return NO_INIT;
}
+ EGLDisplay dpy = eglGetCurrentDisplay();
+ EGLContext ctx = eglGetCurrentContext();
+
+ if (mEglDisplay != dpy && mEglDisplay != EGL_NO_DISPLAY) {
+ ST_LOGE("updateTexImage: invalid current EGLDisplay");
+ return -EINVAL;
+ }
+
+ if (mEglContext != ctx && mEglContext != EGL_NO_CONTEXT) {
+ ST_LOGE("updateTexImage: invalid current EGLContext");
+ return -EINVAL;
+ }
+
+ mEglDisplay = dpy;
+ mEglContext = ctx;
+
BufferQueue::BufferItem item;
// In asynchronous mode the list is guaranteed to be one buffer
@@ -188,17 +206,14 @@
if (item.mGraphicBuffer != NULL) {
mEGLSlots[buf].mGraphicBuffer = 0;
if (mEGLSlots[buf].mEglImage != EGL_NO_IMAGE_KHR) {
- eglDestroyImageKHR(mEGLSlots[buf].mEglDisplay,
- mEGLSlots[buf].mEglImage);
+ eglDestroyImageKHR(dpy, mEGLSlots[buf].mEglImage);
mEGLSlots[buf].mEglImage = EGL_NO_IMAGE_KHR;
- mEGLSlots[buf].mEglDisplay = EGL_NO_DISPLAY;
}
mEGLSlots[buf].mGraphicBuffer = item.mGraphicBuffer;
}
// Update the GL texture object.
EGLImageKHR image = mEGLSlots[buf].mEglImage;
- EGLDisplay dpy = eglGetCurrentDisplay();
if (image == EGL_NO_IMAGE_KHR) {
if (item.mGraphicBuffer == 0) {
ST_LOGE("buffer at slot %d is null", buf);
@@ -206,7 +221,6 @@
}
image = createImage(dpy, item.mGraphicBuffer);
mEGLSlots[buf].mEglImage = image;
- mEGLSlots[buf].mEglDisplay = dpy;
if (image == EGL_NO_IMAGE_KHR) {
// NOTE: if dpy was invalid, createImage() is guaranteed to
// fail. so we'd end up here.
@@ -229,8 +243,7 @@
failed = true;
}
if (failed) {
- mBufferQueue->releaseBuffer(buf, mEGLSlots[buf].mEglDisplay,
- mEGLSlots[buf].mFence);
+ mBufferQueue->releaseBuffer(buf, dpy, mEGLSlots[buf].mFence);
return -EINVAL;
}
@@ -241,7 +254,7 @@
if (fence == EGL_NO_SYNC_KHR) {
ALOGE("updateTexImage: error creating fence: %#x",
eglGetError());
- mBufferQueue->releaseBuffer(buf, mEGLSlots[buf].mEglDisplay,
+ mBufferQueue->releaseBuffer(buf, dpy,
mEGLSlots[buf].mFence);
return -EINVAL;
}
@@ -256,8 +269,7 @@
buf, item.mGraphicBuffer != NULL ? item.mGraphicBuffer->handle : 0);
// release old buffer
- mBufferQueue->releaseBuffer(mCurrentTexture,
- mEGLSlots[mCurrentTexture].mEglDisplay,
+ mBufferQueue->releaseBuffer(mCurrentTexture, dpy,
mEGLSlots[mCurrentTexture].mFence);
// Update the SurfaceTexture state.
@@ -459,10 +471,9 @@
if (mEGLSlots[slotIndex].mEglImage != EGL_NO_IMAGE_KHR) {
EGLImageKHR img = mEGLSlots[slotIndex].mEglImage;
if (img != EGL_NO_IMAGE_KHR) {
- eglDestroyImageKHR(mEGLSlots[slotIndex].mEglDisplay, img);
+ eglDestroyImageKHR(mEglDisplay, img);
}
mEGLSlots[slotIndex].mEglImage = EGL_NO_IMAGE_KHR;
- mEGLSlots[slotIndex].mEglDisplay = EGL_NO_DISPLAY;
}
}
diff --git a/libs/gui/tests/SurfaceTexture_test.cpp b/libs/gui/tests/SurfaceTexture_test.cpp
index 71cf577..d6357ca 100644
--- a/libs/gui/tests/SurfaceTexture_test.cpp
+++ b/libs/gui/tests/SurfaceTexture_test.cpp
@@ -560,6 +560,27 @@
}
}
+// Produce a single RGBA8 frame by filling a buffer with a checkerboard pattern
+// using the CPU. This assumes that the ANativeWindow is already configured to
+// allow this to be done (e.g. the format is set to RGBA8).
+//
+// Calls to this function should be wrapped in an ASSERT_NO_FATAL_FAILURE().
+void produceOneRGBA8Frame(const sp<ANativeWindow>& anw) {
+ android_native_buffer_t* anb;
+ ASSERT_EQ(NO_ERROR, anw->dequeueBuffer(anw.get(), &anb));
+ ASSERT_TRUE(anb != NULL);
+
+ sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
+ ASSERT_EQ(NO_ERROR, anw->lockBuffer(anw.get(), buf->getNativeBuffer()));
+
+ uint8_t* img = NULL;
+ ASSERT_EQ(NO_ERROR, buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN,
+ (void**)(&img)));
+ fillRGBA8Buffer(img, buf->getWidth(), buf->getHeight(), buf->getStride());
+ ASSERT_EQ(NO_ERROR, buf->unlock());
+ ASSERT_EQ(NO_ERROR, anw->queueBuffer(anw.get(), buf->getNativeBuffer()));
+}
+
TEST_F(SurfaceTextureGLTest, TexturingFromCpuFilledYV12BufferNpot) {
const int texWidth = 64;
const int texHeight = 66;
@@ -873,19 +894,7 @@
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
- android_native_buffer_t* anb;
- ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
- ASSERT_TRUE(anb != NULL);
-
- sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
- ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
-
- // Fill the buffer with the a checkerboard pattern
- uint8_t* img = NULL;
- buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
- fillRGBA8Buffer(img, texWidth, texHeight, buf->getStride());
- buf->unlock();
- ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
mST->updateTexImage();
@@ -927,19 +936,7 @@
ASSERT_EQ(NO_ERROR, native_window_set_usage(mANW.get(),
GRALLOC_USAGE_SW_READ_OFTEN | GRALLOC_USAGE_SW_WRITE_OFTEN));
- android_native_buffer_t* anb;
- ASSERT_EQ(NO_ERROR, mANW->dequeueBuffer(mANW.get(), &anb));
- ASSERT_TRUE(anb != NULL);
-
- sp<GraphicBuffer> buf(new GraphicBuffer(anb, false));
- ASSERT_EQ(NO_ERROR, mANW->lockBuffer(mANW.get(), buf->getNativeBuffer()));
-
- // Fill the buffer with the a checkerboard pattern
- uint8_t* img = NULL;
- buf->lock(GRALLOC_USAGE_SW_WRITE_OFTEN, (void**)(&img));
- fillRGBA8Buffer(img, texWidth, texHeight, buf->getStride());
- buf->unlock();
- ASSERT_EQ(NO_ERROR, mANW->queueBuffer(mANW.get(), buf->getNativeBuffer()));
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
mST->updateTexImage();
@@ -1095,18 +1092,12 @@
virtual void SetUp() {
SurfaceTextureGLTest::SetUp();
- EGLConfig myConfig = {0};
- EGLint numConfigs = 0;
- EXPECT_TRUE(eglChooseConfig(mEglDisplay, getConfigAttribs(), &myConfig,
- 1, &numConfigs));
- ASSERT_EQ(EGL_SUCCESS, eglGetError());
-
- mProducerEglSurface = eglCreateWindowSurface(mEglDisplay, myConfig,
+ mProducerEglSurface = eglCreateWindowSurface(mEglDisplay, mGlConfig,
mANW.get(), NULL);
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_NE(EGL_NO_SURFACE, mProducerEglSurface);
- mProducerEglContext = eglCreateContext(mEglDisplay, myConfig,
+ mProducerEglContext = eglCreateContext(mEglDisplay, mGlConfig,
EGL_NO_CONTEXT, getContextAttribs());
ASSERT_EQ(EGL_SUCCESS, eglGetError());
ASSERT_NE(EGL_NO_CONTEXT, mProducerEglContext);
@@ -1742,4 +1733,45 @@
EXPECT_TRUE(checkPixel( 24, 39, 0, 255, 0, 255));
}
+class SurfaceTextureMultiContextGLTest : public SurfaceTextureGLTest {
+protected:
+ SurfaceTextureMultiContextGLTest():
+ mSecondEglContext(EGL_NO_CONTEXT) {
+ }
+
+ virtual void SetUp() {
+ SurfaceTextureGLTest::SetUp();
+
+ mSecondEglContext = eglCreateContext(mEglDisplay, mGlConfig,
+ EGL_NO_CONTEXT, getContextAttribs());
+ ASSERT_EQ(EGL_SUCCESS, eglGetError());
+ ASSERT_NE(EGL_NO_CONTEXT, mSecondEglContext);
+ }
+
+ virtual void TearDown() {
+ if (mSecondEglContext != EGL_NO_CONTEXT) {
+ eglDestroyContext(mEglDisplay, mSecondEglContext);
+ }
+ SurfaceTextureGLTest::TearDown();
+ }
+
+ EGLContext mSecondEglContext;
+};
+
+TEST_F(SurfaceTextureMultiContextGLTest, UpdateFromMultipleContextsFails) {
+ sp<FrameWaiter> fw(new FrameWaiter);
+ mST->setFrameAvailableListener(fw);
+
+ ASSERT_NO_FATAL_FAILURE(produceOneRGBA8Frame(mANW));
+
+ // Latch the texture contents on the primary context.
+ mST->updateTexImage();
+
+ // Attempt to latch the texture on the secondary context.
+ EXPECT_TRUE(eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
+ mSecondEglContext));
+ ASSERT_EQ(EGL_SUCCESS, eglGetError());
+ ASSERT_EQ(-EINVAL, mST->updateTexImage());
+}
+
} // namespace android