BufferQueue returns proper code on acquire
Also removed unnecessary debug messages from
SurfaceTextureClient.
Change-Id: I291897a44170142f9d42a007b008823fad4683e0
diff --git a/libs/gui/SurfaceTexture.cpp b/libs/gui/SurfaceTexture.cpp
index dd96f84..4fe2cca 100644
--- a/libs/gui/SurfaceTexture.cpp
+++ b/libs/gui/SurfaceTexture.cpp
@@ -211,7 +211,8 @@
// In asynchronous mode the list is guaranteed to be one buffer
// deep, while in synchronous mode we use the oldest buffer.
- if (mBufferQueue->acquireBuffer(&item) == NO_ERROR) {
+ err = mBufferQueue->acquireBuffer(&item);
+ if (err == NO_ERROR) {
int buf = item.mBuf;
// This buffer was newly allocated, so we need to clean up on our side
if (item.mGraphicBuffer != NULL) {
@@ -247,7 +248,6 @@
glBindTexture(mTexTarget, mTexName);
glEGLImageTargetTexture2DOES(mTexTarget, (GLeglImageOES)image);
- status_t err = OK;
while ((error = glGetError()) != GL_NO_ERROR) {
ST_LOGE("updateTexImage: error binding external texture image %p "
"(slot %d): %#04x", image, buf, error);
@@ -292,9 +292,13 @@
mCurrentScalingMode = item.mScalingMode;
mCurrentTimestamp = item.mTimestamp;
computeCurrentTransformMatrix();
- } else {
+ } else {
+ if (err < 0) {
+ ALOGE("updateTexImage failed on acquire %d", err);
+ }
// We always bind the texture even if we don't update its contents.
glBindTexture(mTexTarget, mTexName);
+ return OK;
}
return err;