Merge "fix [2931161] crash in labyritnth when completing a level" into gingerbread

This commit is contained in:
Mathias Agopian
2010-08-18 16:31:36 -07:00
committed by Android (Google) Code Review

View File

@@ -576,41 +576,44 @@ EGLBoolean egl_window_surface_v2_t::swapBuffers()
buffer = 0;
// dequeue a new buffer
nativeWindow->dequeueBuffer(nativeWindow, &buffer);
// TODO: lockBuffer should rather be executed when the very first
// direct rendering occurs.
nativeWindow->lockBuffer(nativeWindow, buffer);
// reallocate the depth-buffer if needed
if ((width != buffer->width) || (height != buffer->height)) {
// TODO: we probably should reset the swap rect here
// if the window size has changed
width = buffer->width;
height = buffer->height;
if (depth.data) {
free(depth.data);
depth.width = width;
depth.height = height;
depth.stride = buffer->stride;
depth.data = (GGLubyte*)malloc(depth.stride*depth.height*2);
if (depth.data == 0) {
setError(EGL_BAD_ALLOC, EGL_FALSE);
return EGL_FALSE;
if (nativeWindow->dequeueBuffer(nativeWindow, &buffer) == NO_ERROR) {
// TODO: lockBuffer should rather be executed when the very first
// direct rendering occurs.
nativeWindow->lockBuffer(nativeWindow, buffer);
// reallocate the depth-buffer if needed
if ((width != buffer->width) || (height != buffer->height)) {
// TODO: we probably should reset the swap rect here
// if the window size has changed
width = buffer->width;
height = buffer->height;
if (depth.data) {
free(depth.data);
depth.width = width;
depth.height = height;
depth.stride = buffer->stride;
depth.data = (GGLubyte*)malloc(depth.stride*depth.height*2);
if (depth.data == 0) {
setError(EGL_BAD_ALLOC, EGL_FALSE);
return EGL_FALSE;
}
}
}
}
// keep a reference on the buffer
buffer->common.incRef(&buffer->common);
// finally pin the buffer down
if (lock(buffer, GRALLOC_USAGE_SW_READ_OFTEN |
GRALLOC_USAGE_SW_WRITE_OFTEN, &bits) != NO_ERROR) {
LOGE("eglSwapBuffers() failed to lock buffer %p (%ux%u)",
buffer, buffer->width, buffer->height);
return setError(EGL_BAD_ACCESS, EGL_FALSE);
// FIXME: we should make sure we're not accessing the buffer anymore
// keep a reference on the buffer
buffer->common.incRef(&buffer->common);
// finally pin the buffer down
if (lock(buffer, GRALLOC_USAGE_SW_READ_OFTEN |
GRALLOC_USAGE_SW_WRITE_OFTEN, &bits) != NO_ERROR) {
LOGE("eglSwapBuffers() failed to lock buffer %p (%ux%u)",
buffer, buffer->width, buffer->height);
return setError(EGL_BAD_ACCESS, EGL_FALSE);
// FIXME: we should make sure we're not accessing the buffer anymore
}
} else {
return setError(EGL_BAD_CURRENT_SURFACE, EGL_FALSE);
}
return EGL_TRUE;