Ensure there's a GL context before creating a Layer

Bug: 13745587

Change-Id: Ib0ec059d9a5974a48734daeec9d83580cada94a3
This commit is contained in:
John Reck
2014-04-08 15:18:56 -07:00
parent 1f3f55b434
commit 1949e7928e
3 changed files with 20 additions and 5 deletions

View File

@@ -490,6 +490,16 @@ void CanvasContext::runWithGlContext(RenderTask* task) {
task->run();
}
Layer* CanvasContext::createRenderLayer(int width, int height) {
requireGlContext();
return LayerRenderer::createRenderLayer(width, height);
}
Layer* CanvasContext::createTextureLayer() {
requireGlContext();
return LayerRenderer::createTextureLayer();
}
void CanvasContext::requireGlContext() {
if (mEglSurface != EGL_NO_SURFACE) {
mGlobalContext->makeCurrent(mEglSurface);

View File

@@ -35,6 +35,7 @@ class RenderNode;
class DisplayListData;
class OpenGLRenderer;
class Rect;
class Layer;
namespace renderthread {
@@ -76,6 +77,9 @@ public:
void runWithGlContext(RenderTask* task);
Layer* createRenderLayer(int width, int height);
Layer* createTextureLayer();
private:
void setSurface(EGLNativeWindowType window);
void swapBuffers();

View File

@@ -202,10 +202,9 @@ void RenderProxy::runWithGlContext(RenderTask* gltask) {
postAndWait(task);
}
CREATE_BRIDGE2(createDisplayListLayer, int width, int height) {
Layer* layer = LayerRenderer::createRenderLayer(args->width, args->height);
CREATE_BRIDGE3(createDisplayListLayer, CanvasContext* context, int width, int height) {
Layer* layer = args->context->createRenderLayer(args->width, args->height);
if (!layer) return 0;
return new DeferredLayerUpdater(layer);
}
@@ -213,20 +212,22 @@ DeferredLayerUpdater* RenderProxy::createDisplayListLayer(int width, int height)
SETUP_TASK(createDisplayListLayer);
args->width = width;
args->height = height;
args->context = mContext;
void* retval = postAndWait(task);
DeferredLayerUpdater* layer = reinterpret_cast<DeferredLayerUpdater*>(retval);
mDrawFrameTask.addLayer(layer);
return layer;
}
CREATE_BRIDGE0(createTextureLayer) {
Layer* layer = LayerRenderer::createTextureLayer();
CREATE_BRIDGE1(createTextureLayer, CanvasContext* context) {
Layer* layer = args->context->createTextureLayer();
if (!layer) return 0;
return new DeferredLayerUpdater(layer);
}
DeferredLayerUpdater* RenderProxy::createTextureLayer() {
SETUP_TASK(createTextureLayer);
args->context = mContext;
void* retval = postAndWait(task);
DeferredLayerUpdater* layer = reinterpret_cast<DeferredLayerUpdater*>(retval);
mDrawFrameTask.addLayer(layer);