GLConsumer: add HW_TEXTURE usage when create texture
GPU expects external image to be aligned with its h/w requirement.
GraphicBuffer which will be used as texture, should be created with HW_TEXTURE usage.
Fixes: 201564624
Signed-off-by: SOOJONG HWANG <sjong.hwang@samsung.com>
Change-Id: Icac81da95f3c98bb2fe8d0cad2cef81c62951726
diff --git a/libs/gui/GLConsumer.cpp b/libs/gui/GLConsumer.cpp
index 30d19e3..b3647d6 100644
--- a/libs/gui/GLConsumer.cpp
+++ b/libs/gui/GLConsumer.cpp
@@ -301,7 +301,7 @@
// continues to use it.
sp<GraphicBuffer> buffer = new GraphicBuffer(
kDebugData.width, kDebugData.height, PIXEL_FORMAT_RGBA_8888,
- GraphicBuffer::USAGE_SW_WRITE_RARELY,
+ DEFAULT_USAGE_FLAGS | GraphicBuffer::USAGE_SW_WRITE_RARELY,
"[GLConsumer debug texture]");
uint32_t* bits;
buffer->lock(GraphicBuffer::USAGE_SW_WRITE_RARELY, reinterpret_cast<void**>(&bits));