SF: add buffer checks to Render Engine
Make sure that both input and output buffers are GPU accessible
before Render Engine tries to do something with the buffers.
Test: Boot, launch an app, take a screenshot
Bug: 158790260
Change-Id: I905a670f6cc2d419b49fe79694df6e71d60a2a92
diff --git a/services/surfaceflinger/tests/LayerTransactionTest.h b/services/surfaceflinger/tests/LayerTransactionTest.h
index 05729be..be6665b 100644
--- a/services/surfaceflinger/tests/LayerTransactionTest.h
+++ b/services/surfaceflinger/tests/LayerTransactionTest.h
@@ -139,7 +139,7 @@
sp<GraphicBuffer> buffer =
new GraphicBuffer(bufferWidth, bufferHeight, PIXEL_FORMAT_RGBA_8888, 1,
BufferUsage::CPU_READ_OFTEN | BufferUsage::CPU_WRITE_OFTEN |
- BufferUsage::COMPOSER_OVERLAY,
+ BufferUsage::COMPOSER_OVERLAY | BufferUsage::GPU_TEXTURE,
"test");
TransactionUtils::fillGraphicBufferColor(buffer, Rect(0, 0, bufferWidth, bufferHeight),
color);
@@ -208,7 +208,7 @@
sp<GraphicBuffer> buffer =
new GraphicBuffer(bufferWidth, bufferHeight, PIXEL_FORMAT_RGBA_8888, 1,
BufferUsage::CPU_READ_OFTEN | BufferUsage::CPU_WRITE_OFTEN |
- BufferUsage::COMPOSER_OVERLAY,
+ BufferUsage::COMPOSER_OVERLAY | BufferUsage::GPU_TEXTURE,
"test");
ASSERT_TRUE(bufferWidth % 2 == 0 && bufferHeight % 2 == 0);