BQ: Allow shared buffer to be the first queued buffer
- When single-buffer mode is enabled the shared buffer will now be
either the first buffer dequeued or the first buffer queued.
Whichever comes first.
Bug 24940410
Change-Id: I9f7e2630640e37fe1fb967aed41a3025567247a8
diff --git a/libs/gui/tests/BufferQueue_test.cpp b/libs/gui/tests/BufferQueue_test.cpp
index b6af166..7790762 100644
--- a/libs/gui/tests/BufferQueue_test.cpp
+++ b/libs/gui/tests/BufferQueue_test.cpp
@@ -661,6 +661,57 @@
}
}
+TEST_F(BufferQueueTest, TestSingleBufferModeUsingAlreadyDequeuedBuffer) {
+ createBufferQueue();
+ sp<DummyConsumer> dc(new DummyConsumer);
+ ASSERT_EQ(OK, mConsumer->consumerConnect(dc, true));
+ IGraphicBufferProducer::QueueBufferOutput output;
+ ASSERT_EQ(OK, mProducer->connect(new DummyProducerListener,
+ NATIVE_WINDOW_API_CPU, true, &output));
+
+ // Dequeue a buffer
+ int singleSlot;
+ sp<Fence> fence;
+ sp<GraphicBuffer> buffer;
+ ASSERT_EQ(IGraphicBufferProducer::BUFFER_NEEDS_REALLOCATION,
+ mProducer->dequeueBuffer(&singleSlot, &fence, 0, 0, 0, 0));
+ ASSERT_EQ(OK, mProducer->requestBuffer(singleSlot, &buffer));
+
+ // Enable single buffer mode
+ ASSERT_EQ(OK, mProducer->setSingleBufferMode(true));
+
+ // Queue the buffer
+ IGraphicBufferProducer::QueueBufferInput input(0, false,
+ HAL_DATASPACE_UNKNOWN, Rect(0, 0, 1, 1),
+ NATIVE_WINDOW_SCALING_MODE_FREEZE, 0, Fence::NO_FENCE);
+ ASSERT_EQ(OK, mProducer->queueBuffer(singleSlot, input, &output));
+
+ // Repeatedly queue and dequeue a buffer from the producer side, it should
+ // always return the same one. And we won't run out of buffers because it's
+ // always the same one and because async mode gets enabled.
+ int slot;
+ for (int i = 0; i < 5; i++) {
+ ASSERT_EQ(OK, mProducer->dequeueBuffer(&slot, &fence, 0, 0, 0, 0));
+ ASSERT_EQ(singleSlot, slot);
+ ASSERT_EQ(OK, mProducer->queueBuffer(singleSlot, input, &output));
+ }
+
+ // acquire the buffer
+ BufferItem item;
+ ASSERT_EQ(OK, mConsumer->acquireBuffer(&item, 0));
+ ASSERT_EQ(singleSlot, item.mSlot);
+ testBufferItem(input, item);
+ ASSERT_EQ(true, item.mQueuedBuffer);
+ ASSERT_EQ(false, item.mAutoRefresh);
+
+ ASSERT_EQ(OK, mConsumer->releaseBuffer(item.mSlot, item.mFrameNumber,
+ EGL_NO_DISPLAY, EGL_NO_SYNC_KHR, Fence::NO_FENCE));
+
+ // attempt to acquire a second time should return no buffer available
+ ASSERT_EQ(IGraphicBufferConsumer::NO_BUFFER_AVAILABLE,
+ mConsumer->acquireBuffer(&item, 0));
+}
+
TEST_F(BufferQueueTest, TestTimeouts) {
createBufferQueue();
sp<DummyConsumer> dc(new DummyConsumer);