Add glFlush in surfaceflinger screenshot code.
After creating a syncKHR object with type EGL_SYNC_NATIVE_FENCE_ANDROID,
glFlush must be called before the EGL_SYNC_NATIVE_FENCE_FD_ANDROID attribute
is populated with a sync fd. We currently call eglDupNativeFenceFDANDROID
before issuing the flush.
Bug 18052459
Taken verbatim from matthew.k.gumbel@intel.com.
Change-Id: I3781d14f92862076e2bca7d27341a6dc6e7e3775
diff --git a/services/surfaceflinger/RenderEngine/RenderEngine.cpp b/services/surfaceflinger/RenderEngine/RenderEngine.cpp
index d5d5da8..a77e0e9 100644
--- a/services/surfaceflinger/RenderEngine/RenderEngine.cpp
+++ b/services/surfaceflinger/RenderEngine/RenderEngine.cpp
@@ -219,6 +219,10 @@
drawMesh(mesh);
}
+void RenderEngine::flush() {
+ glFlush();
+}
+
void RenderEngine::clearWithColor(float red, float green, float blue, float alpha) {
glClearColor(red, green, blue, alpha);
glClear(GL_COLOR_BUFFER_BIT);
diff --git a/services/surfaceflinger/RenderEngine/RenderEngine.h b/services/surfaceflinger/RenderEngine/RenderEngine.h
index acbff9b..8d7529c 100644
--- a/services/surfaceflinger/RenderEngine/RenderEngine.h
+++ b/services/surfaceflinger/RenderEngine/RenderEngine.h
@@ -67,6 +67,7 @@
virtual void dump(String8& result);
// helpers
+ void flush();
void clearWithColor(float red, float green, float blue, float alpha);
void fillRegionWithColor(const Region& region, uint32_t height,
float red, float green, float blue, float alpha);
diff --git a/services/surfaceflinger/SurfaceFlinger.cpp b/services/surfaceflinger/SurfaceFlinger.cpp
index 96a8adb..50968e7 100644
--- a/services/surfaceflinger/SurfaceFlinger.cpp
+++ b/services/surfaceflinger/SurfaceFlinger.cpp
@@ -3201,6 +3201,8 @@
EGLSyncKHR sync;
if (!DEBUG_SCREENSHOTS) {
sync = eglCreateSyncKHR(mEGLDisplay, EGL_SYNC_NATIVE_FENCE_ANDROID, NULL);
+ // native fence fd will not be populated until flush() is done.
+ getRenderEngine().flush();
} else {
sync = EGL_NO_SYNC_KHR;
}