fix a texture leak introduced recently.
create the texture name once and for all for a given BufferSource
and make sure to recreate it when we're forced to delete the texture.
diff --git a/libs/surfaceflinger/LayerBuffer.cpp b/libs/surfaceflinger/LayerBuffer.cpp
index 091856f..b9727ab 100644
--- a/libs/surfaceflinger/LayerBuffer.cpp
+++ b/libs/surfaceflinger/LayerBuffer.cpp
@@ -444,6 +444,10 @@
NativeBuffer src(ourBuffer->getBuffer());
const Rect transformedBounds(mLayer.getTransformedBounds());
+ if (UNLIKELY(mTexture.name == -1LU)) {
+ mTexture.name = mLayer.createTexture();
+ }
+
#if defined(EGL_ANDROID_image_native_buffer)
if (mLayer.mFlags & DisplayHardware::DIRECT_TEXTURE) {
copybit_device_t* copybit = mLayer.mBlitEngine;
@@ -483,9 +487,6 @@
t.format = src.img.format;
t.data = (GGLubyte*)src.img.base;
const Region dirty(Rect(t.width, t.height));
- if (UNLIKELY(mTexture.name == -1LU)) {
- mTexture.name = mLayer.createTexture();
- }
mLayer.loadTexture(&mTexture, dirty, t);
}
@@ -566,11 +567,17 @@
void LayerBuffer::BufferSource::clearTempBufferImage() const
{
+ // delete the image
EGLDisplay dpy(mLayer.mFlinger->graphicPlane(0).getEGLDisplay());
- glDeleteTextures(1, &mTexture.name);
eglDestroyImageKHR(dpy, mTexture.image);
+
+ // and the associated texture (recreate a name)
+ glDeleteTextures(1, &mTexture.name);
Texture defaultTexture;
mTexture = defaultTexture;
+ mTexture.name = mLayer.createTexture();
+
+ // and the associated buffer
mTempGraphicBuffer.clear();
}