SurfaceTexture: add a deadlock scenario test
This change adds a test to ensure that a GL driver that's blocking on a
call to dequeueBuffer does not block other GL threads from rendering and
queueing buffers.
Change-Id: Ifdd234effc534b6a9cf8522ca87f64da5bb0bbd6
diff --git a/libs/gui/tests/SurfaceTexture_test.cpp b/libs/gui/tests/SurfaceTexture_test.cpp
index 9abe89d..2b55e83 100644
--- a/libs/gui/tests/SurfaceTexture_test.cpp
+++ b/libs/gui/tests/SurfaceTexture_test.cpp
@@ -1205,7 +1205,7 @@
sp<FrameCondition> mFC;
};
-TEST_F(SurfaceTextureGLToGLTest, UpdateTexImageBeforeFrameFinishedWorks) {
+TEST_F(SurfaceTextureGLToGLTest, UpdateTexImageBeforeFrameFinishedCompletes) {
class PT : public ProducerThread {
virtual void render() {
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
@@ -1223,7 +1223,7 @@
// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
}
-TEST_F(SurfaceTextureGLToGLTest, UpdateTexImageAfterFrameFinishedWorks) {
+TEST_F(SurfaceTextureGLToGLTest, UpdateTexImageAfterFrameFinishedCompletes) {
class PT : public ProducerThread {
virtual void render() {
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
@@ -1241,7 +1241,7 @@
// TODO: Add frame verification once RGB TEX_EXTERNAL_OES is supported!
}
-TEST_F(SurfaceTextureGLToGLTest, RepeatedUpdateTexImageBeforeFrameFinishedWorks) {
+TEST_F(SurfaceTextureGLToGLTest, RepeatedUpdateTexImageBeforeFrameFinishedCompletes) {
enum { NUM_ITERATIONS = 1024 };
class PT : public ProducerThread {
@@ -1269,7 +1269,7 @@
}
}
-TEST_F(SurfaceTextureGLToGLTest, RepeatedUpdateTexImageAfterFrameFinishedWorks) {
+TEST_F(SurfaceTextureGLToGLTest, RepeatedUpdateTexImageAfterFrameFinishedCompletes) {
enum { NUM_ITERATIONS = 1024 };
class PT : public ProducerThread {
@@ -1297,4 +1297,70 @@
}
}
+// XXX: This test is disabled because it is currently hanging on some devices.
+TEST_F(SurfaceTextureGLToGLTest, DISABLED_RepeatedSwapBuffersWhileDequeueStalledCompletes) {
+ enum { NUM_ITERATIONS = 64 };
+
+ class PT : public ProducerThread {
+ virtual void render() {
+ for (int i = 0; i < NUM_ITERATIONS; i++) {
+ glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+ LOGV("+swapBuffers");
+ swapBuffers();
+ LOGV("-swapBuffers");
+ }
+ }
+ };
+
+ ASSERT_EQ(OK, mST->setSynchronousMode(true));
+ ASSERT_EQ(OK, mST->setBufferCountServer(2));
+
+ runProducerThread(new PT());
+
+ // Allow three frames to be rendered and queued before starting the
+ // rendering in this thread. For the latter two frames we don't call
+ // updateTexImage so the next dequeue from the producer thread will block
+ // waiting for a frame to become available.
+ mFC->waitForFrame();
+ mFC->finishFrame();
+
+ // We must call updateTexImage to consume the first frame so that the
+ // SurfaceTexture is able to reduce the buffer count to 2. This is because
+ // the GL driver may dequeue a buffer when the EGLSurface is created, and
+ // that happens before we call setBufferCountServer. It's possible that the
+ // driver does not dequeue a buffer at EGLSurface creation time, so we
+ // cannot rely on this to cause the second dequeueBuffer call to block.
+ mST->updateTexImage();
+
+ mFC->waitForFrame();
+ mFC->finishFrame();
+ mFC->waitForFrame();
+ mFC->finishFrame();
+
+ // Sleep for 100ms to allow the producer thread's dequeueBuffer call to
+ // block waiting for a buffer to become available.
+ usleep(100000);
+
+ // Render and present a number of images. This thread should not be blocked
+ // by the fact that the producer thread is blocking in dequeue.
+ for (int i = 0; i < NUM_ITERATIONS; i++) {
+ glClear(GL_COLOR_BUFFER_BIT);
+ eglSwapBuffers(mEglDisplay, mEglSurface);
+ }
+
+ // Consume the two pending buffers to unblock the producer thread.
+ mST->updateTexImage();
+ mST->updateTexImage();
+
+ // Consume the remaining buffers from the producer thread.
+ for (int i = 0; i < NUM_ITERATIONS-3; i++) {
+ mFC->waitForFrame();
+ mFC->finishFrame();
+ LOGV("+updateTexImage");
+ mST->updateTexImage();
+ LOGV("-updateTexImage");
+ }
+}
+
} // namespace android