SurfaceFlinger: Handle EGL errors more cleanly

Adds some more safety checking for cases where we get an error while
trying to create the EGLImage. The checking puts the Layer into a
failed state after detecting an error, since the shadow queue may no
longer be synchronized.

Bug: 20957332
Change-Id: I68b4c40eab3e58731b875ed5752f2c7d17f14bcb
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index 2b733e9..8d8af52 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -84,7 +84,8 @@
         mQueueItemLock(),
         mQueueItemCondition(),
         mQueueItems(),
-        mLastFrameNumberReceived(0)
+        mLastFrameNumberReceived(0),
+        mUpdateTexImageFailed(false)
 {
     mCurrentCrop.makeInvalid();
     mFlinger->getRenderEngine().genTextures(1, &mTextureName);
@@ -1314,6 +1315,24 @@
             mQueueItems.removeAt(0);
             android_atomic_dec(&mQueuedFrames);
             return outDirtyRegion;
+        } else if (updateResult != NO_ERROR || mUpdateTexImageFailed) {
+            // This can occur if something goes wrong when trying to create the
+            // EGLImage for this buffer. If this happens, the buffer has already
+            // been released, so we need to clean up the queue and bug out
+            // early.
+            {
+                Mutex::Autolock lock(mQueueItemLock);
+                mQueueItems.clear();
+                android_atomic_and(0, &mQueuedFrames);
+            }
+
+            // Once we have hit this state, the shadow queue may no longer
+            // correctly reflect the incoming BufferQueue's contents, so even if
+            // updateTexImage starts working, the only safe course of action is
+            // to continue to ignore updates.
+            mUpdateTexImageFailed = true;
+
+            return outDirtyRegion;
         }
 
         { // Autolock scope