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    Avoid EGLImage target texture reuse on PowerVR · 3ad5e7fd
    boliu authored
    This workarounds a memory corruption bug in PowerVR drivers
    that cause memory corruption. The bug happens when
    EGLImageTargetTexture2DOES is called on an already
    defined texture object.
    
    Workaround is to always create a new texture id each time.
    This only works if there are no other code saving the
    old texture id, and only AsyncPixelTransferDelegateIdle
    needed to be updated to not do this.
    
    BUG=480992
    
    Review URL: https://codereview.chromium.org/1105153003
    
    Cr-Commit-Position: refs/heads/master@{#327425}
    3ad5e7fd
feature_info.cc 45.9 KB