Call UpdateTexImage after OnFrameAvailable
Both with SurfaceTexture and AImageReader we get only one FrameAvailable callback before we call UpdateTexImage. This causes the problem when we released buffer to codec in early rendering, but dropped the frame later. In this case we did not called UpdateTexImage for that frame and will not received OnFrameAvailable for next one causing WaitForFrameAvailable to timeout. This CL adds UpdateTexImage call after WaitForFrameAvailable in RenderToTextureOwnerBackBuffer in case we're already waiting for frame. Bug: 1113203 Change-Id: I32e703d07df94f7170795077773a30b4578c1a86 Reviewed-on: https://chromium-review.googlesource.com/c/chromium/src/+/2339495 Commit-Queue: Vasiliy Telezhnikov <vasilyt@chromium.org> Reviewed-by:Frank Liberato <liberato@chromium.org> Cr-Commit-Position: refs/heads/master@{#797477}
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