/* * Copyright (C) 2018 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #define GL_GLEXT_PROTOTYPES #define EGL_EGLEXT_PROTOTYPES #include #include #include #include #include #include #include #include #include #include #include #include #include #include #define PROT_CONTENT_EXT_STR "EGL_EXT_protected_content" #define EGL_PROTECTED_CONTENT_EXT 0x32C0 namespace android { // Macros for including the SurfaceTexture name in log messages #define EGC_LOGV(x, ...) ALOGV("[%s] " x, st.mName.string(), ##__VA_ARGS__) #define EGC_LOGD(x, ...) ALOGD("[%s] " x, st.mName.string(), ##__VA_ARGS__) #define EGC_LOGW(x, ...) ALOGW("[%s] " x, st.mName.string(), ##__VA_ARGS__) #define EGC_LOGE(x, ...) ALOGE("[%s] " x, st.mName.string(), ##__VA_ARGS__) static const struct { uint32_t width, height; char const* bits; } kDebugData = {15, 12, "_______________" "_______________" "_____XX_XX_____" "__X_X_____X_X__" "__X_XXXXXXX_X__" "__XXXXXXXXXXX__" "___XX_XXX_XX___" "____XXXXXXX____" "_____X___X_____" "____X_____X____" "_______________" "_______________"}; Mutex EGLConsumer::sStaticInitLock; sp EGLConsumer::sReleasedTexImageBuffer; static bool hasEglProtectedContentImpl() { EGLDisplay dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY); const char* exts = eglQueryString(dpy, EGL_EXTENSIONS); size_t cropExtLen = strlen(PROT_CONTENT_EXT_STR); size_t extsLen = strlen(exts); bool equal = !strcmp(PROT_CONTENT_EXT_STR, exts); bool atStart = !strncmp(PROT_CONTENT_EXT_STR " ", exts, cropExtLen + 1); bool atEnd = (cropExtLen + 1) < extsLen && !strcmp(" " PROT_CONTENT_EXT_STR, exts + extsLen - (cropExtLen + 1)); bool inMiddle = strstr(exts, " " PROT_CONTENT_EXT_STR " "); return equal || atStart || atEnd || inMiddle; } static bool hasEglProtectedContent() { // Only compute whether the extension is present once the first time this // function is called. static bool hasIt = hasEglProtectedContentImpl(); return hasIt; } EGLConsumer::EGLConsumer() : mEglDisplay(EGL_NO_DISPLAY), mEglContext(EGL_NO_CONTEXT) {} status_t EGLConsumer::updateTexImage(SurfaceTexture& st) { // Make sure the EGL state is the same as in previous calls. status_t err = checkAndUpdateEglStateLocked(st); if (err != NO_ERROR) { return err; } BufferItem item; // Acquire the next buffer. // In asynchronous mode the list is guaranteed to be one buffer // deep, while in synchronous mode we use the oldest buffer. err = st.acquireBufferLocked(&item, 0); if (err != NO_ERROR) { if (err == BufferQueue::NO_BUFFER_AVAILABLE) { // We always bind the texture even if we don't update its contents. EGC_LOGV("updateTexImage: no buffers were available"); glBindTexture(st.mTexTarget, st.mTexName); err = NO_ERROR; } else { EGC_LOGE("updateTexImage: acquire failed: %s (%d)", strerror(-err), err); } return err; } // Release the previous buffer. err = updateAndReleaseLocked(item, nullptr, st); if (err != NO_ERROR) { // We always bind the texture. glBindTexture(st.mTexTarget, st.mTexName); return err; } // Bind the new buffer to the GL texture, and wait until it's ready. return bindTextureImageLocked(st); } status_t EGLConsumer::releaseTexImage(SurfaceTexture& st) { // Make sure the EGL state is the same as in previous calls. status_t err = NO_ERROR; // if we're detached, no need to validate EGL's state -- we won't use it. if (st.mOpMode == SurfaceTexture::OpMode::attachedToGL) { err = checkAndUpdateEglStateLocked(st, true); if (err != NO_ERROR) { return err; } } // Update the EGLConsumer state. int buf = st.mCurrentTexture; if (buf != BufferQueue::INVALID_BUFFER_SLOT) { EGC_LOGV("releaseTexImage: (slot=%d, mOpMode=%d)", buf, (int)st.mOpMode); // if we're detached, we just use the fence that was created in // detachFromContext() so... basically, nothing more to do here. if (st.mOpMode == SurfaceTexture::OpMode::attachedToGL) { // Do whatever sync ops we need to do before releasing the slot. err = syncForReleaseLocked(mEglDisplay, st); if (err != NO_ERROR) { EGC_LOGE("syncForReleaseLocked failed (slot=%d), err=%d", buf, err); return err; } } err = st.releaseBufferLocked(buf, st.mSlots[buf].mGraphicBuffer, mEglDisplay, EGL_NO_SYNC_KHR); if (err < NO_ERROR) { EGC_LOGE("releaseTexImage: failed to release buffer: %s (%d)", strerror(-err), err); return err; } if (mReleasedTexImage == nullptr) { mReleasedTexImage = new EglImage(getDebugTexImageBuffer()); } st.mCurrentTexture = BufferQueue::INVALID_BUFFER_SLOT; mCurrentTextureImage = mReleasedTexImage; st.mCurrentCrop.makeInvalid(); st.mCurrentTransform = 0; st.mCurrentTimestamp = 0; st.mCurrentDataSpace = HAL_DATASPACE_UNKNOWN; st.mCurrentFence = Fence::NO_FENCE; st.mCurrentFenceTime = FenceTime::NO_FENCE; // detached, don't touch the texture (and we may not even have an // EGLDisplay here. if (st.mOpMode == SurfaceTexture::OpMode::attachedToGL) { // This binds a dummy buffer (mReleasedTexImage). status_t result = bindTextureImageLocked(st); if (result != NO_ERROR) { return result; } } } return NO_ERROR; } sp EGLConsumer::getDebugTexImageBuffer() { Mutex::Autolock _l(sStaticInitLock); if (CC_UNLIKELY(sReleasedTexImageBuffer == nullptr)) { // The first time, create the debug texture in case the application // continues to use it. sp buffer = new GraphicBuffer(kDebugData.width, kDebugData.height, PIXEL_FORMAT_RGBA_8888, GraphicBuffer::USAGE_SW_WRITE_RARELY, "[EGLConsumer debug texture]"); uint32_t* bits; buffer->lock(GraphicBuffer::USAGE_SW_WRITE_RARELY, reinterpret_cast(&bits)); uint32_t stride = buffer->getStride(); uint32_t height = buffer->getHeight(); memset(bits, 0, stride * height * 4); for (uint32_t y = 0; y < kDebugData.height; y++) { for (uint32_t x = 0; x < kDebugData.width; x++) { bits[x] = (kDebugData.bits[y + kDebugData.width + x] == 'X') ? 0xFF000000 : 0xFFFFFFFF; } bits += stride; } buffer->unlock(); sReleasedTexImageBuffer = buffer; } return sReleasedTexImageBuffer; } void EGLConsumer::onAcquireBufferLocked(BufferItem* item, SurfaceTexture& st) { // If item->mGraphicBuffer is not null, this buffer has not been acquired // before, so any prior EglImage created is using a stale buffer. This // replaces any old EglImage with a new one (using the new buffer). int slot = item->mSlot; if (item->mGraphicBuffer != nullptr || mEglSlots[slot].mEglImage.get() == nullptr) { mEglSlots[slot].mEglImage = new EglImage(st.mSlots[slot].mGraphicBuffer); } } void EGLConsumer::onReleaseBufferLocked(int buf) { mEglSlots[buf].mEglFence = EGL_NO_SYNC_KHR; } status_t EGLConsumer::updateAndReleaseLocked(const BufferItem& item, PendingRelease* pendingRelease, SurfaceTexture& st) { status_t err = NO_ERROR; int slot = item.mSlot; if (st.mOpMode != SurfaceTexture::OpMode::attachedToGL) { EGC_LOGE("updateAndRelease: EGLConsumer is not attached to an OpenGL " "ES context"); st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay, EGL_NO_SYNC_KHR); return INVALID_OPERATION; } // Confirm state. err = checkAndUpdateEglStateLocked(st); if (err != NO_ERROR) { st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay, EGL_NO_SYNC_KHR); return err; } // Ensure we have a valid EglImageKHR for the slot, creating an EglImage // if nessessary, for the gralloc buffer currently in the slot in // ConsumerBase. // We may have to do this even when item.mGraphicBuffer == NULL (which // means the buffer was previously acquired). err = mEglSlots[slot].mEglImage->createIfNeeded(mEglDisplay); if (err != NO_ERROR) { EGC_LOGW("updateAndRelease: unable to createImage on display=%p slot=%d", mEglDisplay, slot); st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay, EGL_NO_SYNC_KHR); return UNKNOWN_ERROR; } // Do whatever sync ops we need to do before releasing the old slot. if (slot != st.mCurrentTexture) { err = syncForReleaseLocked(mEglDisplay, st); if (err != NO_ERROR) { // Release the buffer we just acquired. It's not safe to // release the old buffer, so instead we just drop the new frame. // As we are still under lock since acquireBuffer, it is safe to // release by slot. st.releaseBufferLocked(slot, st.mSlots[slot].mGraphicBuffer, mEglDisplay, EGL_NO_SYNC_KHR); return err; } } EGC_LOGV("updateAndRelease: (slot=%d buf=%p) -> (slot=%d buf=%p)", st.mCurrentTexture, mCurrentTextureImage != nullptr ? mCurrentTextureImage->graphicBufferHandle() : nullptr, slot, st.mSlots[slot].mGraphicBuffer->handle); // Hang onto the pointer so that it isn't freed in the call to // releaseBufferLocked() if we're in shared buffer mode and both buffers are // the same. sp nextTextureImage = mEglSlots[slot].mEglImage; // release old buffer if (st.mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) { if (pendingRelease == nullptr) { status_t status = st.releaseBufferLocked(st.mCurrentTexture, mCurrentTextureImage->graphicBuffer(), mEglDisplay, mEglSlots[st.mCurrentTexture].mEglFence); if (status < NO_ERROR) { EGC_LOGE("updateAndRelease: failed to release buffer: %s (%d)", strerror(-status), status); err = status; // keep going, with error raised [?] } } else { pendingRelease->currentTexture = st.mCurrentTexture; pendingRelease->graphicBuffer = mCurrentTextureImage->graphicBuffer(); pendingRelease->display = mEglDisplay; pendingRelease->fence = mEglSlots[st.mCurrentTexture].mEglFence; pendingRelease->isPending = true; } } // Update the EGLConsumer state. st.mCurrentTexture = slot; mCurrentTextureImage = nextTextureImage; st.mCurrentCrop = item.mCrop; st.mCurrentTransform = item.mTransform; st.mCurrentScalingMode = item.mScalingMode; st.mCurrentTimestamp = item.mTimestamp; st.mCurrentDataSpace = item.mDataSpace; st.mCurrentFence = item.mFence; st.mCurrentFenceTime = item.mFenceTime; st.mCurrentFrameNumber = item.mFrameNumber; st.computeCurrentTransformMatrixLocked(); return err; } status_t EGLConsumer::bindTextureImageLocked(SurfaceTexture& st) { if (mEglDisplay == EGL_NO_DISPLAY) { ALOGE("bindTextureImage: invalid display"); return INVALID_OPERATION; } GLenum error; while ((error = glGetError()) != GL_NO_ERROR) { EGC_LOGW("bindTextureImage: clearing GL error: %#04x", error); } glBindTexture(st.mTexTarget, st.mTexName); if (st.mCurrentTexture == BufferQueue::INVALID_BUFFER_SLOT && mCurrentTextureImage == nullptr) { EGC_LOGE("bindTextureImage: no currently-bound texture"); return NO_INIT; } status_t err = mCurrentTextureImage->createIfNeeded(mEglDisplay); if (err != NO_ERROR) { EGC_LOGW("bindTextureImage: can't create image on display=%p slot=%d", mEglDisplay, st.mCurrentTexture); return UNKNOWN_ERROR; } mCurrentTextureImage->bindToTextureTarget(st.mTexTarget); // In the rare case that the display is terminated and then initialized // again, we can't detect that the display changed (it didn't), but the // image is invalid. In this case, repeat the exact same steps while // forcing the creation of a new image. if ((error = glGetError()) != GL_NO_ERROR) { glBindTexture(st.mTexTarget, st.mTexName); status_t result = mCurrentTextureImage->createIfNeeded(mEglDisplay, true); if (result != NO_ERROR) { EGC_LOGW("bindTextureImage: can't create image on display=%p slot=%d", mEglDisplay, st.mCurrentTexture); return UNKNOWN_ERROR; } mCurrentTextureImage->bindToTextureTarget(st.mTexTarget); if ((error = glGetError()) != GL_NO_ERROR) { EGC_LOGE("bindTextureImage: error binding external image: %#04x", error); return UNKNOWN_ERROR; } } // Wait for the new buffer to be ready. return doGLFenceWaitLocked(st); } status_t EGLConsumer::checkAndUpdateEglStateLocked(SurfaceTexture& st, bool contextCheck) { EGLDisplay dpy = eglGetCurrentDisplay(); EGLContext ctx = eglGetCurrentContext(); if (!contextCheck) { // if this is the first time we're called, mEglDisplay/mEglContext have // never been set, so don't error out (below). if (mEglDisplay == EGL_NO_DISPLAY) { mEglDisplay = dpy; } if (mEglContext == EGL_NO_CONTEXT) { mEglContext = ctx; } } if (mEglDisplay != dpy || dpy == EGL_NO_DISPLAY) { EGC_LOGE("checkAndUpdateEglState: invalid current EGLDisplay"); return INVALID_OPERATION; } if (mEglContext != ctx || ctx == EGL_NO_CONTEXT) { EGC_LOGE("checkAndUpdateEglState: invalid current EGLContext"); return INVALID_OPERATION; } mEglDisplay = dpy; mEglContext = ctx; return NO_ERROR; } status_t EGLConsumer::detachFromContext(SurfaceTexture& st) { EGLDisplay dpy = eglGetCurrentDisplay(); EGLContext ctx = eglGetCurrentContext(); if (mEglDisplay != dpy && mEglDisplay != EGL_NO_DISPLAY) { EGC_LOGE("detachFromContext: invalid current EGLDisplay"); return INVALID_OPERATION; } if (mEglContext != ctx && mEglContext != EGL_NO_CONTEXT) { EGC_LOGE("detachFromContext: invalid current EGLContext"); return INVALID_OPERATION; } if (dpy != EGL_NO_DISPLAY && ctx != EGL_NO_CONTEXT) { status_t err = syncForReleaseLocked(dpy, st); if (err != OK) { return err; } glDeleteTextures(1, &st.mTexName); } mEglDisplay = EGL_NO_DISPLAY; mEglContext = EGL_NO_CONTEXT; return OK; } status_t EGLConsumer::attachToContext(uint32_t tex, SurfaceTexture& st) { // Initialize mCurrentTextureImage if there is a current buffer from past // attached state. int slot = st.mCurrentTexture; if (slot != BufferItem::INVALID_BUFFER_SLOT) { if (!mEglSlots[slot].mEglImage.get()) { mEglSlots[slot].mEglImage = new EglImage(st.mSlots[slot].mGraphicBuffer); } mCurrentTextureImage = mEglSlots[slot].mEglImage; } EGLDisplay dpy = eglGetCurrentDisplay(); EGLContext ctx = eglGetCurrentContext(); if (dpy == EGL_NO_DISPLAY) { EGC_LOGE("attachToContext: invalid current EGLDisplay"); return INVALID_OPERATION; } if (ctx == EGL_NO_CONTEXT) { EGC_LOGE("attachToContext: invalid current EGLContext"); return INVALID_OPERATION; } // We need to bind the texture regardless of whether there's a current // buffer. glBindTexture(st.mTexTarget, GLuint(tex)); mEglDisplay = dpy; mEglContext = ctx; st.mTexName = tex; st.mOpMode = SurfaceTexture::OpMode::attachedToGL; if (mCurrentTextureImage != nullptr) { // This may wait for a buffer a second time. This is likely required if // this is a different context, since otherwise the wait could be skipped // by bouncing through another context. For the same context the extra // wait is redundant. status_t err = bindTextureImageLocked(st); if (err != NO_ERROR) { return err; } } return OK; } status_t EGLConsumer::syncForReleaseLocked(EGLDisplay dpy, SurfaceTexture& st) { EGC_LOGV("syncForReleaseLocked"); if (st.mCurrentTexture != BufferQueue::INVALID_BUFFER_SLOT) { if (SyncFeatures::getInstance().useNativeFenceSync()) { EGLSyncKHR sync = eglCreateSyncKHR(dpy, EGL_SYNC_NATIVE_FENCE_ANDROID, nullptr); if (sync == EGL_NO_SYNC_KHR) { EGC_LOGE("syncForReleaseLocked: error creating EGL fence: %#x", eglGetError()); return UNKNOWN_ERROR; } glFlush(); int fenceFd = eglDupNativeFenceFDANDROID(dpy, sync); eglDestroySyncKHR(dpy, sync); if (fenceFd == EGL_NO_NATIVE_FENCE_FD_ANDROID) { EGC_LOGE("syncForReleaseLocked: error dup'ing native fence " "fd: %#x", eglGetError()); return UNKNOWN_ERROR; } sp fence(new Fence(fenceFd)); status_t err = st.addReleaseFenceLocked(st.mCurrentTexture, mCurrentTextureImage->graphicBuffer(), fence); if (err != OK) { EGC_LOGE("syncForReleaseLocked: error adding release fence: " "%s (%d)", strerror(-err), err); return err; } } else if (st.mUseFenceSync && SyncFeatures::getInstance().useFenceSync()) { EGLSyncKHR fence = mEglSlots[st.mCurrentTexture].mEglFence; if (fence != EGL_NO_SYNC_KHR) { // There is already a fence for the current slot. We need to // wait on that before replacing it with another fence to // ensure that all outstanding buffer accesses have completed // before the producer accesses it. EGLint result = eglClientWaitSyncKHR(dpy, fence, 0, 1000000000); if (result == EGL_FALSE) { EGC_LOGE("syncForReleaseLocked: error waiting for previous " "fence: %#x", eglGetError()); return UNKNOWN_ERROR; } else if (result == EGL_TIMEOUT_EXPIRED_KHR) { EGC_LOGE("syncForReleaseLocked: timeout waiting for previous " "fence"); return TIMED_OUT; } eglDestroySyncKHR(dpy, fence); } // Create a fence for the outstanding accesses in the current // OpenGL ES context. fence = eglCreateSyncKHR(dpy, EGL_SYNC_FENCE_KHR, nullptr); if (fence == EGL_NO_SYNC_KHR) { EGC_LOGE("syncForReleaseLocked: error creating fence: %#x", eglGetError()); return UNKNOWN_ERROR; } glFlush(); mEglSlots[st.mCurrentTexture].mEglFence = fence; } } return OK; } status_t EGLConsumer::doGLFenceWaitLocked(SurfaceTexture& st) const { EGLDisplay dpy = eglGetCurrentDisplay(); EGLContext ctx = eglGetCurrentContext(); if (mEglDisplay != dpy || mEglDisplay == EGL_NO_DISPLAY) { EGC_LOGE("doGLFenceWait: invalid current EGLDisplay"); return INVALID_OPERATION; } if (mEglContext != ctx || mEglContext == EGL_NO_CONTEXT) { EGC_LOGE("doGLFenceWait: invalid current EGLContext"); return INVALID_OPERATION; } if (st.mCurrentFence->isValid()) { if (SyncFeatures::getInstance().useWaitSync() && SyncFeatures::getInstance().useNativeFenceSync()) { // Create an EGLSyncKHR from the current fence. int fenceFd = st.mCurrentFence->dup(); if (fenceFd == -1) { EGC_LOGE("doGLFenceWait: error dup'ing fence fd: %d", errno); return -errno; } EGLint attribs[] = {EGL_SYNC_NATIVE_FENCE_FD_ANDROID, fenceFd, EGL_NONE}; EGLSyncKHR sync = eglCreateSyncKHR(dpy, EGL_SYNC_NATIVE_FENCE_ANDROID, attribs); if (sync == EGL_NO_SYNC_KHR) { close(fenceFd); EGC_LOGE("doGLFenceWait: error creating EGL fence: %#x", eglGetError()); return UNKNOWN_ERROR; } // XXX: The spec draft is inconsistent as to whether this should // return an EGLint or void. Ignore the return value for now, as // it's not strictly needed. eglWaitSyncKHR(dpy, sync, 0); EGLint eglErr = eglGetError(); eglDestroySyncKHR(dpy, sync); if (eglErr != EGL_SUCCESS) { EGC_LOGE("doGLFenceWait: error waiting for EGL fence: %#x", eglErr); return UNKNOWN_ERROR; } } else { status_t err = st.mCurrentFence->waitForever("EGLConsumer::doGLFenceWaitLocked"); if (err != NO_ERROR) { EGC_LOGE("doGLFenceWait: error waiting for fence: %d", err); return err; } } } return NO_ERROR; } void EGLConsumer::onFreeBufferLocked(int slotIndex) { mEglSlots[slotIndex].mEglImage.clear(); } void EGLConsumer::onAbandonLocked() { mCurrentTextureImage.clear(); } EGLConsumer::EglImage::EglImage(sp graphicBuffer) : mGraphicBuffer(graphicBuffer), mEglImage(EGL_NO_IMAGE_KHR), mEglDisplay(EGL_NO_DISPLAY) {} EGLConsumer::EglImage::~EglImage() { if (mEglImage != EGL_NO_IMAGE_KHR) { if (!eglDestroyImageKHR(mEglDisplay, mEglImage)) { ALOGE("~EglImage: eglDestroyImageKHR failed"); } eglTerminate(mEglDisplay); } } status_t EGLConsumer::EglImage::createIfNeeded(EGLDisplay eglDisplay, bool forceCreation) { // If there's an image and it's no longer valid, destroy it. bool haveImage = mEglImage != EGL_NO_IMAGE_KHR; bool displayInvalid = mEglDisplay != eglDisplay; if (haveImage && (displayInvalid || forceCreation)) { if (!eglDestroyImageKHR(mEglDisplay, mEglImage)) { ALOGE("createIfNeeded: eglDestroyImageKHR failed"); } eglTerminate(mEglDisplay); mEglImage = EGL_NO_IMAGE_KHR; mEglDisplay = EGL_NO_DISPLAY; } // If there's no image, create one. if (mEglImage == EGL_NO_IMAGE_KHR) { mEglDisplay = eglDisplay; mEglImage = createImage(mEglDisplay, mGraphicBuffer); } // Fail if we can't create a valid image. if (mEglImage == EGL_NO_IMAGE_KHR) { mEglDisplay = EGL_NO_DISPLAY; const sp& buffer = mGraphicBuffer; ALOGE("Failed to create image. size=%ux%u st=%u usage=%#" PRIx64 " fmt=%d", buffer->getWidth(), buffer->getHeight(), buffer->getStride(), buffer->getUsage(), buffer->getPixelFormat()); return UNKNOWN_ERROR; } return OK; } void EGLConsumer::EglImage::bindToTextureTarget(uint32_t texTarget) { glEGLImageTargetTexture2DOES(texTarget, static_cast(mEglImage)); } EGLImageKHR EGLConsumer::EglImage::createImage(EGLDisplay dpy, const sp& graphicBuffer) { EGLClientBuffer cbuf = static_cast(graphicBuffer->getNativeBuffer()); const bool createProtectedImage = (graphicBuffer->getUsage() & GRALLOC_USAGE_PROTECTED) && hasEglProtectedContent(); EGLint attrs[] = { EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, createProtectedImage ? EGL_PROTECTED_CONTENT_EXT : EGL_NONE, createProtectedImage ? EGL_TRUE : EGL_NONE, EGL_NONE, }; eglInitialize(dpy, nullptr, nullptr); EGLImageKHR image = eglCreateImageKHR(dpy, EGL_NO_CONTEXT, EGL_NATIVE_BUFFER_ANDROID, cbuf, attrs); if (image == EGL_NO_IMAGE_KHR) { EGLint error = eglGetError(); ALOGE("error creating EGLImage: %#x", error); eglTerminate(dpy); } return image; } } // namespace android