DescriptionAvoid EGLImage target texture reuse on PowerVR
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
Committed: https://crrev.com/3ad5e7fd1f05b4febb1bcd6837b77ffdb700a6bb
Cr-Commit-Position: refs/heads/master@{#327425}
Patch Set 1 #Patch Set 2 : working? #Patch Set 3 : workaround+cleanups #Patch Set 4 : version #
Total comments: 2
Patch Set 5 : comments #
Total comments: 2
Messages
Total messages: 11 (3 generated)
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