DescriptionAVDACodecImages keep their backing SurfaceTexture alive
Previously, when destructing an AVDA, we had to delete the
AVDACodecImages attached to the PictureBuffer textures, and
use a fragile method of copying the SurfaceTexture buffer
and creating egl images to make sure those PictureBuffer
textures didn't become unbacked.
Now the AVDACodecImages are kept alive by the Textures
they're bound to, and they keep a ref to AVDASharedState
which contains the shared SurfaceTexture and its platform
texture. The AVDASharedState destructor cleans up the
SurfaceTexture and deletes the platform texture.
BUG=533630, 614090
CQ_INCLUDE_TRYBOTS=tryserver.chromium.linux:linux_optional_gpu_tests_rel;tryserver.chromium.mac:mac_optional_gpu_tests_rel;tryserver.chromium.win:win_optional_gpu_tests_rel
Committed: https://crrev.com/3e465933721f2732fc422029529b80fc9784e812
Cr-Commit-Position: refs/heads/master@{#398293}
Patch Set 1 #
Total comments: 2
Patch Set 2 : Rebase #Patch Set 3 : Minor fixes #
Total comments: 8
Patch Set 4 : Comments and add a DCHECK for glGetError after glDelete #
Messages
Total messages: 14 (7 generated)
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