Lance,

It does remind me of it but one of the first things I did when I
started working on this issue was put the render/swap buffers into a
synchronized block so that it would be guaranteed to be finished
before any other call could interrupt/destroy the surface/etc.  I just
double-checked and I don't believe that it's the same issue as that
bug.

On Apr 3, 11:17 pm, Lance Nanek <lna...@gmail.com> wrote:
> Reminds me of this previous issue a little, where people were working
> out ways to make GLSurfaceView wait for the rendering to stop before
> actually pausing:http://code.google.com/p/android/issues/detail?id=4283
>
> On Apr 3, 5:56 pm, Robert Green <rbgrn....@gmail.com> wrote:
>
>
>
> > I've had this reported to me by a few people using the
> > GLWallpaperService code I posted.  I've been debugging this for hours
> > and have so far tracked the problem down to
> > egl.eglCreateWindowSurface(display, config, nativeWindow, null);
>
> > It never returns and every notifyAll() after that results in:
> > W/SharedBufferStack( 1030): waitForCondition(ReallocateCondition)
> > timed out (identity=288, status=0). CPU may be pegged. trying again.
>
> > It seems to happen when switching orientation - so when the surface is
> > being destroyed/recreated and more specifically when calls to render
> > the frame are being made at the same time.  If there are no render
> > calls happening while switching, things seem mostly ok.  I'm debugging
> > this further but I feel like a method like that should never
> > deadlock.  Seems like a bug somewhere below the line to me.
>
> > Since none of the GL init code from the shipped live wallpapers was
> > posted anywhere, I have no good reference to use for how to properly
> > handle the window resizing.  Clearly the code I'm using does it a
> > little differently but I still feel like a deadlock like this should
> > not occur.

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