Create the EGLContext on the thread it will be used on.
Not doing so seems to have caused issues with creating window surfaces
on that context later on.
Bug: b/225229697
Change-Id: Id202c93c4e51d1661e79a4b37751d11fcd64c119
Reviewed-on: https://webrtc-review.googlesource.com/c/src/+/311462
Reviewed-by: Xavier Lepaul‎ <xalep@webrtc.org>
Commit-Queue: Linus Nilsson <lnilsson@webrtc.org>
Cr-Commit-Position: refs/heads/main@{#40411}
diff --git a/sdk/android/api/org/webrtc/EglThread.java b/sdk/android/api/org/webrtc/EglThread.java
index 0912210..0227f2a 100644
--- a/sdk/android/api/org/webrtc/EglThread.java
+++ b/sdk/android/api/org/webrtc/EglThread.java
@@ -33,15 +33,19 @@
renderThread.start();
Handler handler = new Handler(renderThread.getLooper());
- // If sharedContext is null, then texture frames are disabled. This is typically for old
- // devices that might not be fully spec compliant, so force EGL 1.0 since EGL 1.4 has
- // caused trouble on some weird devices.
- EglConnection eglConnection;
- if (sharedContext == null) {
- eglConnection = EglConnection.createEgl10(configAttributes);
- } else {
- eglConnection = EglConnection.create(sharedContext, configAttributes);
- }
+ // Not creating the EGLContext on the thread it will be used on seems to cause issues with
+ // creating window surfaces on certain devices. So keep the same legacy behavior as EglRenderer
+ // and create the context on the render thread.
+ EglConnection eglConnection = ThreadUtils.invokeAtFrontUninterruptibly(handler, () -> {
+ // If sharedContext is null, then texture frames are disabled. This is typically for old
+ // devices that might not be fully spec compliant, so force EGL 1.0 since EGL 1.4 has
+ // caused trouble on some weird devices.
+ if (sharedContext == null) {
+ return EglConnection.createEgl10(configAttributes);
+ } else {
+ return EglConnection.create(sharedContext, configAttributes);
+ }
+ });
return new EglThread(
releaseMonitor != null ? releaseMonitor : eglThread -> true, handler, eglConnection);