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-rw-r--r--src/gui/egl/qegl.cpp32
1 files changed, 32 insertions, 0 deletions
diff --git a/src/gui/egl/qegl.cpp b/src/gui/egl/qegl.cpp
index 2a37d45..6fe1c8c 100644
--- a/src/gui/egl/qegl.cpp
+++ b/src/gui/egl/qegl.cpp
@@ -684,6 +684,37 @@ EGLSurface QEgl::createSurface(QPaintDevice *device, EGLConfig cfg, const QEglPr
else
props = 0;
EGLSurface surf;
+#ifdef Q_OS_SYMBIAN
+ // On Symbian there might be situations (especially on 32MB GPU devices)
+ // where Qt is trying to create EGL surface while some other application
+ // is still holding all available GPU memory but is about to release it
+ // soon. For an example when exiting native video recorder and going back to
+ // Qt application behind it. Video stack tear down takes some time and Qt
+ // app might be too quick in reserving its EGL surface and thus running out
+ // of GPU memory right away. So if EGL surface creation fails due to bad
+ // alloc, let's try recreating it four times within ~1 second if needed.
+ // This strategy gives some time for video recorder to tear down its stack
+ // and a chance to Qt for creating a valid surface.
+ int tries = 4;
+ while(tries--) {
+ if (devType == QInternal::Widget)
+ surf = eglCreateWindowSurface(QEgl::display(), cfg, windowDrawable, props);
+ else
+ surf = eglCreatePixmapSurface(QEgl::display(), cfg, pixmapDrawable, props);
+ if (surf == EGL_NO_SURFACE) {
+ EGLint error = eglGetError();
+ if (error == EGL_BAD_ALLOC) {
+ if (tries) {
+ User::After(1000 * 250); // 250ms
+ continue;
+ }
+ }
+ qWarning("QEglContext::createSurface(): Unable to create EGL surface, error = 0x%x", error);
+ } else {
+ break;
+ }
+ }
+#else
if (devType == QInternal::Widget)
surf = eglCreateWindowSurface(QEgl::display(), cfg, windowDrawable, props);
else
@@ -691,6 +722,7 @@ EGLSurface QEgl::createSurface(QPaintDevice *device, EGLConfig cfg, const QEglPr
if (surf == EGL_NO_SURFACE) {
qWarning("QEglContext::createSurface(): Unable to create EGL surface, error = 0x%x", eglGetError());
}
+#endif
return surf;
}
#endif