title: SurfaceTexture.OnFrameAvailableListener stops being called
body: <p>I am implementing the SurfaceTexture.OnFrameAvailableListener interface in my app so I can use the video frames as an OpenGL texture. All is setup like it should and it works perfectly however onFrameAvailable(SurfaceTexture surfaceTexture) stops being called after a few seconds, effectively and seemingly freezing the video in OpenGL as no new texturedata is being uploaded through SurfaceTexture.updateTextImage.</p>
  
  <p>I am setting a flag in onFrameAvailable to do the updateTextImage call from the GL thread and only when needed. Currently I am setting the flag to true on every draw call so the video texturedata is being uploaded every frame as the onFrameAvailable check is skipped. Like this, everything runs like it should but it seems inefficient as no new texturedata needs to be uploaded if it's still the same (movie frame).</p>
  
  <p>AFAIK there are no memory leaks and logcat is not showing any errors. Also, the media player is set to loop but the issue occurs before a single run has completed.</p>
  
  <p>What would cause the onFrameAvailable not being called anymore after a few seconds?</p>