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author | Dohyun Lee <leedhyun11@gmail.com> | 2016-01-21 13:46:21 +0900 |
---|---|---|
committer | Steve Kondik <shade@chemlab.org> | 2016-01-23 23:45:19 -0800 |
commit | a7e2f64feb3ec5869ca501737a2ade0d0855336b (patch) | |
tree | 4e39f984259ee6710d6384d8e5bcae8c7250d44a /libs | |
parent | 64deb448b8ac50587bc90e3506e639e4e1a066ed (diff) | |
download | frameworks_base-a7e2f64feb3ec5869ca501737a2ade0d0855336b.zip frameworks_base-a7e2f64feb3ec5869ca501737a2ade0d0855336b.tar.gz frameworks_base-a7e2f64feb3ec5869ca501737a2ade0d0855336b.tar.bz2 |
libhwui: fix texture memory leak
When there is not enough space and we cannot delete any
Texture in TextureCache to secure space, a new Texture is
created over and over again for the same SkBitmap and
there is the case that it is not deleted.
This patch avoids such cases.
Change-Id: Ic5353995e6d0716c31fe3bb49c60ec1a71574643
Signed-off-by: Dohyun Lee <leedhyun11@gmail.com>
Diffstat (limited to 'libs')
-rw-r--r-- | libs/hwui/OpenGLRenderer.cpp | 1 | ||||
-rw-r--r-- | libs/hwui/renderstate/RenderState.cpp | 4 |
2 files changed, 5 insertions, 0 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp index c5e709e..773c6f5 100644 --- a/libs/hwui/OpenGLRenderer.cpp +++ b/libs/hwui/OpenGLRenderer.cpp @@ -1710,6 +1710,7 @@ void OpenGLRenderer::drawPatch(const SkBitmap* bitmap, const Patch* mesh, Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap); if (!texture) return; + const AutoTexture autoCleanup(texture); // 9 patches are built for stretching - always filter int textureFillFlags = TextureFillFlags::ForceFilter; diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp index 1e39bfa..84b6965 100644 --- a/libs/hwui/renderstate/RenderState.cpp +++ b/libs/hwui/renderstate/RenderState.cpp @@ -306,6 +306,10 @@ void RenderState::render(const Glop& glop) { // Shader uniforms SkiaShader::apply(*mCaches, fill.skiaShaderData); + Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) ? + fill.skiaShaderData.bitmapData.bitmapTexture : nullptr; + const AutoTexture autoCleanup(texture); + // ------------------------------------ // ---------- GL state setup ---------- // ------------------------------------ |