From 4ac36f80beb958c77a92a3e1a235f6ed9daaa510 Mon Sep 17 00:00:00 2001 From: Chris Craik Date: Tue, 9 Dec 2014 16:54:03 -0800 Subject: Fix frame-allocated path lifecycles bug:18667472 Previously, we were allocating per-frame temporary paths within the PlaybackStateStruct, but these are not safe as layers allocate these transiently. Instead, move these to the OpenGLRenderer, which has better define lifecycle. Additionally, don't store SkPath objects directly in vector, since they are then subject to relocation. Change-Id: I8187ef542fcd5b030502bb75eb123ee26c0daa96 --- libs/hwui/DisplayList.h | 12 ++++-------- 1 file changed, 4 insertions(+), 8 deletions(-) (limited to 'libs/hwui/DisplayList.h') diff --git a/libs/hwui/DisplayList.h b/libs/hwui/DisplayList.h index cb8a8d1..7a43a2a 100644 --- a/libs/hwui/DisplayList.h +++ b/libs/hwui/DisplayList.h @@ -77,18 +77,14 @@ public: OpenGLRenderer& mRenderer; const int mReplayFlags; - // Allocator with the lifetime of a single frame. - // replay uses an Allocator owned by the struct, while defer shares the DeferredDisplayList's Allocator + // Allocator with the lifetime of a single frame. replay uses an Allocator owned by the struct, + // while defer shares the DeferredDisplayList's Allocator + // TODO: move this allocator to be owned by object with clear frame lifecycle LinearAllocator * const mAllocator; SkPath* allocPathForFrame() { - mTempPaths.push_back(); - return &mTempPaths.back(); + return mRenderer.allocPathForFrame(); } - -private: - // Paths kept alive for the duration of the frame - std::vector mTempPaths; }; class DeferStateStruct : public PlaybackStateStruct { -- cgit v1.1