Prevent crash when a single layer is enqueued several times for updates
Bug #8504687
Change-Id: I9b01bbc4e3f37af23dfe5e68d3d03ad3d238b94a
diff --git a/libs/hwui/Layer.cpp b/libs/hwui/Layer.cpp
index 0267a66..63bb73f 100644
--- a/libs/hwui/Layer.cpp
+++ b/libs/hwui/Layer.cpp
@@ -165,6 +165,9 @@
dirtyRect.right, dirtyRect.bottom, !isBlend());
displayList->defer(deferredState, 0);
+
+ deferredUpdateScheduled = false;
+ displayList = NULL;
}
void Layer::flush() {
@@ -183,5 +186,21 @@
}
}
+void Layer::render() {
+ renderer->setViewport(layer.getWidth(), layer.getHeight());
+ renderer->prepareDirty(dirtyRect.left, dirtyRect.top, dirtyRect.right, dirtyRect.bottom,
+ !isBlend());
+
+ renderer->drawDisplayList(displayList, dirtyRect, DisplayList::kReplayFlag_ClipChildren);
+
+ renderer->finish();
+ renderer = NULL;
+
+ dirtyRect.setEmpty();
+
+ deferredUpdateScheduled = false;
+ displayList = NULL;
+}
+
}; // namespace uirenderer
}; // namespace android
diff --git a/libs/hwui/Layer.h b/libs/hwui/Layer.h
index 0e00191..27e0cf1 100644
--- a/libs/hwui/Layer.h
+++ b/libs/hwui/Layer.h
@@ -275,6 +275,7 @@
void defer();
void flush();
+ void render();
/**
* Bounds of the layer.
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index aeabe366..4a5785c 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -540,13 +540,7 @@
}
if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
- OpenGLRenderer* renderer = layer->renderer;
- renderer->setViewport(layer->layer.getWidth(), layer->layer.getHeight());
- renderer->prepareDirty(dirty.left, dirty.top, dirty.right, dirty.bottom,
- !layer->isBlend());
- renderer->drawDisplayList(layer->displayList, dirty,
- DisplayList::kReplayFlag_ClipChildren);
- renderer->finish();
+ layer->render();
} else {
layer->defer();
}
@@ -556,13 +550,6 @@
startTiling(mSnapshot);
}
- if (CC_UNLIKELY(inFrame || mCaches.drawDeferDisabled)) {
- dirty.setEmpty();
- layer->renderer = NULL;
- }
-
- layer->deferredUpdateScheduled = false;
- layer->displayList = NULL;
layer->debugDrawUpdate = mCaches.debugLayersUpdates;
return true;
@@ -609,11 +596,12 @@
// Note: it is very important to update the layers in reverse order
for (int i = count - 1; i >= 0; i--) {
sprintf(layerName, "Layer #%d", i);
- startMark(layerName); {
- Layer* layer = mLayerUpdates.itemAt(i);
- layer->flush();
- mCaches.resourceCache.decrementRefcount(layer);
- }
+ startMark(layerName);
+
+ Layer* layer = mLayerUpdates.itemAt(i);
+ layer->flush();
+ mCaches.resourceCache.decrementRefcount(layer);
+
endMark();
}
@@ -626,6 +614,15 @@
void OpenGLRenderer::pushLayerUpdate(Layer* layer) {
if (layer) {
+ // Make sure we don't introduce duplicates.
+ // SortedVector would do this automatically but we need to respect
+ // the insertion order. The linear search is not an issue since
+ // this list is usually very short (typically one item, at most a few)
+ for (int i = mLayerUpdates.size() - 1; i >= 0; i--) {
+ if (mLayerUpdates.itemAt(i) == layer) {
+ return;
+ }
+ }
mLayerUpdates.push_back(layer);
mCaches.resourceCache.incrementRefcount(layer);
}