Fix the texture ID reuse issue in HWUI.
Issue: When the layer of previous frame is destroyed, it doesn't clear the
texture id in mBoundTextures[mTextureUnit], so in the next frame, if
glGenTexture returns same texture ID of the previous frame,
the new texture is not bound.
CRs-fixed: 671736
Change-Id: Ifc5fd2115fb1863b3c006ab14b0faabeaeb4eab4
diff --git a/libs/hwui/Caches.cpp b/libs/hwui/Caches.cpp
index f8d3589..b0f4c2c 100644
--- a/libs/hwui/Caches.cpp
+++ b/libs/hwui/Caches.cpp
@@ -554,11 +554,8 @@
// call, any texture operation will be performed on the default
// texture (name=0)
- for (int i = 0; i < REQUIRED_TEXTURE_UNITS_COUNT; i++) {
- if (mBoundTextures[i] == texture) {
- mBoundTextures[i] = 0;
- }
- }
+ unbindTexture(texture);
+
glDeleteTextures(1, &texture);
}
@@ -566,6 +563,14 @@
memset(mBoundTextures, 0, REQUIRED_TEXTURE_UNITS_COUNT * sizeof(GLuint));
}
+void Caches::unbindTexture(GLuint texture) {
+ for (int i = 0; i < REQUIRED_TEXTURE_UNITS_COUNT; i++) {
+ if (mBoundTextures[i] == texture) {
+ mBoundTextures[i] = 0;
+ }
+ }
+}
+
///////////////////////////////////////////////////////////////////////////////
// Scissor
///////////////////////////////////////////////////////////////////////////////