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.h b/libs/hwui/Caches.h
index 282aee9..544757a 100644
--- a/libs/hwui/Caches.h
+++ b/libs/hwui/Caches.h
@@ -264,6 +264,11 @@
void resetBoundTextures();
/**
+ * Clear the cache of bound textures.
+ */
+ void unbindTexture(GLuint texture);
+
+ /**
* Sets the scissor for the current surface.
*/
bool setScissor(GLint x, GLint y, GLint width, GLint height);