Deleting objects on the wrong thread is a silly idea
Bug #7195815
Turns out that multi-threading is hard.
Change-Id: Ib0b4bd6dc3caea27f7ced22cbb363bb955fe58ab
diff --git a/libs/hwui/Layer.cpp b/libs/hwui/Layer.cpp
index fb525ee..cd2e571 100644
--- a/libs/hwui/Layer.cpp
+++ b/libs/hwui/Layer.cpp
@@ -19,6 +19,7 @@
#include <utils/Log.h>
#include "Layer.h"
+#include "LayerRenderer.h"
#include "OpenGLRenderer.h"
#include "Caches.h"
@@ -46,15 +47,12 @@
if (mesh) delete mesh;
if (meshIndices) delete meshIndices;
if (colorFilter) Caches::getInstance().resourceCache.decrementRefcount(colorFilter);
- if (fbo) Caches::getInstance().fboCache.put(fbo);
- deleteTexture();
-}
-
-void Layer::freeResourcesLocked() {
- if (colorFilter) {
- Caches::getInstance().resourceCache.decrementRefcountLocked(colorFilter);
- colorFilter = NULL;
+ if (fbo) {
+ LayerRenderer::flushLayer(this);
+ Caches::getInstance().fboCache.put(fbo);
+ fbo = 0;
}
+ deleteTexture();
}
void Layer::setPaint(SkPaint* paint) {
@@ -71,7 +69,5 @@
}
}
-
-
}; // namespace uirenderer
}; // namespace android