libhwui: fix texture memory leak
When there is not enough space and we cannot delete any
Texture in TextureCache to secure space, a new Texture is
created over and over again for the same SkBitmap and
there is the case that it is not deleted.
This patch avoids such cases.
Change-Id: Ic5353995e6d0716c31fe3bb49c60ec1a71574643
Signed-off-by: Dohyun Lee <leedhyun11@gmail.com>
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 9621b54..5233a23 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1699,6 +1699,7 @@
Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
if (!texture) return;
+ const AutoTexture autoCleanup(texture);
// 9 patches are built for stretching - always filter
int textureFillFlags = TextureFillFlags::ForceFilter;
diff --git a/libs/hwui/renderstate/RenderState.cpp b/libs/hwui/renderstate/RenderState.cpp
index 1e39bfa..84b6965 100644
--- a/libs/hwui/renderstate/RenderState.cpp
+++ b/libs/hwui/renderstate/RenderState.cpp
@@ -306,6 +306,10 @@
// Shader uniforms
SkiaShader::apply(*mCaches, fill.skiaShaderData);
+ Texture* texture = (fill.skiaShaderData.skiaShaderType & kBitmap_SkiaShaderType) ?
+ fill.skiaShaderData.bitmapData.bitmapTexture : nullptr;
+ const AutoTexture autoCleanup(texture);
+
// ------------------------------------
// ---------- GL state setup ----------
// ------------------------------------