The create/destroy for RenderEngine needs to happen on the same thread.
The threaded variant of RE was running the destructor on whatever thread deleted the wrapper class and not on the thread where RE was actually running. This means that any GPU state that is specific to the thread was not being correctly cleaned up. Test: librenderengine_test Bug: 175348740 Change-Id: I88e3129bf8af451e2a97155286941d312ea096da
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