Loading libs/surfaceflinger/Layer.cpp +9 −1 Original line number Diff line number Diff line Loading @@ -93,6 +93,7 @@ sp<LayerBaseClient::Surface> Layer::createSurface() const status_t Layer::ditch() { // the layer is not on screen anymore. free as much resources as possible mFreezeLock.clear(); destroy(); return NO_ERROR; } Loading Loading @@ -134,7 +135,14 @@ void Layer::reloadTexture(const Region& dirty) { Mutex::Autolock _l(mLock); sp<GraphicBuffer> buffer(getFrontBufferLocked()); int index = mFrontBufferIndex; if (buffer == NULL) { // this situation can happen if we ran out of memory for instance. // not much we can do. continue to use whatever texture was bound // to this context. return; } const int index = mFrontBufferIndex; // create the new texture name if needed if (UNLIKELY(mTextures[index].name == -1U)) { Loading Loading
libs/surfaceflinger/Layer.cpp +9 −1 Original line number Diff line number Diff line Loading @@ -93,6 +93,7 @@ sp<LayerBaseClient::Surface> Layer::createSurface() const status_t Layer::ditch() { // the layer is not on screen anymore. free as much resources as possible mFreezeLock.clear(); destroy(); return NO_ERROR; } Loading Loading @@ -134,7 +135,14 @@ void Layer::reloadTexture(const Region& dirty) { Mutex::Autolock _l(mLock); sp<GraphicBuffer> buffer(getFrontBufferLocked()); int index = mFrontBufferIndex; if (buffer == NULL) { // this situation can happen if we ran out of memory for instance. // not much we can do. continue to use whatever texture was bound // to this context. return; } const int index = mFrontBufferIndex; // create the new texture name if needed if (UNLIKELY(mTextures[index].name == -1U)) { Loading