Loading libs/renderengine/skia/SkiaGLRenderEngine.cpp +10 −5 Original line number Diff line number Diff line Loading @@ -298,11 +298,9 @@ SkiaGLRenderEngine::SkiaGLRenderEngine(const RenderEngineCreationArgs& args, EGL } SkiaGLRenderEngine::~SkiaGLRenderEngine() { std::lock_guard<std::mutex> lock(mRenderingMutex); mRuntimeEffects.clear(); mProtectedTextureCache.clear(); mTextureCache.clear(); cleanFramebufferCache(); std::lock_guard<std::mutex> lock(mRenderingMutex); if (mBlurFilter) { delete mBlurFilter; } Loading Loading @@ -1137,7 +1135,14 @@ EGLSurface SkiaGLRenderEngine::createPlaceholderEglPbufferSurface(EGLDisplay dis return eglCreatePbufferSurface(display, placeholderConfig, attributes.data()); } void SkiaGLRenderEngine::cleanFramebufferCache() {} void SkiaGLRenderEngine::cleanFramebufferCache() { // TODO(b/180767535) Remove this method and use b/180767535 instead, which would allow // SF to control texture lifecycle more tightly rather than through custom hooks into RE. std::lock_guard<std::mutex> lock(mRenderingMutex); mRuntimeEffects.clear(); mProtectedTextureCache.clear(); mTextureCache.clear(); } int SkiaGLRenderEngine::getContextPriority() { int value; Loading Loading
libs/renderengine/skia/SkiaGLRenderEngine.cpp +10 −5 Original line number Diff line number Diff line Loading @@ -298,11 +298,9 @@ SkiaGLRenderEngine::SkiaGLRenderEngine(const RenderEngineCreationArgs& args, EGL } SkiaGLRenderEngine::~SkiaGLRenderEngine() { std::lock_guard<std::mutex> lock(mRenderingMutex); mRuntimeEffects.clear(); mProtectedTextureCache.clear(); mTextureCache.clear(); cleanFramebufferCache(); std::lock_guard<std::mutex> lock(mRenderingMutex); if (mBlurFilter) { delete mBlurFilter; } Loading Loading @@ -1137,7 +1135,14 @@ EGLSurface SkiaGLRenderEngine::createPlaceholderEglPbufferSurface(EGLDisplay dis return eglCreatePbufferSurface(display, placeholderConfig, attributes.data()); } void SkiaGLRenderEngine::cleanFramebufferCache() {} void SkiaGLRenderEngine::cleanFramebufferCache() { // TODO(b/180767535) Remove this method and use b/180767535 instead, which would allow // SF to control texture lifecycle more tightly rather than through custom hooks into RE. std::lock_guard<std::mutex> lock(mRenderingMutex); mRuntimeEffects.clear(); mProtectedTextureCache.clear(); mTextureCache.clear(); } int SkiaGLRenderEngine::getContextPriority() { int value; Loading