This bug was triggered by user code concurrently mutating the character
array while calling into a drawText method in another thread. When the
value of the array changed, it caused inconsistent state, leading to
assert failures.
This is arguably bad behavior by the user code, but it shouldn't cause a
native crash. The fix is to do a defensive copy of the text into the
key, so the value is guaranteed to remain constant throughout the text
layout process. The change is mostly deletion of code, because there was
an optimization to try to avoid such a copy. That optimization was not
actually effective, however, because the indexOfKey() operation in the
KeyedVector underlying the TextLayoutCache did the copy anyway. Thus,
even though this change looks like it's introducing a copy where there
wasn't one before, the actual performance impact should be nil.
Note that the ability to handle a mutating argument is now part of the
contract for TextLayoutEngine::getValue(), and is now documented. That
contract may change, as the result of future optimization. Also, care
was taken to only use the value after the copy.
Other performance issues with TextLayoutCache are tracked in bug
7271109.
Change-Id: I9c90e8e4d501f3f37e2f22a7851f032808d46fbe
When memory gets low on a device, activities flush everything they can.
Hardware-accelerated activites, such as Launcher, flush GL resources and destroy
the GL context. However, some resources were still hanging around, due to deferred
destruction policies (we don't delete layers until the DisplayLists they are in
are finalized, to ensure we don't deref deleted objects). This meant that we were
referring to obsolete GL data in these objects. in particular, it meant that we might
come around later, after a new GL context was created, and delete a texture object
that was incorrect. We use the layer's "texture id" to refer to the texture underlying the
layer. But if there's a new GL context, then this texture ID is no longer valid, and
we may be deleting the texture that a different object (layer, icon, whatever) is referring
to, because the driver may return that same ID under the new GL context.
The fix is to more aggressively delete things that we know will not be used again
when the GL context is destroyed. In particular, we delete all resources being used
by all DisplayLists at GL context destruction time.
Issue #7195815 Textures corruption on all devices, in many apps
Change-Id: I52d2d208173690dbb794a83402d38f14ea4c6c22
Bug #7221449
SurfaceTexture already deletes the GL texture when detachFromContext
is invoked. The newly introduced refcount would casue the Layer
object to be destroyed later and attempt to delete the GL texture
again. By the time the second cleanup occurs, the texture name
might have been reused by somebody else, resulting in erroneous
behaviors.
Change-Id: I257c589fea64b34c00f46fbfaa7732e6854a5e41
The getTextRunAdvances() method wasn't accounting for the true width of
the text. On closer examination, in Tamil the clusters consist of a
number of glyphs each of which has a nonzero advance (in some other
scripts, the first glyph in the cluster has an advance, and others are
effectively zero). Previously, we were just using the advance of the
first glyph in the cluster. This patch changes the behavior to sum the
advances of all the glyphs within the cluster.
Change-Id: I77a51235f4bb0dfaa72cbb920a8c3b217ad25404
Bug #7158326
When scissor optimization is enabled, OpenGLRenderer will attempt to
minimize the use of scissor by selectively enabling and disabling the
GL scissor test.
When the optimization is disabled, OpenGLRenderer will keep the GL
scissor test enabled and change the scissor rect as needed.
Some GPUs (for instance the SGX 540) perform better when changing
the scissor rect often than when enabling/disabling the scissor test
often.
Change-Id: Idb68862e287a23358f9188d577ae0f86161902fd
When decoding an image with scaling, if the allocation of the bitmap
data for the scaled bitmap failed, we were just ignoring it and going
on. This was yielding strange native crashes (bug 7196860 and bug
7175536). This patch checks whether the allocation succeeds, and returns
a null bitmap if not.
Of course, if the app really is OOM because it's allocated too many
bitmaps, it'll still get the OOME, but that's a lot nicer than a native
crash or memory corruption.
Change-Id: I8384059ab11c2ab9e93e283b9438d79e6709b7b1
This call is no longer needed as the default behavior of the native
SurfaceTexture class is to do the wait whenever updateTexImage is called.
Change-Id: I995686a5989409e21b00fac913bd33c11f806998
Launcher occasionally crashes with a stack trace indicating that the memory
of a Layer object is corrupt. It is possible for us to delete a Layer
structure and then, briefly, use it to draw a DisplayList again before
that DisplayList gets recreated (without the layer that got deleted).
When this happens, if the memory got corrupted, it's possible to crash.
The fix is to add Layer to the other objects which we currently refcount
(bitmaps, shaders, etc.). Then instead of deleting a Layer, we decrement the
refcount. We increment when creating it, then increment it again when it's
referenced from a DisplayList. Then we decrement the refcount instead of
deleting it, and decrement when we clear a DisplayList that refers to it.
Then when the refcount reaches 0, we delete it.
Issue #6994632 Native crash in launcher when trying to launch all apps screen
Change-Id: I0627be8d49bb2f9ba8d158a84b764bb4e7df934c
There was the possibility for a race between clearing the caches and
using fonts. This patch simply protects both under the same mLock held
by the TextLayoutCache object.
Change-Id: Ib366e16a9a9ba702a46bc078d1bc0602713991e5
Some camera apps may wish to replace the system camera shutter sound
with their own, especially if they are taking rapid bursts of
images. Add method to allow this when possible.
Hidden for now.
Change-Id: I6520f5441d28675626fafab48c6609c589fc6f7e
This change makes the SurfaceTexture JNI updateTexImage call the native
SurfaceTexture's doGLFenceWait method to perform the needed synchronization.
Change-Id: Ie70a1fe6b44d439d1ffe7b97689a421ff8c02fda
Previously, to draw a layered view with a changed Paint object for the
drawLayer operation, you'd have to invalidate the parent view, to get the
native DisplayList to pick up the new Paint properties. This change adds
API and functionality so that the developer can call setLayerPaint(), which
does the proper invalidation (lightweight, doesn't cause redrawing the view).
Issue #6923810 Make it easy to efficiently animate a layer's Paint
Change-Id: I7fea79788d50f6d9c86dd5e5b2a4490cb95142bb
this introduced a dead lock in GradientCache's ctor.
This reverts commit dfe082f63e94cde9aee271c94d13de5e7217e036.
Bug: 7096001
Change-Id: I57b8bbab11fb7cb502fa58e3bbf5d19864db874f
Replaced all remaining places that used it with explicit user
specification.
While doing this, I ran into stuff that was creating PendingIntent
objects (that now need to specify the explicit user they are for),
which are also posting notifications... but have no way to specify
the user for the notification.
So the notification manager in the system process now also gets a
formal concept of a user associated with the notification, which
is passed in to all the necessary aidl calls. I also removed the
old deprecated aidl interface for posting/cancelling notifications,
since we now always need a user supplied.
There is more work that needs to be done here, though. For example
I think we need to be able to specify USER_ALL for a notification that
should be shown to all users (such as low storage or low battery).
Along with that, the PendingIntent creation needs to be tweaked to
be able to handle USER_CURRENT by evaluating the user at the point the
pending intent is sent.
That's for another change, however.
Change-Id: I468e14dce8def0e13e0870571e7c31ed32b6310c
In some cases bitmap's pixels where freed during encoding, which
caused a null pointer dereference.
This fix makes sure that underlaying buffer is locked for the whole
process of compression.
Change-Id: I0ac56821f5d333072271dc2670fa30f1562adfa3
Cleaned up the implementation of Surface and SurfaceSession
to use more consistent naming and structure.
Added JNI for all of the new surface flinger display API calls.
Enforced the requirement that all Surfaces created by
the window manager be named.
Updated the display manager service to use the new methods.
Change-Id: I2a658f1bfd0437e1c6f9d22df8d4ffcce7284ca2