Merge "Fix potential use-after-free in LayerUpdateQueue"
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Android (Google) Code Review
commit
4f357c0812
@@ -78,7 +78,7 @@ void FrameBuilder::deferLayers(const LayerUpdateQueue& layers) {
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// Render all layers to be updated, in order. Defer in reverse order, so that they'll be
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// updated in the order they're passed in (mLayerBuilders are issued to Renderer in reverse)
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for (int i = layers.entries().size() - 1; i >= 0; i--) {
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RenderNode* layerNode = layers.entries()[i].renderNode;
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RenderNode* layerNode = layers.entries()[i].renderNode.get();
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// only schedule repaint if node still on layer - possible it may have been
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// removed during a dropped frame, but layers may still remain scheduled so
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// as not to lose info on what portion is damaged
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@@ -19,6 +19,7 @@
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#include "Rect.h"
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#include "utils/Macros.h"
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#include <utils/StrongPointer.h>
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#include <vector>
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#include <unordered_map>
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@@ -35,7 +36,7 @@ public:
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Entry(RenderNode* renderNode, const Rect& damage)
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: renderNode(renderNode)
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, damage(damage) {}
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RenderNode* renderNode;
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sp<RenderNode> renderNode;
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Rect damage;
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};
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@@ -80,7 +80,7 @@ void SkiaPipeline::renderLayers(const FrameBuilder::LightGeometry& lightGeometry
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void SkiaPipeline::renderLayersImpl(const LayerUpdateQueue& layers, bool opaque) {
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// Render all layers that need to be updated, in order.
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for (size_t i = 0; i < layers.entries().size(); i++) {
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RenderNode* layerNode = layers.entries()[i].renderNode;
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RenderNode* layerNode = layers.entries()[i].renderNode.get();
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// only schedule repaint if node still on layer - possible it may have been
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// removed during a dropped frame, but layers may still remain scheduled so
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// as not to lose info on what portion is damaged
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@@ -48,11 +48,11 @@ TEST(LayerUpdateQueue, enqueueSimple) {
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EXPECT_EQ(3u, queue.entries().size());
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EXPECT_EQ(a.get(), queue.entries()[0].renderNode);
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EXPECT_EQ(a.get(), queue.entries()[0].renderNode.get());
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EXPECT_EQ(Rect(25, 25, 75, 75), queue.entries()[0].damage);
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EXPECT_EQ(b.get(), queue.entries()[1].renderNode);
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EXPECT_EQ(b.get(), queue.entries()[1].renderNode.get());
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EXPECT_EQ(Rect(100, 100, 200, 200), queue.entries()[1].damage); // clipped to bounds
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EXPECT_EQ(c.get(), queue.entries()[2].renderNode);
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EXPECT_EQ(c.get(), queue.entries()[2].renderNode.get());
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EXPECT_EQ(Rect(0, 0, 1, 1), queue.entries()[2].damage); // rounded out
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}
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@@ -65,7 +65,7 @@ TEST(LayerUpdateQueue, enqueueUnion) {
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EXPECT_EQ(1u, queue.entries().size());
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EXPECT_EQ(a.get(), queue.entries()[0].renderNode);
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EXPECT_EQ(a.get(), queue.entries()[0].renderNode.get());
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EXPECT_EQ(Rect(10, 10, 40, 40), queue.entries()[0].damage);
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}
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@@ -331,7 +331,7 @@ RENDERTHREAD_TEST(RenderNode, prepareTree_HwLayer_AVD_enqueueDamage) {
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// damage rect.
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EXPECT_TRUE(rootNode->getDisplayList()->hasVectorDrawables());
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EXPECT_FALSE(info.layerUpdateQueue->entries().empty());
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EXPECT_EQ(rootNode.get(), info.layerUpdateQueue->entries().at(0).renderNode);
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EXPECT_EQ(rootNode.get(), info.layerUpdateQueue->entries().at(0).renderNode.get());
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EXPECT_EQ(uirenderer::Rect(0, 0, 200, 400), info.layerUpdateQueue->entries().at(0).damage);
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canvasContext->destroy();
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}
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