Fix some edge cases
Bug: 27709981 This desperately needs a refactor, but to keep the current (really needed & nice) behavior of dispatching after sync finishes would be difficult to handle cleanly without lots of ripping so... #yolo Change-Id: I831a06c6ae7412a062720d68ecbe3085190f0258
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@@ -794,8 +794,7 @@ public final class ThreadedRenderer {
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}
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final long[] frameInfo = choreographer.mFrameInfo.mFrameInfo;
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int syncResult = nSyncAndDrawFrame(mNativeProxy, frameInfo, frameInfo.length,
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mRootNode.mNativeRenderNode);
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int syncResult = nSyncAndDrawFrame(mNativeProxy, frameInfo, frameInfo.length);
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if ((syncResult & SYNC_LOST_SURFACE_REWARD_IF_FOUND) != 0) {
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setEnabled(false);
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attachInfo.mViewRootImpl.mSurface.release();
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@@ -994,8 +993,7 @@ public final class ThreadedRenderer {
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private static native void nSetLightCenter(long nativeProxy,
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float lightX, float lightY, float lightZ);
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private static native void nSetOpaque(long nativeProxy, boolean opaque);
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private static native int nSyncAndDrawFrame(long nativeProxy, long[] frameInfo, int size,
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long rootRenderNode);
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private static native int nSyncAndDrawFrame(long nativeProxy, long[] frameInfo, int size);
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private static native void nDestroy(long nativeProxy, long rootRenderNode);
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private static native void nRegisterAnimatingRenderNode(long rootRenderNode, long animatingNode);
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