All other stringAt methods check for null termination. Be consistent
so that upper levels don't end up with huge corrupt strings.
Bug: 62537081
Test: none
Change-Id: I17bdfb0c1e34507b66c6cad651bbdb12c5d4c417
(cherry picked from commit 3d35a0ea30)
(cherry picked from commit 97f8cb01149b35b1832c7f9efe85ff19edf1083e)
Check whether specified offset belongs to mData.
Also added a default argument bufferSize to check the end offset.
Size of the ashmem descriptor can be modified between
ashmem_get_size_region call and mmap. createFromParcel method was updated
to check ashmem size again immediately after memory is mapped.
Test: manual - using the test app from the bug
Bug: 34128677
Change-Id: I3ecd1616a870ce20941ce9b20a1843d2b4295750
(cherry picked from commit 45e2e95c2f)
Check whether specified offset belongs to mData.
Also added a default argument bufferSize to check the end offset.
Size of the ashmem descriptor can be modified between
ashmem_get_size_region call and mmap. createFromParcel method was updated
to check ashmem size again immediately after memory is mapped.
Test: manual - using the test app from the bug
Bug: 34128677
Change-Id: I3ecd1616a870ce20941ce9b20a1843d2b4295750
(cherry picked from commit 45e2e95c2f)
Fix a idmap leak in AssetManager::addSystemOverlays.
And, The fix could also prevent fd leak of idmap.
Test: none
Bug: 32691930
Signed-off-by: Hyangseok Chae <neo.chae@lge.com>
(cherry picked from commit 6a742a3850)
Change-Id: Idc4af77db2b0cb739bd6b009b6af0f9123be1aac
from AOSP: https://android-review.googlesource.com/#/c/183305/
On the critical path of the cold launch of applications
the main thread of the started application tells the RenderThread
to create a surface. This process is synchronous and blocks
the main thread of the application until the creation
of the EGLContext is complete.
As a consequence the launch time of the application is delayed
by time spent allocating the EGL Context in the RenderThread.
With this optimization the launch time of any application
is improved (for example settings by 20 to 40 ms).
Change-Id: Ibf47aaa0abb8dedf7aa00693073db3785d9d6b08
Signed-off-by: Thomas Buhot <thomas.buhot@intel.com>
Signed-off-by: Zhiquan Liu <zhiquan.liu@intel.com>
Fix memory leak in HWUI
std::unique_ptr::release just releases the ownership of the
managed object. To delete the object, std::unique_ptr::reset
function should be called.
Bug: 26116596
Change-Id: If65f74085b1fc2be3a9fffc433326e0bcdb40ff3
and save the result. Then pass that value to
UiFrameInfoBuilder::setVsync as both arguments.
The order of function argument evaluation is undefined in C++. Because
the value returned from TimeLord::latestVsync may be changed by
the preceding call to TimeLord::computeFrameTimeNanos the values of the
arguments passed to UiFrameInfoBuilder::setVsync is also undefined. This
change removes any ambiguity.
Change-Id: Ie71ee453f9ccc725edfe5f7cc9b277f2a809dfdc
Bug: 22592975
Optimization added in MNC is not quite correct, occasionally
it will fail to repaint when it was supposed to leading
to buffer corruption. Disable the optimization for now.
Change-Id: I34dfdfb357eda298198043ded7335d4588a003fd
bug:21588246
Ensure we always set the mask before clearing, and removes
some unneeded optimizations around mask usage in
debug (overdraw) mode.
Change-Id: I71ed06c16f8d9f158953d5aa160098514f0f7f00
Print out proper, copied configuration. We add fields to ResTable_config
and if we don't copy and fill in defaults when reading old configurations,
we end up with garbage values. This can potentially cause a crash as well.
Bug:22773426
Change-Id: I64f5ebe73ee72453bcdad3a19e48f8e7ad58e9c2
Bug: 22667315
HWUI internally always assumes that RenderNode->properties()
has a fully-baked matrix. However, RenderThread animations violate
this and will perform an update of that matrix after they run. This
was missing in the fallback scenario where an animation was
running on a View that is detached from the tree.
If a RenderThread animation is started on an attached view, it becomes
detached, and is then re-attached it will crash in the staging
properties push. The fix for this is to move the call to updateMatrix
from animate() to animateCommon() so that the animateNoDamage()
path will similarly perform the necessary matrix update.
Change-Id: I4c899a6f68659342a6515f1d7f20d3c4af65caf0
Bug: 22676664
If a task is queued on a worker thread that is busy
processing a task AND a trim memory signal comes along
prior to the initial task being completed then the
tasks that were queued prior to the exit request will
never be processed.
This is bad, as when those futures are used later on, such
as in trying to delete them from the cache, they will block
waiting for the orphaned task to be finished.
Simple fix is to just never stop the worker threads. Increase
RAM usage slightly as we won't reclaim that stack space, but
this cost is fairly small
Change-Id: I818b011f9bc6ba06942fdad81c27656bd97b42d4
bug:22291400
Work around clippath-clipped-to-view-bounds behavior by
implementing REPLACE op fast path, avoiding the transition to
SkRegion/SkPath.
Change-Id: I63c1cf961db2d6e3759d83914de1036c9ac7497a