413baf8a03db180607efaca0bb60c15a153c4322
Bug #6485955 If an invalidate gets scheduled right before the EGL surface is destroyed, the next draw pass is done in software. This causes the software renderer to connect to the surface forever which prevents the hardware renderer from coming back when the screen is turned back on. The fix here is to ignore the draw request when hw acceleration is requested but not yet available. Proper software fallback will still happen when an error is encountered with hardware rendering (in which case hw acceleration will not be marked as requested anymore.) Change-Id: I1edc4a51c8dd38240aa2345092a18a081a756fc1
…
…
Description
No description provided
Languages
Java
73.7%
Kotlin
14%
PowerBuilder
5.8%
C++
5.2%
AIDL
1%