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authorAndroid Build Coastguard Worker <android-build-coastguard-worker@google.com>2023-09-07 04:22:04 +0000
committerAndroid Build Coastguard Worker <android-build-coastguard-worker@google.com>2023-09-07 04:22:04 +0000
commit66def72c9c509e434b54170b515d1658d9a4567e (patch)
treef0959a64e647ea837a69052f5c29d158b7bcdc27
parent63b696cb893538f123cd425d8ea8a85d8ded5c0b (diff)
parent37d7a6fd0287f5b6dfabcee31348d63e18ec1db5 (diff)
downloadnative-aml_ase_341113000.tar.gz
Snap for 10772566 from 37d7a6fd0287f5b6dfabcee31348d63e18ec1db5 to mainline-appsearch-releaseaml_ase_341113000
Change-Id: Ibf3a76d037f94710a1ff20ff7de38f92f6941631
-rw-r--r--libs/renderengine/skia/SkiaRenderEngine.cpp13
1 files changed, 5 insertions, 8 deletions
diff --git a/libs/renderengine/skia/SkiaRenderEngine.cpp b/libs/renderengine/skia/SkiaRenderEngine.cpp
index 9e9df5216f..edf734271a 100644
--- a/libs/renderengine/skia/SkiaRenderEngine.cpp
+++ b/libs/renderengine/skia/SkiaRenderEngine.cpp
@@ -397,12 +397,10 @@ void SkiaRenderEngine::mapExternalTextureBuffer(const sp<GraphicBuffer>& buffer,
}
// We don't attempt to map a buffer if the buffer contains protected content. In GL this is
// important because GPU resources for protected buffers are much more limited. (In Vk we
- // simply match the existing behavior for protected buffers.) In Vk, we never cache any
- // buffers while in a protected context, since Vk cannot share across contexts, and protected
- // is less common.
+ // simply match the existing behavior for protected buffers.) We also never cache any
+ // buffers while in a protected context.
const bool isProtectedBuffer = buffer->getUsage() & GRALLOC_USAGE_PROTECTED;
- if (isProtectedBuffer ||
- (mRenderEngineType == RenderEngineType::SKIA_VK_THREADED && isProtected())) {
+ if (isProtectedBuffer || isProtected()) {
return;
}
ATRACE_CALL();
@@ -467,9 +465,8 @@ void SkiaRenderEngine::unmapExternalTextureBuffer(sp<GraphicBuffer>&& buffer) {
std::shared_ptr<AutoBackendTexture::LocalRef> SkiaRenderEngine::getOrCreateBackendTexture(
const sp<GraphicBuffer>& buffer, bool isOutputBuffer) {
- // Do not lookup the buffer in the cache for protected contexts with the SkiaVk back-end
- if (mRenderEngineType == RenderEngineType::SKIA_GL_THREADED ||
- (mRenderEngineType == RenderEngineType::SKIA_VK_THREADED && !isProtected())) {
+ // Do not lookup the buffer in the cache for protected contexts
+ if (!isProtected()) {
if (const auto& it = mTextureCache.find(buffer->getId()); it != mTextureCache.end()) {
return it->second;
}