Merge "Don't check if this == NULL."

This commit is contained in:
Dan Albert 2014-10-15 22:45:07 +00:00 committed by Gerrit Code Review
commit 9cc849500d
3 changed files with 8 additions and 4 deletions

View File

@ -29,12 +29,12 @@ IInterface::~IInterface() {
sp<IBinder> IInterface::asBinder() sp<IBinder> IInterface::asBinder()
{ {
return this ? onAsBinder() : NULL; return onAsBinder();
} }
sp<const IBinder> IInterface::asBinder() const sp<const IBinder> IInterface::asBinder() const
{ {
return this ? const_cast<IInterface*>(this)->onAsBinder() : NULL; return const_cast<IInterface*>(this)->onAsBinder();
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------

View File

@ -75,7 +75,7 @@ status_t ComposerState::read(const Parcel& input) {
status_t DisplayState::write(Parcel& output) const { status_t DisplayState::write(Parcel& output) const {
output.writeStrongBinder(token); output.writeStrongBinder(token);
output.writeStrongBinder(surface->asBinder()); output.writeStrongBinder(surface != NULL ? surface->asBinder() : NULL);
output.writeInt32(what); output.writeInt32(what);
output.writeInt32(layerStack); output.writeInt32(layerStack);
output.writeInt32(orientation); output.writeInt32(orientation);

View File

@ -1110,7 +1110,11 @@ void SurfaceFlinger::handleTransactionLocked(uint32_t transactionFlags)
// this display is in both lists. see if something changed. // this display is in both lists. see if something changed.
const DisplayDeviceState& state(curr[j]); const DisplayDeviceState& state(curr[j]);
const wp<IBinder>& display(curr.keyAt(j)); const wp<IBinder>& display(curr.keyAt(j));
if (state.surface->asBinder() != draw[i].surface->asBinder()) { const sp<IBinder> state_binder =
state.surface != NULL ? state.surface->asBinder() : NULL;
const sp<IBinder> draw_binder =
draw[i].surface != NULL ? draw[i].surface->asBinder() : NULL;
if (state_binder != draw_binder) {
// changing the surface is like destroying and // changing the surface is like destroying and
// recreating the DisplayDevice, so we just remove it // recreating the DisplayDevice, so we just remove it
// from the drawing state, so that it get re-added // from the drawing state, so that it get re-added