fix [4093196] Device lock up - log spam with SharedBufferStack: waitForCondition(LockCondition) timed out

a memory corruption happned when the buffer pool was resized
(like when playing a video or using camera) and there was
no current active buffer. In this case, the faulty code
would index into an array at position -1 which corrupted
24 bytes of data.

also improved region validation code (ifdef'ed out by default)

Bug: 4093196
Change-Id: I915c581d131148959d720e00e3892e9186ab733d
This commit is contained in:
Mathias Agopian 2011-03-16 23:18:07 -07:00
parent d5b7248aed
commit d0b55c011a
3 changed files with 21 additions and 6 deletions

View File

@ -162,6 +162,9 @@ public:
inline status_t sort(compar_t cmp);
inline status_t sort(compar_r_t cmp, void* state);
// for debugging only
inline size_t getItemSize() const { return itemSize(); }
protected:
virtual void do_construct(void* storage, size_t num) const;
virtual void do_destroy(void* storage, size_t num) const;

View File

@ -56,6 +56,9 @@ Region::Region()
Region::Region(const Region& rhs)
: mBounds(rhs.mBounds), mStorage(rhs.mStorage)
{
#if VALIDATE_REGIONS
validate(rhs, "rhs copy-ctor");
#endif
}
Region::Region(const Rect& rhs)
@ -76,7 +79,8 @@ Region::~Region()
Region& Region::operator = (const Region& rhs)
{
#if VALIDATE_REGIONS
validate(rhs, "operator=");
validate(*this, "this->operator=");
validate(rhs, "rhs.operator=");
#endif
mBounds = rhs.mBounds;
mStorage = rhs.mStorage;
@ -366,6 +370,12 @@ void Region::boolean_operation(int op, Region& dst,
const Region& lhs,
const Region& rhs, int dx, int dy)
{
#if VALIDATE_REGIONS
validate(lhs, "boolean_operation (before): lhs");
validate(rhs, "boolean_operation (before): rhs");
validate(dst, "boolean_operation (before): dst");
#endif
size_t lhs_count;
Rect const * const lhs_rects = lhs.getArray(&lhs_count);

View File

@ -858,11 +858,13 @@ status_t Layer::BufferManager::resize(size_t size,
Mutex::Autolock _l(mLock);
if (size < mNumBuffers) {
// Move the active texture into slot 0
BufferData activeBufferData = mBufferData[mActiveBufferIndex];
mBufferData[mActiveBufferIndex] = mBufferData[0];
mBufferData[0] = activeBufferData;
mActiveBufferIndex = 0;
// If there is an active texture, move it into slot 0 if needed
if (mActiveBufferIndex > 0) {
BufferData activeBufferData = mBufferData[mActiveBufferIndex];
mBufferData[mActiveBufferIndex] = mBufferData[0];
mBufferData[0] = activeBufferData;
mActiveBufferIndex = 0;
}
// Free the buffers that are no longer needed.
for (size_t i = size; i < mNumBuffers; i++) {