Don't create layers for negative-sized RenderNodes

Fixes: 257954570
Test: n/a
Flag: EXEMPT trivial bug fix
Change-Id: I82a00ec21b58ea55779d02db4a54d1ef2d37dcc7
diff --git a/libs/hwui/renderthread/CanvasContext.cpp b/libs/hwui/renderthread/CanvasContext.cpp
index 8ec0430..b36b8be 100644
--- a/libs/hwui/renderthread/CanvasContext.cpp
+++ b/libs/hwui/renderthread/CanvasContext.cpp
@@ -418,6 +418,11 @@
                                 RenderNode* target) {
     mRenderThread.removeFrameCallback(this);
 
+    // Make sure we have a valid device info
+    if (!DeviceInfo::get()->hasMaxTextureSize()) {
+        (void)mRenderThread.requireGrContext();
+    }
+
     // If the previous frame was dropped we don't need to hold onto it, so
     // just keep using the previous frame's structure instead
     const auto reason = wasSkipped(mCurrentFrameInfo);