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);