Merge "fix [3223749] media server crashes when switching mode from video capture to still image capture"
diff --git a/services/surfaceflinger/Layer.cpp b/services/surfaceflinger/Layer.cpp
index 2b2f557..5a0f115 100644
--- a/services/surfaceflinger/Layer.cpp
+++ b/services/surfaceflinger/Layer.cpp
@@ -246,9 +246,10 @@
 void Layer::setPerFrameData(hwc_layer_t* hwcl) {
     sp<GraphicBuffer> buffer(mBufferManager.getActiveBuffer());
     if (buffer == NULL) {
-        // this situation can happen if we ran out of memory for instance.
-        // not much we can do. continue to use whatever texture was bound
-        // to this context.
+        // this can happen if the client never drew into this layer yet,
+        // or if we ran out of memory. In that case, don't let
+        // HWC handle it.
+        hwcl->flags |= HWC_SKIP_LAYER;
         hwcl->handle = NULL;
         return;
     }
@@ -581,12 +582,20 @@
     }
 
     // we retired a buffer, which becomes the new front buffer
+
+    const bool noActiveBuffer = !mBufferManager.hasActiveBuffer();
     if (mBufferManager.setActiveBufferIndex(buf) < NO_ERROR) {
         LOGE("retireAndLock() buffer index (%d) out of range", int(buf));
         mPostedDirtyRegion.clear();
         return;
     }
 
+    if (noActiveBuffer) {
+        // we didn't have an active buffer, we need to recompute
+        // our visible region
+        recomputeVisibleRegions = true;
+    }
+
     sp<GraphicBuffer> newFrontBuffer(getBuffer(buf));
     if (newFrontBuffer != NULL) {
         // get the dirty region
@@ -888,6 +897,10 @@
     return result;
 }
 
+bool Layer::BufferManager::hasActiveBuffer() const {
+    return mActiveBuffer >= 0;
+}
+
 sp<GraphicBuffer> Layer::BufferManager::detachBuffer(size_t index)
 {
     BufferData* const buffers = mBufferData;
diff --git a/services/surfaceflinger/Layer.h b/services/surfaceflinger/Layer.h
index 30021d3..c367a8d 100644
--- a/services/surfaceflinger/Layer.h
+++ b/services/surfaceflinger/Layer.h
@@ -188,6 +188,8 @@
         size_t getActiveBufferIndex() const;
         // return the active buffer
         sp<GraphicBuffer> getActiveBuffer() const;
+        // return wether we have an active buffer
+        bool hasActiveBuffer() const;
         // return the active texture (or fail-over)
         Texture getActiveTexture() const;
         // frees resources associated with all buffers