Fix frame-allocated path lifecycles

bug:18667472

Previously, we were allocating per-frame temporary paths within the
PlaybackStateStruct, but these are not safe as layers allocate these
transiently. Instead, move these to the OpenGLRenderer, which has
better define lifecycle.

Additionally, don't store SkPath objects directly in vector, since
they are then subject to relocation.

Change-Id: I8187ef542fcd5b030502bb75eb123ee26c0daa96
diff --git a/libs/hwui/AmbientShadow.cpp b/libs/hwui/AmbientShadow.cpp
index 21c869b..b2dba00 100644
--- a/libs/hwui/AmbientShadow.cpp
+++ b/libs/hwui/AmbientShadow.cpp
@@ -325,6 +325,7 @@
     // At the end, update the real index and vertex buffer size.
     shadowVertexBuffer.updateVertexCount(vertexBufferIndex);
     shadowVertexBuffer.updateIndexCount(indexBufferIndex);
+    shadowVertexBuffer.computeBounds<AlphaVertex>();
 
     ShadowTessellator::checkOverflow(vertexBufferIndex, totalVertexCount, "Ambient Vertex Buffer");
     ShadowTessellator::checkOverflow(indexBufferIndex, totalIndexCount, "Ambient Index Buffer");
diff --git a/libs/hwui/DisplayList.h b/libs/hwui/DisplayList.h
index cb8a8d1..7a43a2a 100644
--- a/libs/hwui/DisplayList.h
+++ b/libs/hwui/DisplayList.h
@@ -77,18 +77,14 @@
     OpenGLRenderer& mRenderer;
     const int mReplayFlags;
 
-    // Allocator with the lifetime of a single frame.
-    // replay uses an Allocator owned by the struct, while defer shares the DeferredDisplayList's Allocator
+    // Allocator with the lifetime of a single frame. replay uses an Allocator owned by the struct,
+    // while defer shares the DeferredDisplayList's Allocator
+    // TODO: move this allocator to be owned by object with clear frame lifecycle
     LinearAllocator * const mAllocator;
 
     SkPath* allocPathForFrame() {
-        mTempPaths.push_back();
-        return &mTempPaths.back();
+        return mRenderer.allocPathForFrame();
     }
-
-private:
-    // Paths kept alive for the duration of the frame
-    std::vector<SkPath> mTempPaths;
 };
 
 class DeferStateStruct : public PlaybackStateStruct {
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 075f2c5..96257e4 100755
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -311,6 +311,11 @@
     renderOverdraw();
     endTiling();
 
+    for (size_t i = 0; i < mTempPaths.size(); i++) {
+        delete mTempPaths[i];
+    }
+    mTempPaths.clear();
+
     // When finish() is invoked on FBO 0 we've reached the end
     // of the current frame
     if (getTargetFbo() == 0) {
diff --git a/libs/hwui/OpenGLRenderer.h b/libs/hwui/OpenGLRenderer.h
index e1c3d10..5eee2e2 100755
--- a/libs/hwui/OpenGLRenderer.h
+++ b/libs/hwui/OpenGLRenderer.h
@@ -342,6 +342,12 @@
     uint8_t getAmbientShadowAlpha() const { return mAmbientShadowAlpha; }
     uint8_t getSpotShadowAlpha() const { return mSpotShadowAlpha; }
 
+    SkPath* allocPathForFrame() {
+        SkPath* path = new SkPath();
+        mTempPaths.push_back(path);
+        return path;
+    }
+
 protected:
     /**
      * Perform the setup specific to a frame. This method does not
@@ -1014,6 +1020,9 @@
     uint8_t mAmbientShadowAlpha;
     uint8_t mSpotShadowAlpha;
 
+    // Paths kept alive for the duration of the frame
+    std::vector<SkPath*> mTempPaths;
+
     friend class Layer;
     friend class TextSetupFunctor;
     friend class DrawBitmapOp;