Always use the correct pixel store size
Bug #7357394

When a bitmap is reused it may change configuration which can lead
to a different pixel store alignment. Our current texture cache
implementation assumes this never happens and keeps the old alignment
which can lead to distorted texture (if the bitmap goes from
ARGB8888 to RGB565 for instance.)

Change-Id: Ic57acf2403411ae4d0924e92f221298350612617
diff --git a/libs/hwui/TextureCache.cpp b/libs/hwui/TextureCache.cpp
index 9fb61e4..4d16bb4 100644
--- a/libs/hwui/TextureCache.cpp
+++ b/libs/hwui/TextureCache.cpp
@@ -228,25 +228,22 @@
     texture->height = bitmap->height();
 
     glBindTexture(GL_TEXTURE_2D, texture->id);
-    if (!regenerate) {
-        glPixelStorei(GL_UNPACK_ALIGNMENT, bitmap->bytesPerPixel());
-    }
 
     switch (bitmap->getConfig()) {
     case SkBitmap::kA8_Config:
-        if (!regenerate) {
-            glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-        }
+        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
         uploadToTexture(resize, GL_ALPHA, bitmap->rowBytesAsPixels(), texture->height,
                 GL_UNSIGNED_BYTE, bitmap->getPixels());
         texture->blend = true;
         break;
     case SkBitmap::kRGB_565_Config:
+        glPixelStorei(GL_UNPACK_ALIGNMENT, bitmap->bytesPerPixel());
         uploadToTexture(resize, GL_RGB, bitmap->rowBytesAsPixels(), texture->height,
                 GL_UNSIGNED_SHORT_5_6_5, bitmap->getPixels());
         texture->blend = false;
         break;
     case SkBitmap::kARGB_8888_Config:
+        glPixelStorei(GL_UNPACK_ALIGNMENT, bitmap->bytesPerPixel());
         uploadToTexture(resize, GL_RGBA, bitmap->rowBytesAsPixels(), texture->height,
                 GL_UNSIGNED_BYTE, bitmap->getPixels());
         // Do this after calling getPixels() to make sure Skia's deferred
@@ -255,6 +252,7 @@
         break;
     case SkBitmap::kARGB_4444_Config:
     case SkBitmap::kIndex8_Config:
+        glPixelStorei(GL_UNPACK_ALIGNMENT, bitmap->bytesPerPixel());
         uploadLoFiTexture(resize, bitmap, texture->width, texture->height);
         texture->blend = !bitmap->isOpaque();
         break;