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The lock on the software buffer was not being respected when destroying the surface on screen rotation, meaning we could destroy it while Gecko was still drawing to it. This would certainly cause a crash on rotation under the right conditions. The same situation also occurred in GeckoSoftwareLayerClient.getBitmap(). We also waited until the next redraw when freeing the old texture associated with the surface. This had the effect of temporarily increasing the memory usage (generally by either 4.5 or 9 megabytes). If memory pressure is high, this could also cause a crash, though it is far less likely than the above case. |
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