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Store compiled code in Context.getCodeCacheDir()
authorPirama Arumuga Nainar <pirama@google.com>
Tue, 10 Feb 2015 20:41:42 +0000 (12:41 -0800)
committerPirama Arumuga Nainar <pirama@google.com>
Tue, 10 Feb 2015 21:17:30 +0000 (13:17 -0800)
bug 16345623

Use Context.getCodeCacheDir for EGL shader cache and RenderScript
compiled code.

Change-Id: I54c4e43674bd1f9342ae13059cb8899f4a3f4734

core/java/android/app/ActivityThread.java

index 9d821e1..bffe395 100644 (file)
@@ -4358,10 +4358,16 @@ public final class ActivityThread {
             if (cacheDir != null) {
                 // Provide a usable directory for temporary files
                 System.setProperty("java.io.tmpdir", cacheDir.getAbsolutePath());
-    
-                setupGraphicsSupport(data.info, cacheDir);
             } else {
-                Log.e(TAG, "Unable to setupGraphicsSupport due to missing cache directory");
+                Log.v(TAG, "Unable to initialize \"java.io.tmpdir\" property due to missing cache directory");
+            }
+
+            // Use codeCacheDir to store generated/compiled graphics code
+            final File codeCacheDir = appContext.getCodeCacheDir();
+            if (codeCacheDir != null) {
+                setupGraphicsSupport(data.info, codeCacheDir);
+            } else {
+                Log.e(TAG, "Unable to setupGraphicsSupport due to missing code-cache directory");
             }
         }