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csmartdalton
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fix(renderer): Gracefully handle null image textures (#9600) 7dd9f91b4a
Core problem: The android runtime updates out-of-band assets on the main thread, while rendering and texture updates happen on the worker thread. This led to a race condition where the RenderImage could still have a pending texture update while drawing a frame, meaning its current texture was null. Short term fix: Just don't draw RiveRenderImages if their texture is null. NOTE: This doesn't fix the general race condition where data is simultaneously being read and written by different threads, but as long as we cross our fingers and hope that pointer writes are atomic (an assumption that must also be true for other types of OOB assets being written), the null check will help us limp by until we rearchitect the threading model, which is now a very high priority item.
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