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author Chris Craik <ccraik@google.com> 2016-03-30 18:09:17 -0700
committer Chris Craik <ccraik@google.com> 2016-03-30 18:09:18 -0700
commit70969ccde405ea410fc7ccfe869999a03f056686 (patch)
tree03bb598f1e1de33746703cfc3cb221bda902c3ac /libs/hwui/OpenGLRenderer.cpp
parentaf64f6341bdbca93aff3d68264af48e74faa9e58 (diff)
Fix layer damage and clipping for Text shadows
Fixes: 27787426 Change-Id: I4c65cca0cfcd343a9cfbaedd3a32b83f90df2ecf
Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
-rw-r--r--libs/hwui/OpenGLRenderer.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index c0994272c964..53ea7fa6f77d 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1413,7 +1413,9 @@ void OpenGLRenderer::renderGlop(const Glop& glop, GlopRenderType type) {
if (type == GlopRenderType::Standard && !mRenderState.stencil().isWriteEnabled()) {
// TODO: specify more clearly when a draw should dirty the layer.
// is writing to the stencil the only time we should ignore this?
+#if !HWUI_NEW_OPS
dirtyLayer(glop.bounds.left, glop.bounds.top, glop.bounds.right, glop.bounds.bottom);
+#endif
mDirty = true;
}
}