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author Dave Burke <daveburke@google.com> 2011-11-14 12:25:53 -0800
committer Android (Google) Code Review <android-gerrit@google.com> 2011-11-14 12:25:53 -0800
commit9d66da8ae61a8520f46ee7df3cbb374852d9da91 (patch)
treeea78efc4e2f5b66cb79f24586f8d0e993ee4ba1b /libs/hwui/OpenGLRenderer.cpp
parent72a31ab98f8687aa48fce028d54e79929780a302 (diff)
parent7077506f9945b87b02bdd47ffce75a5b813c821c (diff)
Merge "Revert "Discard framebuffer rendering queues when discarding layers"" into ics-mr1
Diffstat (limited to 'libs/hwui/OpenGLRenderer.cpp')
-rw-r--r--libs/hwui/OpenGLRenderer.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 1a8c19977ca6..32595e4a55ae 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -611,11 +611,6 @@ void OpenGLRenderer::composeLayer(sp<Snapshot> current, sp<Snapshot> previous) {
}
if (fboLayer) {
- // Note: No need to use glDiscardFramebufferEXT() since we never
- // create/compose layers that are not on screen with this
- // code path
- // See LayerRenderer::destroyLayer(Layer*)
-
// Detach the texture from the FBO
glBindFramebuffer(GL_FRAMEBUFFER, current->fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);